Friday, April 27, 2018

The Far Cry 5 Chronicles: Part One: Jacob Seed



            Given the wide range of review scores, not to mention my lukewarm response to Far Cry: Primal, I wasn't expecting to like Far Cry 5 as much as I did in the first few hours. Of course, what seemed to bother a lot of people was the story; or the juxtaposition of the dark, serious tone of the story and the almost wacky, "anything can happen" tone of the side missions and gameplay; or the story's refusal to take a hard stance on the sociopolitical causes and ramifications of a right wing Christian cult staging an armed takeover of a county government in our current political climate. And there isn't much story in the beginning.
            For the first time in a Far Cry game, the player character has no voice, no backstory, not even a name, so when I was dropped into a tense situation: the arrest of Joseph Seed, leader of the Project at Eden's Gate, it didn't inspire a lot of thoughts or feelings beyond, "Joseph Seed looks like Matthew McConaughey with a man-bun—they have to have done that on purpose, right?" Obviously, the arrest doesn't go as planned, and then it's a mad dash through a forest at night/tutorial, including an impromptu defense of a cabin in the woods and a car chase. None of that is fun, exactly, but it got me acquainted (or reacquainted) with the ins and outs, and it was over pretty quickly.
            After that had played out, I was fished out of a river by a mysterious stranger and woke up in the underground shelter of—I shit you not—"Dutch Roosevelt," a man who sounds exactly like T-Bone from Watch Dogs and looks exactly like my grandfather if he'd gotten spooked by the 2008 financial crisis and decided to go off the grid. Dutch was so impressed by how I handled myself in those scripted tutorial sequences that he decided to make me the tip of the spear in his ongoing effort to reclaim Hope County from the "Peggies" (that would be P.roject at E.den's G.ate-ies).
            This is where the game gets fun. Dutch might have given me a little backstory, I can't remember, but essentially he handed me some guns and a map, said, "Why don't you kill some Peggies and blow some shit up," and ejected me back into the wilds of Montana, where armed zealots lie in wait every fifty feet or so, gossiping about Joseph Seed and waiting to unload their flamethrowers and belt-fed machine guns into anything that moves; where packs of normally docile grizzly bears get into the cult's hidden stash of ecstasy and start murdering everyone they see; where simple, salt of the earth folk wait for a hero to rise, the type of man (or woman, but I'm playing as a man because I'm a man and also because of unconscious sexism, probably) they can count on to drive a stunt car through a series of checkpoints while it's on fire, or steal back their late father's big rig—the one with the battering ram and mounted machine guns—or fetch the decorations for the annual Testicle Festival.
            You know, listing that stuff, I'm beginning to realize just how much faith Dutch is placing in me, especially when you consider that I've never spoken a word to him. He doesn't even know my name. I guess I just have a trustworthy face.
            Running (and driving, swimming, and occasionally flying) around Hope County, helping people with their chores and getting into pipe bomb fights with passing maniacs, I was reminded of how much fun I had playing Far Cry 3, my first in the series. I had less fun with each subsequent installment, despite the fact that in terms of gameplay, the Far Cries are just very slight variations on a strong theme. I can't identify what's making the difference, but whatever fairy dust they sprinkled onto Far Cry 3 is back, and I was happy, at any given moment, just to be running across a wheat field, picking off distant goons with arrows to the face and blowing up the manure silos they were guarding. The side missions are mostly fun, too, and the named NPCs are well-written and performed. After somewhere between three and five hours, I was honestly befuddled by the lower review scores.
            Then I made enough progress in the story to get to the first major boss fight.
            Actually, first I did a mission to recruit a companion character named Nick Rye. Nick is a pilot, the third generation to run his family business, with a very pregnant wife. The Peggies stole his plane, and he wanted me to get it back for him. The plane was in John Seed's actual compound, which was crawling with goons, so I held off until I was nearly done with the region. When I stole the plane, Nick name on the radio and talked me through a bunch of aerial maneuvers to make sure the Peggies hadn't cut the brake-lines or whatever, and while I was doing that, he talked about his family—his father and grandfather, his love for his pregnant wife and unborn child, his struggle with the decision of whether to stay and fight for what's his or leave to protect his family—and by the end, I was thinking, "What a great mission!"
            Then I landed.
            What had started as a balls-and-dick-out, pedal to the metal action movie and resolved (or so I thought) into a relatively quiet moment of introspective character-building turned back into Rambo III. The Peggies were swarming Nick's property! They were going to kill his wife and burn down his house! HALP! So I got back to killing waves of cultists, made it through a checkpoint or two, and got killed just as Nick called me to defend the hangar. I respawned, hustled over to the hangar, and… nothing. There were no bad guys there, no Nick, no nothing. So I restarted at the checkpoint… nothing. I thought about restarting the game, but the flying part of the mission, lovely as it was, took a long time, and I didn't want to do it over. After about a half hour of fiddling, I gave up and went to bed frustrated (Michael Scott told me to tell you that that's what she said).
            I had already built up enough Resistance Points (I'd explain, but who cares) to take on the final battle with John Seed, so the next time I played, I bit the bullet, headed to Fall's End, and went to the church, where I was hit in the face with a rifle butt and treated to a five-minute cut scene. I awoke to find John Seed tattooing my sin, "WRATH," onto my chest. After he inks it onto a sinner, he cuts off the flesh with the tattoo, thus unburdening the sinner of their sin—easy peasey! He'd already completed the process with the local pastor, and I watched him do it to Nick Rye, whose sin was greed—because he didn't want the cult to steal his sole source of income, I guess?—but when he was about to do it to me, I grabbed the pistol the pastor had hidden in his Bible and shot off his ear. This led to another gun battle, after which I jumped into a truck's turret so that we could chase Seed down and kill him. I died in a rain of gunfire almost immediately, the game reloaded at the point just after I'd climbed into the turret, and…
            Nobody was around. No enemies, no NPCs, and nobody to drive the truck. I tried to get out of the truck, but I couldn't. I did a manual reload and ended up in the same place with the same problem. So I quit the game and started the mission over, which was when I discovered that the five minute cut scene of John Seed monologuing and cutting off people's skin is un-skippable. I used the extra time to fight the almost overwhelming urge to throw my Xbox in a fire, and I managed to get through that dog shit turret sequence without getting killed, which was when the game told me that John Seed was escaping in a plane and I had to shoot him down. My total experience flying planes to that point was the Nick Rye mission I couldn't finish (which'll become even more frustrating in a minute), but I got in a plane and took off, figuring, "How hard can it be?" After all, until this point in the middle of this mission, Far Cry 5 has never presented flying as anything but an optional activity, so it would be crazy to make this more difficult than, like, a 3 out of 10.
            It turns out that it's very hard.
            I got shot down again and again and again. I looked up strategies for the fight online and found that tons of other people were having the same issue, and that most people had gotten past it by calling in flying ace Nick Rye for assistance, which I couldn't do because the mission had bugged out. After literally an hour of this shit, I went to a gun store, put a grenade launcher in my inventory, let John Seed shoot me down, and then shot him from my parachute with a grenade. I hadn't tried this earlier because the game kept emphasizing that I had to shoot him down from another plane. But now, at least, one of the worst missions I've ever played in a triple-A game was over.
            WAIT, WHAT?
            John Seed also had a parachute, and he happened to parachute down right on top of his underground compound. "You have to kill him again!" the game told me. I landed in a crouch, snuck up behind him, and shot him with the grenade launcher, just to be sure. Success! Another cut scene! And now, it's finally—
            Oh, hey, there's more.
            John's "underground compound" was a repurposed missile silo, and now that I had his keycard, I had to go in and rescue another deputy. Working from the naïve assumption that the game's designers would recognize when it was time to leave well enough alone, I sprinted in like an asshole and got gunned down by the hundred faceless goons still hanging around. I respawned outside of the compound with the keycard in my hand, and all of John's guards up top respawned, too.
            Mother. Fuck.
            Over the next 346 hours (subjective time), I fought my way to the bowels of the missile silo to rescue the other deputy, fought my way back to the top of the missile silo to blow it up, fought my way through fire and explosions and waves of bad guys to get to a helicopter on the roof, and by the end my only satisfaction was that it was over.
            That there are persistent mission-breaking bugs in main missions on a console version of a triple-A game at all is incredible, let alone this many. Kirk Hamilton wrote an entire article about the turret bug, an article that was published on Kotaku, one of the highest profile gaming sites in the world, two weeks ago. How does nobody notice and fix that?
            But even without the bugs, that John Seed "boss fight"—and all the accompanying nonsense—was the worst. One of Far Cry 5's greatest strengths is the sandbox aspect, and even the parts that offer the illusion of freedom are basically on rails. I don't mind the story aspect. John seed is well-acted (by Detective The Irish One from Castle, as I discovered after the fact), and I find the Far Cry universe's style of pseudo-philosophical nonsense consistently entertaining, if not necessarily thought-provoking. The fact that I couldn't skip the cut scene after the first time fits what I'd expect from the people who create Far Cry's pseudo-philosophical nonsense, but when it's paired with the mission bugs it's almost unforgivable. Either this game was shipped before it was ready or there's a fundamental disconnect between the people making the game and the people playing it (or, going by what little I know about video game production in the 21st century, probably some of both).
            As much as I like, even love, a lot of the component parts of the game, I understand the mixed reviews now. If the parachute/RPG gambit hadn't worked—had I not been lucky enough to have it work on the first try—I would have quit, and I don't think I would have gone back.
            Will this pattern of high highs and abysmal lows continue as I travel north into Jacob Seed's region? God, I hope not.

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