Again, no peaceful island vacation

Again, no peaceful island vacation

Far Cry 3 (100% uncut) - [PlayStation 3] (Video Game)

Customer Review

After FarCry was largely critical taken 2 of the fans, a similar scenario with a FC1 FC2 like "Open World" will be created and provided with some new features. Immediately, the player has to complete tasks that are to come as close as possible to a wilderness survival. There would, for example, the hunting, killing and skinning of different animals to be able to manufacture equipment etc. as weapons leather belt can. Tapir, leopard, tiger, goat, pig and even the shark are for example in the hunting program. The very criticized animal lack of FC2 would thus at least obsolete. Sometimes as the zoo to get in front of him, as high animal density is locally.

Another innovation is the prey of all sorts of stuff boxes and corpses. Broken teddy bear, cocaine packets, watches etc .. The list of things that can disappear in the appropriate bag is long. In addition to the cash that you also everywhere (especially in pockets of dead opponents) can convert the stuff in selbiges by selling the "Store". The money earned is then verwart purses in the growing erbastelten (animal skins).
Collecting also can be a lot of plants that can be used for the manufacture of elixirs. This then sprayed into the vein and then, for example, better hunt, fight, swim, heal etc.

Ah, an important Neurerung is still an evolved from Farcry1 enemy locating mechanism. Once per binoculars or "sighting" turned attracted enemies are visible at all times marked on the head with an icon and erkannbar even as gray shadow by any object. Sounds funny, but is a special refinement of FC3. The creep mechanism is time exorbitantly important and one must often turn enemies unnoticed with the knife and even though a few meters already is the next enemy. The X-ray vision helps to know exactly whether an enemy just goes away from the players and one can so drop him in the back and stab ugly without being seen. For this very important "takedown maneuver" you have to press the stick basically just at the right moment.

Really good to me, incidentally, also like the possibility an enemy camp once and for all (inclusive hoist a flag) take. If this happens unnoticed, one obtains experience points that can be invested in the "acquisition" of new skills.

The story is reminiscent in part to a combination of the movie "The Hangover" and the PC game "Prey". What is meant here is not very serious, manifests itself in the game so that a bunch of young people want to take a wild adventure tour by Falschirmabsprung on the island. That goes wrong and villain Vaas it captures and kills the same time the brother of the protagonist. But this manages to escape and soon he meets the Indian-looking aborigines and learn will help gradually mysterious abilities to put the pirate craft.

In addition to the straight track the mission objectives can be, however, a lot of side quests and do so drive eg race with quads or poaching dogs succumbed. The area is a OpenWorld island with pretty corners and a similar feeling as when Farcry1. Graphically, the whole course has been upgraded and so there are a lot of details and beautiful lighting effects. Problem is that the PS3 probably not 100% the performance that need it for a perfect view. This is reflected, unfortunately, in a very limited vision. If, for example, is on a hill and would like to look into the distance, to get in front of him, as if you were standing in the fog. Distant island parts are shrouded in haze liable obfuscation effects. The vision usually is not enough time in order to fully exploit with a good rifle scope can. Compared to PC, there is also a later reloading landscape, which is not very disturbing but basically. Then we have the problem of the flying grass. If one uphill, one can often see that the numerous grasses simply do not reach the floor. Something strange I find that the sneak through the vegetation so elegantly evasive grass was converted from part 2 in simple rigid thicket. The beautiful wind effects, there are also no longer in the extent. This is then offset by detail. Apart from the much prettier faces of the figures and a little more rounded edges and improved water and lighting effects, the graphics overall is however not the mega quantum leap, the one you might expect FC2. The fire took place in the second part I even somehow more real and less "painted" effect. Anyway, what the colors are concerned.

The secret sneaking around and acting cautious after a short familiarization for exciting act. The hunt and the "Down Taken" must be well planned. Tactics is required. The Rambo method ends fast with the Dead. An example: Once I crept to a camp warden zoom and murdered him Hinte RESET, then crept but backward in a fire pit and was while trying to clear myself in panic and ran a guard (fire weakened) before the race and was killed on the spot.
For quick spurts through the bushes I was already repeatedly brought by tigers or other predators to track.
The slower path is essential for FC3. Too high is the density of totbrigenden enemies, whether human or animal.
Quite realistically the animal scenario here will not take effect because the Tiger quasi running around everywhere and therefore also happy times right 20 meters next to an Outpost of a guard, take a little nap. Has the Tiger then slept enough and goes on patrol, he then engages like everything that comes in his way so. Amusing situations are, for example, if you just want to kill a goat and 3 meters before arriving at the spoil plunges a tiger on the animal, biting it short and dead skin at best again. If you are not lucky enough to be a fall endeckt perhaps again any dogs in the back. It goes up here on this island. Sometimes the bursts acts just too narrow for the compilation of human-predator-prey. Almost as if in a zoo cages suddenly all gone. Strange. What was too little at FC2 is here somehow too much. The island scenario works by comically significantly narrower than the African (some places).

Since we are degrees with problems: I play the game in the easy difficulty setting to be able to discover just undisturbed (I am not a hardcore shooter) and be able to compensate also the problem with the controller control. Also in the third part I row part in the direct exchange of blows wildly around my opponent around and through screens the air with my bullets. I place the control down in the sensitivity, so I can do it myself often not turn fast enough, before anything has successfully eaten or shot from behind me. I have only one chance with sniper actions or takedowns. Fortunately, makes me just that really fun. Without these features I would hardly like this game.
I did not dare to compared to higher difficulty levels, but what so offers the display at this stage all of science fiction-like special effects, actually fits "Prey" as to FarCry more. The aforementioned Durchdiewändesehen, the overhead symbols at any time marked by a point or a bracket mission objectives and the strange weapon selection pop act simply out of place. This makes the game away completely quasi a real island wilderness feeling. I feel like in a futuristic battle suit. The atmosphere also are detrimental to the many menus that I can call (even in the thickest fray) repeatedly to compile my elixirs or manage capabilities. This looks more like a manager game. Cumbersome and completely on the original idea by. Very mechanically the whole.

The sound effects are in parts similar to the second part and so there are in the right places exciting music when I'm close to opponent and the fight starts. In Africa I found the background noise such as wind and wildlife but just moody. The comments of the bystanders guards are similarly stupid as in the second part.

The KI? Goes so. Go still occasionally when turning with the "Jeep" backward into the water and all the people remain under the floods. They meet still unrealistically good and run similar way as in the second part. Difference are some characters who in the aggressiveness of their attack behavior settle from the "normal people". These fellows I just can not perform open Schlagabtäusche. They run around like on speed and shoot while still loosely from the hip.
As a mattering of the opponent was not so easy at FC2 (no see through the walls), the perceived ability of the enemy tactics CLEARLY was better. What good is a round-up, if I can see it through the mountain? Unspannend.
Voltage contrast brings this X-ray vision mechanism in that you can use it to eradicate entire enemy camp unnoticed. This then brings a neat rewards, which is very motivated and insanely entertaining. Especially when you've learned throughout the game to be able to equal out multiple opponents suddenly unnoticed. THE highlight of FC3.

It'd give a lot to talk about. A lot of good but also negative. Bottom line is that this game can be great fun through the surreptitious maneuvers. By strange graphical helpers and menus as well as the throng of animals on the island but just comes to not madness atmosphere that one would expect. Rabid Zombie Dogs bring a "28dayslater feeling" hyper aggressive predators act like typical "Game Monster".

The addictive collection, hunting and Meuchelmordsessions and the opportunity is a lot to discover a serious chunk on the scales. This can not even change the quite existing criticisms.
I had at least as much fun as FC2, in some areas more, in others less.

good music 1 1 Rank: 5/5
April 26
Mainzer pitcher in Champagne Rank: 5/5
February 23
Perfect for the camera Rank: 4/5
December 29
Small trees Rank: 3/5
December 26

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