The game features pretty good ideas, such as hunting, which is closely linked to the crafting system, eg to tinker from skins and leather of animals to a larger bag to carry more inventory items, weapons or ammunition. Very good idea! Even the handling of different vehicle feels realistic. However takes motivation, the game continue playing after about the tenth hour of play off rapidly as you realize that 70% of the game action crazy about conquering bases and masts and the main story is only cumbersome ahead. Since then also eventually the aforementioned, rather innovative game elements save anything, goes as flutes the long-term motivation and that's for a game usually not good. Since save the many side missions anything because these are too similar to be repeated just too fast and.
I hope, therefore, that "Far Cry 4" learns from this mistake and that makes better. A game like Far Cry does not offer compulsively 20 hours of play, and more also, if it in the majority of the playing time the monotony then eventually takes over the violence. The game can then only 10 to 12 hours of play to go quietly, but offer variety and Kurzweil, whereupon at an action game should be so well the original focus. An action game is just an action game and not a RPG. That have not yet fully understood, some developers. In a role-play function 20, 30, 40 hours of play, and more, in an action game rarely. "Far Cry 3" proves exactly that.
The best part of the series so far is still the first part of 2005. This stretched even more than 15 to 20 hours of play there, but was never a dull moment and despite the Fakts that he offered no OpenWorld and thus was significantly linear, what was also due to the horror elements, among others, of whom benefited Part 1.