
"We worked hard on ensuring that when you fight the cult, they fight back" - Jean-Sébastien Decant, narrative director, Far Cry 5īut Far Cry 5 isn't all freedom despite giving that impression on the surface.

You know there is no radio tower? It’s really about letting the player jump into a world, and just explore the surroundings and discover for himself what’s going to be interesting and create his own agenda." "And the fact that we also kind of broke the formula.

"The most different thing is the level of freedom that we managed to deploy in this episode," said Decant. "Then there is this mix up too, it’s a salad of flavours, and depending on the moment and the level of the importance of the story you can find something that’s going to be dark, or something that is super fun and ridiculous, and in the middle, even in this one we’ve tried to fill with some touching moments."įar Cry 5 intends to break its own rules, throwing out some of the established - and some would say tired - elements that have become part of the franchise's formula.

"If you look at the different pillars of the world, I think that we are always about this open world with a lot of freedom, there is always this charismatic villain that we love to hate, there is always a bit of a rabbit hole also, a place that is going to be fucked up and weird," Jean-Sébastien Decant, narrative director of Far Cry 5, told VG247 at a recent hands-on event. Radio towers are finally out, but the weird shit still permeates Far Cry.ĭespite the changes to Far Cry 5's formula, where overly-familiar elements like the radio towers and mini map have been thrown out, there are still core Far Cry elements for fans of the franchise.Īnd not just in terms of its familiar go-anywhere, fight-a-flamboyant-badguy formula.įrom burning fields of weed to riding rampaging elephants, magical sleeve tattoos, playing as a mammoth and harpoon-wielding bro Hurk's caveman descendants, Ubisoft has been blending the sublime with the ridiculous since Far Cry 3.
