How Far Cry 5 Balances Philosophical Introspection And Hunting Bears With Bazookas

While the Far Cry series once focused on the high-octane exploits of westerners mingling with the locals of foreign lands, the shoe is now on the other foot with the US setting of Far Cry 5. This shake-up was intended to push some buttons, according to creative director Dan Hay. And it certainly has, although the creative forces behind the game were somewhat hesitant to say to GameSpot directly that it’s a commentary on current times.

Though the game still revels in the over-the-top action and open-world hijinks the series is known for, the fifth entry’s distortion of Americana–within the confines of an isolated mountain region of Hope County, Montana–feels all the more potent and timely. During a recent press event for Far Cry 5, we had the chance to talk to lead writer Drew Holmes (Saints Row: The Third, Red Faction: Guerilla, and BioShock Infinite) and lead actor Greg Bryk (Fargo and A History of Violence)–who portrays Eden’s Gate cult leader and main antagonist Joseph Seed–about their work on the game.

Can you talk about how your experience working on past games prepared you for Far Cry 5? You’ve had experience on other open-world games, but this one is so tonally different from your past work.

Drew Holmes: Over the years you learn what works and what doesn’t from the things you work on. So going from Saints Row to Red Faction to BioShock Infinite and to now this, it’s like I’m bringing all that knowledge I’ve accumulated from all those people that I’ve worked with, and then taking that saying, “What is Far Cry 5 about?” Sitting down with Dan and Greg, we talked about who this character is and what he stands for, and what is he afraid of. What is the experience we want to give players–that is harrowing, dark, and even a bit frightening, but also big and bombastic and thrilling? All the things that encapsulate Far Cry, while also giving more ownership to the direction of the story for the player experience. It’s along that path of trying to grow as a craftsman and as an artist, while trying to bring some humanity to really scary villains.

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While the core concept of the game was planned out years ago, the game as it is now has some rather striking imagery and moments that resonate strongly in our present times. Particularly the ideals of American conservatism in isolated pockets of the country, and the concept of a cult of personality in power. With your performance as The Father in the game, did anything from real life and current events sort of inform your performance, and were you even a bit surprised by how closely the parallels were?

Greg Bryk: No. For me, it’s a very personal journey [of this particular character]. This is a man who is broken, who has been deprived of love and even stripped of the insulation that love affords most of us. And then within that, [The Father] was given a message from God, and that it’s the truth and that the end is coming. He believes that the end is coming, and he needs to save as many people as he can. And as a father in real-life, sometimes your kids want–sometimes you know what’s right, and they don’t. You have to correct them and put them on the right path.

I really believe the sense of longing Joseph had was the spark that created his world system and his world view. It also sparked a longing that a lot of people have. I think we really are alone, a lot. We really are lost in a lot of ways. Even though we have access to such vast information, how rare is it to sit across from another human being and hold their hand and just spend time with them. We’ve really lost the art of being human together, and I think to me was one of the captivating features of this character. For someone who has nothing, how do you build a family? So I came at it from that place.

But I understand that we live in chaotic times now, and I think people will project a whole bunch of narratives onto the story–and they will because this is what we do, we’re storytellers and we want to take the meaning of that. It’s a great conversation piece and it’s great for the game, but I think from the player’s experience of it will not be at the arms length of an ideology, but rather that someone is challenging me with their truth, and you are going to have to make a decision–and it’s going to be an intensely personal one. One that you could take the hero’s journey and take the cult down, or the message could resonate with you and strike a chord with you.

Holmes: One that will linger long after you put down the controller.

Bryk: And of course there’s also some kick-ass moments throughout the game. That got super heavy for a minute. You can still shoot s***, dogs and bears attack people, and there’s airplanes–but there’s also the heart of the game, quietly beating underneath all of that.

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Was it challenging trying to balance those tense and extremely dark moments with the sort of standard video-gamey action beats?

Holmes: I think that’s Far Cry. When you look back at 3 and 4, it is that chaotic and dark story running through, but also fighting tigers and bears with a rocket-launcher. You can’t separate that, that’s a part of what the game is. For us on the narrative side of that, it was trying to figure out how to embrace more of that. How to check our egos at the door, to give up more authorship to the players, to say to players that you’re running the show. We have all these little moments for you to discover and for you to meet these characters in the cult and across the county to progress in the game. But it’s up to you to decide when that stuff is moving forward, and the tone that it takes. If you want to play it dark and brooding and serious, there are characters for you to seek out that offer experiences like that. But if you want a crazy open-world experience, that’s there too.

We aren’t dictating how the game unfolds. It’s challenging from the sense that we all understand in terms of traditional storytelling how things unfold, we’ve been conditioned to that by watching and listening to stories to understand that flow, and now [in this game] to giving control to the player where you start to play through the game, where the cadence and the pace of it is really up to you where you can just go out and explore the world and not engage in things, that’s still a part of your experience. Or you can seek out Hurk and have a ridiculous time, and that’s gonna cause the cult to come after me and then I’m gonna have to dip into Jacob Seed’s story and what that means for the Whitetail Militia. It changes the cadence of what unfolds.

But for me, it’s really challenging to make it all feel cohesive, but at the end of the day when you can sit down with the controller in your hand play through it, it’s just so enjoyable. It’s fun, it’s frightening, it’s scary, but also really f***ing funny in places. But that is really the special sauce that makes it Far Cry.

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It really says a lot when you’re able to bounce between moments of philosophical introspection with gameplay scenes with Cheeseburger the Bear.

Bryk: But that’s life, isn’t it? How often does life follow a nice, tight tonally consistent narrative arc? It doesn’t. It’s absurd, it’s profound. We go from the birth of a child, to something absurd happening, to other catastrophes happening. It’s all like this [snaps fingers]. Life isn’t polite in that way. It intrudes and delights and terrifies, quickly.

Holmes: The world isn’t painted with one brush, and neither is this game. We wanted to offer as much content with differing tones.

Since you’ve been on this game for some time, is there anything from your experiences on this over years that stuck out?

Holmes: There’s a lot. But for me, a lot of it starts with the performance that Greg has given us. Having an idea for a character, a spark of where it’s going to go, and then putting that on a page is another. But until you can find someone that can embody that, make it believable and honest, where you care about the things that the “bad guy” believes in–and can make you see where they’re coming from–that’s super tough. When we started to work together, we were on the same page as far as a villain who doesn’t see himself as villain. It’s the choices that he makes and the lengths he’s willing to go, in his view, that people see him as a villain. He believes wholeheartedly in what he does, and he believes that others will thank him after he saves them. It gives Joseph a different flavor as villain than the previous Far Cry games.

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Bryk: This is has been one of the happiest adventures of my life, creatively. It was also very dark and challenging, but in the best kind of way. Like you have a problem you want to wrestle with and it exhausts you, and it takes the best and the worst of you, and then says “here it is.” It ended up being the last scene we ever shot for a key moment in the game. When I first read it, we were shooting the short-film in Montana, and Drew sent me the pages of the script. At the time, Montana was on fire [during the 2017 wildfires]. So I could literally see the state burning around me and the air was thick with smoke and I’m reading this almost Book of Revelations-type narrative. I could feel this sort of rage within me–that is animalistic and nihilistic–where love is gone and can never be. It f***ing destroyed me, but in the best possible way. And we got it.

As an actor, there are honest moments, and then there’s moments where you understand a fundamental truth of your darkest fear realized. And he wrote it, and it was just one of those magic moments where it all worked out. I think when the player is forced to confront someone in that state, they’ll have a moment of pause. Because that’s someone who’s been stripped of nicety.

For more info about Far Cry 5, be sure to check out our impressions from our three hours spent with the game, along with some videos showing off the more ridiculous and over-the-top moments of action.

New Far Cry 5 Gameplay Contains A Killer Bear Named Cheeseburger And What Even Are Video Games Anymore

Over the years, Far Cry has evolved from a punishing battle for survival into a playground of explosions, huge guns, and over-the-top villains. With Far Cry 5, that pattern appears to continue: we’ve already seen Boomer the dog and other outrageous characters, and now an even more ridiculous sidekick has been revealed.

Cheeseburger is the name of a grizzly bear who you can hire to go around and kill enemies for you. He’s incredibly powerful, capable of killing bad guys with ease, and unlike other guns for hire he’s also able to take quite a beating himself. Take a look at some footage of Cheeseburger in action above.

Far Cry 5’s silliness will continue in its DLC, which contains add-on packs that will see you face zombies and Martian arachnids. It’s not long now until the game launches for PS4, Xbox One, and PCafter a delay, its release date was confirmed as March 27.

Ubisoft recently revealed Far Cry 5’s PC specs, detailing the minimum and recommended requirements, as well as what hardware you’ll need to run the game at 4K. You can also grab the game for free right now if you buy one of a range of AMD graphics cards.

Ubisoft Buys a New Studio

Ubisoft has announced its acquisition of Brawlhalla developer, Blue Mammoth Games.

Blue Mammoth is an Atlanta, Georgia studio made up of 21 employees – Ubisoft did not disclose how much it had paid for the studio.

Brawlhalla is currently the most-played fighting game on Steam based on concurrent users and is apparently one of the top free-to-play titles on the PlayStation store, according to Ubisoft.

“The team at Blue Mammoth Games is expert at developing and running scalable, competitive, multiplayer online games, and they’ll be a great addition to Ubisoft’s network of studios,” said Laurent Detoc, President of Ubisoft NCSA.

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Terry Pratchett’s The Watch Series Will Bring Discworld to TV

Terry Pratchett’s series following the antics of Discworld’s Ankh-Morpork City Watch is reportedly coming to TV.

Deadline reports that BBC Studios will be making a six-part series currently titled The Watch, based on Pratchett’s City Watch series of books. Narrativia, which is now run by Pratchett’s daughter Rhianna Pratchett and his former business partner Rob Wilkins, will produce.

the watch

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How DC Is Beating Marvel at the Relaunch Game

With Marvel Comics announcing a “Fresh Start” to their comic book line this May, it will be the seventh time the publisher has done a relaunch in six years. DC Comics, on the other hand, has done three in about the same time. What’s with all the relaunches?!

The main reason that these relaunches happen, and will continue to happen for the foreseeable future whether you like it or not, is because they can always be depended on for a sales bump. Look at the sales charts over the past several years and you will see a spike whenever there was a relaunch. When comics relaunch and start over from Issue #1, it not only creates a fresh jumping on point for new and returning readers to buy but it entices collectors to purchase extra copies in hopes that the first issue of a new series will one day be worth something (even though that rarely happens these days). Plus, comic book retailers get discounts and incentives to purchase more of a new comic to sell in their stores, which lets the publisher report big sales numbers, even though they’re artificially inflated because they’re not representative of actual demand for the books.

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Xbox One Spring Update Rolling Out, Adds Mixer Remote Play

Xbox One has begun rolling out its Spring update which, among other things, allows stream viewers to control a streamer’s games remotely.

As detailed on Xbox Wire, the update is available today for Xbox Insider Alpha Ring members.

The highlight is Mixer’s new “Share Controller” function. When streaming through Mixer, users can now pass off control to a viewer, who can either play using a plugged in controller, or with onscreen controls. You can see it working below:

Mixer will also receive a set of quality of life upgrades on Xbox One, primarily with streams no longer auto-ending when you switch between games.

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This Month’s IGN Mystery Box Theme is Mercenaries

The final touches are being placed on the next IGN Box and we can finally reveal the theme is Mercenaries.

Celebrating the best bounty hunters in pop culture, this mystery box contains five hand-picked items that toast the most bad-ass mercs, including Deadpool, the Punisher, and Deathstroke, plus there’s an exclusive IGN t-shirt too.

Numbers for the box are very limited and it’s on sale now, so make sure you order yours today by clicking the image below.

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Blizzard Could Be Teasing Diablo 3 on Switch

Update: …but it probably isn’t. Polygon got a statement from Blizzard that shoots down the speculation.

“We can assure you we’re not that clever,” said a Blizzard spokesperson. “

meant to be a fun community engagement piece. We have nothing to announce.”

Boo!

Original story: Blizzard has taken to Twitter possibly to tease Diablo 3 on Nintendo Switch. Or it’s just really keen on having us check out its fancy nightlight.

The official Blizzard Twitter account posted a short six second clip of a Diablo nightlight being repeatedly switched (get it?) on and off:

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J.J. Abrams Wrote Drafts For Star Wars 8 and 9, Says Daisy Ridley

According to Daisy Ridley, director J.J. Abrams had written early versions of Star Wars Episodes 8 and 9, but director Rian Johnson used none of the original draft for his Star Wars: The Last Jedi.

Rey actress, Ridley spoke to Geek Le Mag (translated by Tumblr user daisyridleys), who asked if J.J. Abrams had already planned the mystery of her character’s backstory before Episode 7. However, Ridley’s response was far more wide-reaching:

“Here’s what I think I know. J. J. wrote Episode VII, as well as drafts for VIII & IX. Then Rian Johnson arrived and wrote TLJ entirely. I believe there was some sort of general consensus on the main lines of the trilogy, but apart from that, every director writes and realizes his film in his own way.

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Death Wish Review

It would be enormously misleading to call Eli Roth’s Death Wish a remake of the controversial 1974 movie, about a mild-mannered man who becomes addicted to vigilante violence after the assault of his daughter and the murder of his wife. The original Death Wish was a serious drama that asked difficult questions about the personal and societal impact of violence. The new film is a shallow action thriller that decides, early on, that vigilante violence is awesome, and has few (if any) negative consequences.

They may have similar plots, but Eli Roth has changed the tone of Death Wish so much that for all intents and purposes it is no longer a remake of Death Wish. If anything, it’s a remake of Death Wish 2, the first film in the franchise to completely miss the point by turning Charles Bronson’s character into some kind of righteous avenging angel of death, instead of a mentally-ill murderer who happens to have a tragic backstory.

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