The Far Cry Experience (2012)
Actor Christopher Mintz-Plasse goes to Rook Island for the Far Cry Experience, where he meets Vaas and his pirate gang.
- Date of release
- 2012-11-01
- TMDB
- 7.7 / 10 (12)
- Runtime
- 30m
- Genres
- Adventure, Horror, Comedy
- Director
- Antoine Blossier
Casting
- Christopher Mintz-Plasse — Chris
- Michael Mando — Vaas Montenegro
- Jonathan Sanders — Barry
- Charlie Ruedpokanon — Pirate Cameraman
- Byron Gibson — The Producer
- Gigi Velicitat — The Agent
- Geoffrey Giuliano — Deer Boy
Interesting facts
Far Cry 3 is a 2012 first-person shooter game developed by Ubisoft Montreal and published by Ubisoft. It is the third main installment in the Far Cry series after Far Cry 2. The game takes place on the fictional Rook Islands, a tropical archipelago which can be freely explored by players. Gameplay focuses on combat and exploration. Players can use a variety of weapons to defeat human enemies and hostile wildlife, and the game features elements found in role-playing games such as skill trees and experience. After a vacation goes awry, protagonist Jason Brody must save his friends, who have been kidnapped by pirates, and escape from the island and its unhinged inhabitants.
Development
Ubisoft Montreal served as the game's lead developer and was responsible for creating the game's single-player. It was a global production that involved multiple Ubisoft studios: Massive Entertainment created the game's multiplayer portion, Ubisoft Shanghai designed the missions and crafted the AI of wildlife, Ubisoft Bucharest provided quality assurance, Ubisoft Reflections assisted Montreal on the design of vehicles, and Red Storm Entertainment…
The team avoided creating distinct levels. As opposed to traditional game design, in which designers carefully calculated where and how to place environmental objects on a grid, the team instead experimented with dynamic cover design and utilized an algorithm provided by the Dunia Engine to quickly procedurally generate the layout of a large area. The team would then manually adjust the placement of different objects and test the output.
The team evaluated the gameplay elements from Far Cry 2 and determined which gameplay elements they should include or improve. Weapon degradation and malaria infection were removed, as the team thought that it made the game less fun. According to producer Dan Hay, Far Cry 2's world was barren and lacked reactions to players' actions.
Level designer Mark Thompson stated that in a Far Cry game, morality was not absolute and that there was always "a moral gray space". The team intentionally avoided introducing a morality system which would judge players' actions. Gray morality is seen as Jason murdered the pirates in order to rescue his friends and survive on the hostile island.
Yohalem designed a story that examines the minds of players. The game was described as being "self-aware", reacting to players' style of play. Yohalem, in particular, wished to contrast the difference between players and the playable character, in which players have fun playing the game, while Jason is on a terrible journey killing people.
Read on Wikipedia · Text from Wikipedia, CC BY-SA 4.0. Data from Wikidata.
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