Far Cry Primal Review

After having convinced us again with the charm of Kyrat in Far Cry 4, The series Ubisoft is ready to take a dip in the past of 10.000 years, among tigers with saber teeth and hairy and mighty Mammoths. With Far Cry Primal Ubisoft Montreal try a change of direction with a spinoff with a "tribal" flavor. Will they be able to make their mark? Available from last February 23 on PlayStation 4, Xbox One and PC (from March 1), here is the review of Far Cry Primal.


Version tested: PlayStation 4

Pdor, son of Kmer, of the tribe of Istar
The story that despite the assumptions and numerous pretexts never really manages to take off

With the new course taken by the series with Far Cry 3, replicated perhaps in a not too dissimilar but fortunately functional way in the following, Ubisoft Montreal is ready to give the series a little rest (perhaps following in the footsteps of Assassin's Creed) and entertain fans with a more concrete and richer spin-off (from the content side) than what was the unexpected Blood Dragon.
What has distinguished the last chapters of Far Cry is the excellent combination of setting and story, elements that have contributed to the creation of great stories and memorable characters (Vaas above all). And after the enchanting islands of the archipelago of Rook Islands and the immense valleys of Kyrat, it was difficult to think of a new location able to amaze and amaze us. Instead, from Ubisoft Montereal comes the "stroke of genius": setting this spin-off 10.000 years BC, in a primeval, wild and unknown world. And so our journey in the region ofOros, a land full of charm and mysticism, unexplored, an unexpected setting and often little treated in the modern video game, perfect for setting a new story, which will see us take on the role of Takkar, a hunter of the gods tribe Wenja.



Separated from his group during a mammoth hunt that ended badly, Takkar will soon meet with Sayla, a young Wenja woman who survived the extermination of her village by the terrible clan Udam. After rescuing her and listening to her story, we will decide to join her and her struggle, with the aim of avenging her people and offering them shelter to live. Takkar will become an unblemished warrior, a leader who will stop at nothing and no one, all to honor his people from the oppression of the rival clans living in the Oros. Not only the ferocious Udam, led by the enormous and brutal Icelandic Wool, but also the most "evolved" Izila, led by the daughter of the sun, the beautiful and extremely lethal Batari. A three-way game, therefore, where supremacy over other tribes means survival, and in Far Cry Primal survival will be everything.
But we will not be alone in our battle and at our side we will find some curious figures who will accompany us in this suicide mission: from Tensay, a shaman who swore revenge on the Izila after torturing and branded him, a Jayma, lonely huntress Wenja who will offer us support and the tools necessary for the hunt, or Karoosh e Urki, the first eager for revenge for the death of his son, the other a little evolved caveman, struggling with the most curious experiments (he is entrusted with some of the most hilarious missions in the game).


If the setting, that of Oros, is spot on and successful, offering us a quantity and quality of astounding panoramas able to fascinate us at first glance, thehe decision to set Far Cry Primal in the distant past brings out some problems at the narrative level. If on the one hand the atmosphere and the characterization of the characters works, on the other we find shortcomings in the narrative, with a story that despite the assumptions and numerous pretexts never really manages to take off, and when it does it is too isolated moments. If Vaas, and to a lesser extent Pagan Min managed to pull the strings of their respective games by themselves, here the two nemeses are not sufficiently present and as memorable as they would like to be, negatively affecting the whole narrative aspect, which given the premises and the chosen setting could offer much more in terms of story and development.

Throw me a spear
Setting Primal so far in time feels brave and risky on the gameplay front

If the choice of setting Far Cry Primal so far in time seems courageous and risky on the gameplay front, given that in an FPS the lack of firearms can become a destabilizing element, in practice little or nothing has changed compared to the "classic" series. No firearms, it is true, no guns, guns or anything else contributing to the mass extermination, but our Takkar will be able to rely on arrows, clubs and spears. At first the equipment will be quite rudimentary, as well as the limited damage inflicted, but continuing in the story, completing secondary quests or collecting the necessary materials we will be able to improve our arsenal, which will be enriched with more resistant spears or bows with greater range or able to "shoot" more arrows at the same time. This also changes the approach to the game, less to the "Rambo" although the physical confrontation is always present, but more based on reflexive and stealth action. Of course, the solution of holding the club, brandishing it in the air and hitting everything that moves often and willingly saves us from the most desperate situations, but acting in the shadows pays more in terms of rewards and character development, gaining more experience points by both diversifying strategies and making silent kills.


From ours we will therefore have to use traps, rudimentary bombs and local fauna, in a way quite similar to what we saw in Far Cry 4. After the first hours of the game Takkar will learn to tame the wildest animals and wild beasts, which he can use to his advantage in battle. From the owl that will allow him to have an aerial view of the landscape able to plan the attack (and in turn use to attack enemies from above or drop bombs) to the devastating force of "oversized" beasts such as the brown bear, the tiger saber-toothed and other prehistoric animals that inhabit the Oras region with the possibility in some cases of being ridden for faster travel or used to wreak panic and destruction within enemy villages and outposts.
Tekkar's skills will develop based on the points earned, which will allow us to make learning through different skill tree new abilities, from increased resistance to injury, to new clothes to deal with the frozen areas of the region, to the expansion of collectible resources and animals that can be tamed.

They called him piss man
crafting plays a fairly important role in this chapter

As for the collateral activities, Far Cry Primal follows in detail what has been seen in the previous chapters. The Oros area will allow itself to be discovered slowly, offering numerous hunting areas, hotbeds to be conquered and used for rapid movements (like the watchtowers of Far Cry 4) and the numerous settlements under enemy control to free. As mentioned crafting plays a fairly important role in this chapter and it will be linked not only to the development of our character in terms of equipment (both to improve it and the resources to produce new arrows or spears) but also to the development of the village. This will be able to expand, welcoming new inhabitants who will contribute to the well-being of the same with new materials, while the buildings will be expandable thus obtaining advantages both for the experience and for the obtainable benefits (mainly new equipment). Among the tamable beasts there will be some legendary ones that will push us into the four corners of Oros and compared to those that can normally be found will raise the bar of the challenge level, with a nod to the hunting game genre, offering a decidedly interesting variant, although limited within the whole game.

In fact, one of the most influential problems of Far Cry Primal is not so much the quantity of activities that can be performed but rather the quality of the same. The map will host numerous side missions, including the conquest of new enemy outposts, hunting for dangerous animals and protecting the Wenjia villages. To these are added event missions in which to save our comrades who will repopulate the village. The problem arises when these missions will tend to look a little alike, without a real diversification, pushing us to move forward just for the spirit of completion than for anything else. All this is felt even more so given the absence of online modes, both competitive and cooperative, additions that in past editions lengthened not a little in longevity, especially the coop, which also earned a lot on the fun side.


Strellu strellu, prestu prestu riturnellu!
Where Far Cry Primal really manages to amaze is in the technical sector

Where Far Cry Primal really amazes is in the technical sector, which further improves the good things done with the previous chapter, enhancing even more the capabilities offered by the Dunia 2. Oros manages to be loved thanks to its suggestive views: desert lands, swampy areas, rich and green forests and cold icy expanses. Each digital meter hides a surprise, enhanced thanks to a massive use of volumetric lighting (the God Rays that filter through the branches of trees) or particle effects and fog, which contribute to the cause making the game view even more fascinating and evocative. especially during the enchanting nocturnal phases. Also good is the polygonal modeling of the inhabitants of Oros which underlines the refinement to characterize the various characters, especially the various protagonists of the story. If on the one hand the narrative suffers, the recited part undoubtedly deserves appreciation.
Ubisoft Montreal has created a unique language for the game based on proto-Indo-European, a choice that contributes to making everything much more credible and helps to immerse ourselves completely in the atmosphere of the game. From here we note not only a spoken acting skill, quite credible in the context in which we find ourselves, but also physical, which thanks to the movements of the actors, are able to give "life" to the characters we will meet in our adventure.


From this point of view also the sound part puts its own, accompanying us with tribal melodies that when needed leave room for the noises of the environment that will envelop us allowing us to perceive every single sound that we will happen to hear recognizing its origin. The soundtrack does not spare even a few contemporary pieces, such as for example The Wolf di Ray Fever (singer of the Swedish duo The Knife) which with its Northern European electronic sounds will be the backdrop to one of the most representative moments of the whole game.


Verdict 8/10 I said mammut, no mammt Comment Far Cry Primal taken with due clarification is open world fun, pleasant and long-lived. The fact is that proposing an experience that despite the initial premises (and expectations) varies little from the original formula a little more than a year after Far Cry 4, is an element to be taken into account for those who have arrived with the previous chapter. at loggerheads with the series. In this case, even the story does not help as it is quite subdued compared to the past, as well as the absence of multiplayer elements, it can become a determining factor for the purchase or not of the Ubisoft title. Skimmed by these problems, what remains of it is still a valid and solid game, at times even compelling and a good starting point to build a spin-off series that really knows how to have that something extra and not only alive with reflected light. Pros and cons The Oros region is a destination of unique beauty
Great primordial atmosphere
Solid and proven gameplay x There are no big news compared to the past
x History that struggles to take off
x Lots of repetitive and thin side missions
x Totally absent online mode

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