The pampered white guy who has to get in touch with his spiritual side (via a foreign culture) and learn their ways to succeed is a pretty common narrative trope, dude. But feel free to interpret it as some kind of treatise on race and technology. That's not hypersensitive at all.Smilomaniac said:"White-guy-goes-native"?
We all know that white people were literally born with technology in their hands and that every new iphone comes with a new generation of white children, right?
Meanwhile, people with a different skin color all live off the land like noble savages, the true children of the earth who only take what they need.
A bit less self-flagellation would be appreciated boys.
The in-game encyclopedia has a fairly bullshit reason included: some rich idiot that preceded Hoyt Volker (the second island's main antagonist) decided that his tropical paradise wouldn't be complete without a couple tigers. He imported a few from Indonesia, they escaped, and they've been generally not giving a shit ever since, attacking every other thing that has the misfortune of having a pulse.TopazFusion said:The real question is: Why are there tigers on a tropical/Pacific island in the first place?
At least the inclusion of tigers makes far more sense in the setting of Far Cry 4 than in Far Cry 3.
LERN2PLAY scrub, every1 knoes that pros can 360 no scope blaze it all dai.major_chaos said:So I looked at Ziggy's mod, and apparently "making it a real game" consists of removing mechanics, turning the difficulty up to "I hope you have a game over screen fetish", obliterating progression curve, eliminating vital audio ques (shit did I change to frags? *PHFOOMOPF* ...guess not), and removing navigation/interaction prompts so it takes forever to get anything done and usable objects are lost in the clutter. If that's a "real game" I'll just stick to my fake games.
Was thinking the same thing. Games have these crutches (UIs, tracking and what-have-you) to compensate for us not being inside of it, thus being unable to employ our senses to their fullest. Plus, mimicking real-life physics can be tricky, at times, so concessions must be made if you want to keep fun as a top priority.major_chaos said:So I looked at Ziggy's mod, and apparently "making it a real game" consists of removing mechanics, turning the difficulty up to "I hope you have a game over screen fetish", obliterating progression curve, eliminating vital audio ques (shit did I change to frags? *PHFOOMOPF* ...guess not), and removing navigation/interaction prompts so it takes forever to get anything done and usable objects are lost in the clutter. If that's a "real game" I'll just stick to my fake games.
I actually like the way he sounded toward the end.IamLEAM1983 said:The one thing that can't really be modded out of FarCry 3 and that I wish could be fixed is Jason Brody's overall voice-over. He starts out okay, in the expected "Well-off White kid out of his shell and forced to confront the harshness of the world beyond" sense, but the longer the game goes and the more he kills, the more he should've turned more lifeless; more identifiably sociopathic. I never really felt that. It never spoiled any playthrough for me, personally but, y'know.
Small niggle and whatnot.
Normally I would agree. As a rule "hardcore" mods do nothing for me, but the underlying structure of FC3 works so much better without the guff layered on top of it. Everything you need in game is still clearly marked, and the map design is strong enough to lead you to hidden areas naturally.major_chaos said:So I looked at Ziggy's mod, and apparently "making it a real game" consists of removing mechanics, turning the difficulty up to "I hope you have a game over screen fetish", obliterating progression curve, eliminating vital audio ques (shit did I change to frags? *PHFOOMOPF* ...guess not), and removing navigation/interaction prompts so it takes forever to get anything done and usable objects are lost in the clutter. If that's a "real game" I'll just stick to my fake games.
I don't really care so much how they do it, so much as why they have to have different animals for different types of bags. I mean, the amount of actual hide they get from any single animal ends up being way more than it appears for the purse they are making. Hide is hide, and I seriously doubt there is an appreciable difference in the quality of the leather if its a tiger versus a wildebeast. How they do it is pretty easy, they're tanning the hide and turning it into leather to make bags, pretty simple. Yes this is all happening "off screen" but so is the "i'm making these plants into an injectable fluid out in the wild" as well, so I'm fine with it. I just wish they weren't so wasteful about it. xDDarth_Payn said:I'd like to know HOW this kind of stuff gets crafted from animal skins. Like in AC 4 and Rogue, how do Edward and Shay slap together skins from deer and whales into an ammo pouch. What tools are they using?
No one is forcing anything onto new players here, and I agree with your point. My problem is with some of the artists' points.Charcharo said:I dont see WHO is making this upon new players.
What you wrote is fairly valid.
But this is a MOD to the game. And not one of those AAA-quality-new-content-expansion-pack-DLC-Omega-1337-more ambitious then whatever AAA studios are making with all their money- mod.
This is a rebalance/game mode change mod. One aimed at the hardcore. Or at least those that have played Far Cry 3.