The thing is, despite the killing you're far from the worst person, it doesn't matter what you do or the choices you make the outcomes are the same because its rotten to the core, like a filthy contagious disease similar to the malaria the player has. ![]() As the game went on the more of a monster I felt my player become, killing anyone and everyone who paid well regardless of the consequences, becoming a unstoppable shadow of death and destruction. What I took was that the country is rotten to the core with corruption and is beyond any sort of saving, the mercenaries which pluck the land and betray and use for their own financial gain and the officials who would do whatever for power all at the cost of the people's endless suffering. ![]() I just finished the game and I think its a very good and intelligent way of putting a story. The journal helps a little bit, but the PC never comes to the conclusion the player is supposed to come to that you're evil and need to die. They just go from job to job dumbly without any nuance. ![]() You can't see their character arc, only their story arc. The issue is as a silent protagonist you don't actively see any character development for your player character. You've gone down a road you can never return from. But from a narrative standpoint the moral of the game is that if you don't die, you'll just ruin more lives elsewhere. The player character doesn't have to die from a technical standpoint. They've done nothing but ruin everything for so many people. In a way, the game hopes you hate your player character by the end of the game and want him to die. The jackal believes that t by focusing that violence into one final act of good they can try to atone for their sins, so to speak. The player character "has" to kill themselves because if they leave the country they will spread the infection of chaos and violence anywhere they go and just hurt more people. The jackal's thesis is basically that violence is an incurable disease, sorta like the malaria your character has contracted. By the end of the game literally everyone in a position of even remote power is dead and the country has been ravaged. They wantonly perpetuate a horrifying civil war for more than half the game for little to no reason, destroying any chance of stability the country has through an unending series of basically random assassinations and the complete destruction of what little infrastructure the place has. In Farcry 2 the player character is a complete, abject monster. The PC is an agent of chaos, unfit for anything more nuanced than unspeakable violence. That message only gets stronger and more effectively realized throughout the series until FC6 where its established as a critical plot point fairly early in the story. The moral of nearly every farcry game is "you can't return to normal life after war." and that violence changes you irrevocably. ![]() Developer: Ubisoft Montreal, Ubisoft Massive, Ubisoft Shanghai.Platform(s): PC, XBOX 360, PS3, XBOX ONE, PS4.Platform(s): PC (EGS, UPLAY, STADIA), XBOX ONE, XBOX X, PS4, PS5.Here is an example: >!Put your spoiler text here!< Have a Far Cry 6 question or want more information? Head to our frequently asked questions page for some quick info.īe sure to tag your spoilers wrapped around arrows and exclamation points. After you have familiarized yourself with our rules feel free to post videos, pictures or discuss anything Far Cry related. Before you start browsing be sure to read and follow the rules of this subreddit.
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