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ryseing

Bought courtside tickets just to read a book.
Member
Oct 25, 2017
12,546
For lovers
Who thought that randomly throwing you into forced story missions (sometimes corridor type shooter ones) in an open world game was a good idea? It's the one thing I hate about this otherwise very good game. I'm exploring this great world, suddenly I'm marked and in a bunker being tortured by John Seed. Narratively it doesn't make much sense that Id escape that and it just takes you completely out of the fun, balls to the wall, open world style of game.

It gets worse in Jacob's region.

Stop. Taking. Away. Freedom. A linear opening cutscene is fine but beyond that the player should be the one initiating all missions and storytelling.
 

KraytarJ

Member
Nov 14, 2017
1,580
It gets worse in Jacob's region.

Stop. Taking. Away. Freedom. A linear opening cutscene is fine but beyond that the player should be the one initiating all missions and storytelling.
It's also terrible because of how often you get kidnapped, especially by Jacob as you say, because it completely undermines the air of competence and intimidation your character has because the baddies can just take you in on a whim but still end up losing to you for some reason.
 

ryseing

Bought courtside tickets just to read a book.
Member
Oct 25, 2017
12,546
For lovers
It's also terrible because of how often you get kidnapped, especially by Jacob as you say, because it completely undermines the air of competence and intimidation your character has because the baddies can just take you in on a whim but still end up losing to you for some reason.

And at some point, given all the problems that you have caused Eden's Gate, you think they would just kill you. They're fanatics but they aren't stupid. The writing tries to handwave it away by saying, "the Father has a plan for you" or some such, but come on.

FC6 needs to reexamine how it fundamentally approaches its narrative.
 

cognizant

Member
Dec 19, 2017
13,756
Yup, it's best to do the main story missions first because some of them will auto-complete once you fill up the resistance bar for that region. It doesn't say mission failed or anything but I guess you do miss out on those rewards. During my first playthrough I did so much side stuff before even reaching Fall's End (the first town hub) that I actually missed out on a story cutscene that introduces some major characters.

Man, this is why I don't buy games day one. Thanks for the heads up on this. Hopefully they patch it in some way. I'm just waiting for the next patch before jumping in, hoping it'll be a big one that sorts out a lot of annoyances...
 

Dalek

Member
Oct 25, 2017
38,984
Imagine that there is someone who's job it was to sign off on that mission where you have to kill John Seed.
 

Falus

Banned
Oct 27, 2017
7,656
Is there any ways to decide which map to play in arcade ? I saw some counter strike remake but I can only access random maps which I hate (wtf was the last one ? Some Spider-Man grappling building wannabe )
 

ClivePwned

Member
Oct 27, 2017
3,625
Australia
I have been having a blast with this, especially over the 4 day weekend. I got to the end of the first area (my god that last mission is a slog for something that's only 1/3 of the way through the game).

Bugs requiring a restart (usually checkpoint related) have only just started becoming apparent so hoping for a patch ASAP.
 

His Majesty

Member
Oct 25, 2017
12,173
Belgium
I wonder if there are people dumb enough to spend real money on cosmetic outfits for a first person shooter. It almost feels like a scam.
 

SnakeyHips

Member
Oct 31, 2017
2,700
Wales
I wonder if there are people dumb enough to spend real money on cosmetic outfits for a first person shooter. It almost feels like a scam.
If you're dumb enough to do it then you only have yourself to blame. All of the good ones are unlockable easily anyway.

Cleared John's and Faith's area and almost done Jacob's. Don't feel sniper rifles are good enough in this game over the MS16s. They only 1 point increase in damage. have much lower rof, clip size and higher recoil. Hope they buff them either by increasing damage or bullet velocity in a future patch.
 

SnakeyHips

Member
Oct 31, 2017
2,700
Wales
What's even weirder is that you can see clouds in the sky and even cloud shadows in the distance but it's always sunny where you are.
 

PixelBastard

Banned
Jan 7, 2018
232
I've put between 15 to 20 hours in so far and halfway through the second region (barely fast travel and always walk to locations because exploring can be so enjoyable). And whats really burning me out on this now is and constant encounters every few meters and running out of ammo before i even get to the outpost i want to takeout. This has been an issue since FC2 with the constant patrols, Ubisoft you are fucking relentless with throwing enemies at the player every 2 minutes. Why not dial it back alittle and make the actual outpost encounters fun to engage in, rather than getting burnt out on route to said locations!!!
 

Deleted member 2321

User requested account closure
Banned
Oct 25, 2017
3,555
I've put between 15 to 20 hours in so far and halfway through the second region (barely fast travel and always walk to locations because exploring can be so enjoyable). And whats really burning me out on this now is and constant encounters every few meters and running out of ammo before i even get to the outpost i want to takeout. This has been an issue since FC2 with the constant patrols, Ubisoft you are fucking relentless with throwing enemies at the player every 2 minutes. Why not dial it back alittle and make the actual outpost encounters fun to engage in, rather than getting burnt out on route to said locations!!!

Avoid roads or use helicopters.
 

SnakeyHips

Member
Oct 31, 2017
2,700
Wales
I've put between 15 to 20 hours in so far and halfway through the second region (barely fast travel and always walk to locations because exploring can be so enjoyable). And whats really burning me out on this now is and constant encounters every few meters and running out of ammo before i even get to the outpost i want to takeout. This has been an issue since FC2 with the constant patrols, Ubisoft you are fucking relentless with throwing enemies at the player every 2 minutes. Why not dial it back alittle and make the actual outpost encounters fun to engage in, rather than getting burnt out on route to said locations!!!
I've mostly done walking and keeping off roads leads to me hardly meeting cultists. Sure sometimes but that's mostly when I get close to a road. It's more pretty to explore off road anyway. But yeah, it could still be dialed back a bit.
 

matrix-cat

Member
Oct 27, 2017
10,284
My favourite part of the first person villain monologue cutscenes is when my PS4 Pro's fan kicks into Ultra Turbo EX Gigaton Burst mode and I just have to stare at the subtitles the whole time. I'm really enjoying this game, but the decision to make your character a silent protagonist in a world full of amateur actors ready to drop straight up soliloquies on you at a moment's notice means I can't take any of this story stuff seriously. Just a baffling choice.
 

SnakeyHips

Member
Oct 31, 2017
2,700
Wales
My favourite part of the first person villain monologue cutscenes is when my PS4 Pro's fan kicks into Ultra Turbo EX Gigaton Burst mode and I just have to stare at the subtitles the whole time. I'm really enjoying this game, but the decision to make your character a silent protagonist in a world full of amateur actors ready to drop straight up soliloquies on you at a moment's notice means I can't take any of this story stuff seriously. Just a baffling choice.
It's done as a way for you to portray yourself into the story. Sure some people don't like it but I prefer it to them risking you not liking the character you play as.
 

Dphex

Member
Oct 27, 2017
12,811
Cologne, Germany
It gets worse in Jacob's region.

Stop. Taking. Away. Freedom. A linear opening cutscene is fine but beyond that the player should be the one initiating all missions and storytelling.

yeah, its baffling..."here, open world, freedom for the player, do what you want" VS. "gets kidnapped over 10times without any chance to get away and monologue cutscenes because silent protag" it`s a core design problem in this game, and this is not the only area where they failed to get it together to a compelling package...

i think ultimately the towers were better in revealing intel on the map than talking to one hundred NPC who can`t talk to you because they are in combat mode(again)....i don`t wanna hear all these little stories, just give me the tasks directly on the map, without the need to talk to every fucking NPC...it comes over as busywork, not as "freedom"

and don`t get me talking on that ending...the ending dumps the whole game into "what the fuck" territory, it makes you don`t care about anything you have done in this game...it´s a anticlimatic ending which just throws away everything you have done.
 
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Shan

Member
Oct 27, 2017
7,966
Who thought that randomly throwing you into forced story missions (sometimes corridor type shooter ones) in an open world game was a good idea? It's the one thing I hate about this otherwise very good game. I'm exploring this great world, suddenly I'm marked and in a bunker being tortured by John Seed. Narratively it doesn't make much sense that Id escape that and it just takes you completely out of the fun, balls to the wall, open world style of game.
Agreed it's really annoying. Seems impossible to avoid even if you fight off attackers everytimes. At one point i got blissed shot while gliding through the air in wingsuit. That supreme accuracy!

Now, moving on to something else, i really love those prepper stash they're always fun to try to get to, my favourite one so far is the one that got me inside a big cave system with a couple of peggies and the water in there was so hot it could actually kill you heh. Another one has you close some gate to stop a waterfall from, well, having water and then you get to explore a cave that was beside said waterfall.

Good stuff.
 

SnakeyHips

Member
Oct 31, 2017
2,700
Wales
yeah, its baffling..."here, open world, freedom for the player, do what you want" VS. "gets kidnapped over 10times without any chance to get away and monologue cutscenes because silent protag" it`s a core design problem in this game, and this is not the only area where they failed to get it together to a compelling package...

i think ultimately the towers were better in revealing intel on the map than talking to one hundred NPC who can`t talk to you because they are in combat mode(again)....i don`t wanna hear all these little stories, just give me the tasks directly on the map, without the need to talk to every fucking NPC...it comes over as busywork, not as "freedom"

and don`t get me talking on that ending...the ending dumps the whole game into "what the fuck" territory, it makes you don`t care about anything you have done in this game...it´s a anticlimatic ending which just throws away everything you have done, really badly done...
You're kinda contradicting yourself here. You first say you want the game to be "open world" and allow "freedom" and argue the story missions go against this but then you follow up and say you wish they still kept the towers to unlock the sub content rather than exploring the open world and allowing the player the freedom to unlock content if they wish by you talking to NPCs. You should also probably put your last bit in spoiler tags.
 

His Majesty

Member
Oct 25, 2017
12,173
Belgium
It's done as a way for you to portray yourself into the story. Sure some people don't like it but I prefer it to them risking you not liking the character you play as.
I'd rather play an annoying brat like Jason than the dead robot that is Rook. He's not a character, he's just a tool for destruction. And why should a tool of destruction care about Nick Rye's daughter or the monologues of John Seed? The protagonist is completely devoid of any personality and stands out like a sore thumb in this world that Ubisoft wants us to care about.
 
Oct 26, 2017
12,560
UK
Ive never ever played a far cry 5 game before but for some reason decided to jump in on this one.. and boy is it just so much fun to play. Are they all this good? Considering going back and playing some of the others after this.
 

bshock

Self-requested permanent ban
Banned
Nov 3, 2017
1,394
Ive never ever played a far cry 5 game before but for some reason decided to jump in on this one.. and boy is it just so much fun to play. Are they all this good? Considering going back and playing some of the others after this.

Play the third one for sure when it's re-released this summer.
 

SnakeyHips

Member
Oct 31, 2017
2,700
Wales
I'd rather play an annoying brat like Jason than the dead robot that is Rook. He's not a character, he's just a tool for destruction. And why should a tool of destruction care about Nick Rye's daughter or the monologues of John Seed? The protagonist is completely devoid of any personality and stands out like a sore thumb in this world that Ubisoft wants us to care about.
I see it more that it gives you the chance to see how you would react in that situation rather than being forced to do what a voiced protagonist would do. This is more of a general argument between having a voiced/silent protagonist in any game than it being just about FC5 and most open world games prefer to do silent because it allows the player to immerse themselves as the character.

Ive never ever played a far cry 5 game before but for some reason decided to jump in on this one.. and boy is it just so much fun to play. Are they all this good? Considering going back and playing some of the others after this.
5 is most like 3 and 4 with 3 being the best out of the two options imo.
 

Lunatic

Member
Oct 27, 2017
2,834
The amount of times I've had to wait around for NPCs to get out of combat and re-listen to their entire dialogue just to start a quest because some random fucknuggets came up on a quad and started shooting us out of nowhere is pissing me off.
 

leng jai

Member
Nov 2, 2017
15,119
So all that early talk about discovering quests organically basically just boils down to talking to a hundred random NPCs and reading random notes in houses.
 

His Majesty

Member
Oct 25, 2017
12,173
Belgium
So all that early talk about discovering quests organically basically just boils down to talking to a hundred random NPCs and reading random notes in houses.
Pretty much. Those NPC's also direct you to the notes giving you the Prepper Stash quests. This insistence of Ubisoft on handholding just to make sure the player doesn't miss any content is very disappointing.
 

Psychotron

Member
Oct 26, 2017
5,683
Finished John's area last night. It is so much better doing side content now that the cult isn't on every single stretch of road. I'm having a great time doing side quests and prepper stashes.
 

Garbrenn

Member
Oct 30, 2017
581
After having some issues with the game, most of them were solved by using the perks system to get a couple of extra weapon slots. No longer are boats/planes/MG pickups an issue and I get a great variety of ways to tackle an Outpost and don't revert back to sniping with a bow much anymore. Enjoying the game a great deal more than I did in Jacob's region, Faith's region just seems more interesting in general.

On a side note does anyone need a buddy for the co-op trophies? Looking to platinum the game and these will be the only ones I'll struggle with.
 

Dr. Caroll

Banned
Oct 27, 2017
8,111
Pretty much. Those NPC's also direct you to the notes giving you the Prepper Stash quests. This insistence of Ubisoft on handholding just to make sure the player doesn't miss any content is very disappointing.
This complaint is ironic in light of people getting very angry that playing the game a certain way can lock you out of missions.
 

matrix-cat

Member
Oct 27, 2017
10,284
It's done as a way for you to portray yourself into the story. Sure some people don't like it but I prefer it to them risking you not liking the character you play as.

The problem is that if I was in that position, under no circumstances would I ever stay silent. I don't think anyone would, to be honest. Being captured so many times and not even doing so much as non-verbally communicating any sentiment? Not even so much as a raised eyebrow? The goal might be to let you portray yourself in the story, but all I can see is that they've created a character who acts in a way that nobody possibly could, whereas with the voiced protagonists in previous games at least some part of the audience would relate to them.

I mean, it's not like I can roleplay here. There aren't any choices to make and the villains who vomit their monologues at me don't react as if the Deputy is responding to them; it's not like Dora the Explorer where she waits for me to finish talking at the screen. The game portrays a world where the Deputy is entirely non-communicative and nobody finds it strange enough to mention. It's just a weird, weird thing.
 
Oct 29, 2017
2,103
NL
The amount of times I've had to wait around for NPCs to get out of combat and re-listen to their entire dialogue just to start a quest because some random fucknuggets came up on a quad and started shooting us out of nowhere is pissing me off.

Lmao. I hate it too. Sometimes events dont trigger at all and I have to reload or shoot the person and revive him/her.

I finished off John yesterday. Game is enjoyable but nothing special imo. I like that the prepper stashes are sort of mini quests.
 

leng jai

Member
Nov 2, 2017
15,119
This complaint is ironic in light of people getting very angry that playing the game a certain way can lock you out of missions.

It's actually worse than the usual method of handing out sidequests. You have to find the NPC, wait until they are out of combat who then essentially just give you the location of where you actually find the note that let's you start the quest. That's a far cry from the organic nature of discovery they were touting in previews.
 

Alek

Games User Researcher
Verified
Oct 28, 2017
8,474
Imagine that there is someone who's job it was to sign off on that mission where you have to kill John Seed.

That person you speak of, likely an executive producer, would have been aware of the state the game was shipping but also aware that their team was pressured for time. Almost every game ships with 100s if not thousands of bugs, and that person would have emphasised prioritising the more damaging, high frequency issues first. At the same time, the executive producer is not in charge of the development schedule. It's their job to ensure that the game is produced to as great a quality as it can be, within a certain time frame.

Either way, the point is that suggesting it's the responsibility of one single person is unfair. Yes, someone would have been supervising the development of that mission but video game development is much more complex than that.
 

Seyavesh

Member
Oct 25, 2017
633
this game would be infinitely better if it just let you punch the villains in the face during the neverending face-to-face monologues where your char stands there and does nothing as a method of skipping the cutscene
including the ending
especially the ending

this is probably the only game i've ever played where the story actively detracts from the rest of the experience because it forces it's dumbass hand into your sessions when you're just playin' the game and having fun. it's kind of wild how badly they botched it in basically every single category beyond the general setting

getting forced out of an aircraft mid-air by literal nonsense so they can have their one dimensional non-characters monologue at me for god knows how long continuously is really genuinely bizarre
 
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Alek

Games User Researcher
Verified
Oct 28, 2017
8,474
Although many of you guys seem to be complaining about the frequency of enemy spawns, I can't say I had that issue myself.

Maybe it's because for the most part, I avoided the roads, and had a habit of walking around the world. In general, it felt like it made more sense. You're a wanted man in the mostly hostile environment. I didn't feel the frequency of enemy spawns was unusual, it gave me the sense that the Peggies were the majority, not the minority, within this universe. When I did drive, I just wanted to get from A to B quickly, so I just ignored the hostile vehicles.

In general, I felt like the acquisition of new quests felt organic. As I made an effort to explore new locations on foot, I often discovered quests and NPCs directly, but was informed of others by NPCs and notes that I found. Likely contributing to this, I never sought to complete all of the quests available, so I didn't find myself deliberately searching for people to speak to, and I just took what I found, as it appeared.
 

bushmonkey

Member
Oct 29, 2017
5,606
Ive only played about 5 hours so far but I'm really loving it. I've played every far cry and for me, this is on course to be the best one I've ever played.
 

MaximusPayne

Member
Dec 14, 2017
877
Ok, you name the area the certain fish is on the map but on the record board you don't put the name and just the picture of the fish? Okaaaaaay.
 

hexanaut

Member
Dec 6, 2017
820
Ok, you name the area the certain fish is on the map but on the record board you don't put the name and just the picture of the fish? Okaaaaaay.
The first column on the left is the same for each board:
  • Bull Trout - 22 lbs
  • Golden Trout - 3 lbs
  • Lake Trout - 37 lbs
  • Rainbow Trout - 28 lbs
Then the ones on the right are unique per region.

Holland Valley:
  • Pallid Sturgeon - 55 lbs
  • Paddlefish Sturgeon - 112 lbs
Henbane River
  • Smallmouth Bass - 6 lbs
  • Largemouth Bass - 8 lbs
  • Rock Bass - 3 lbs
Whitetail Mountains
  • Chinook Salmon - 27 lbs
  • Kokanee Salmon - 6 lbs
  • Arctic Grayling Salmon - 3 lbs
I looked up a video for this list. Just fast travel to each Hard spot within that region for the fish needed.
 

SnakeyHips

Member
Oct 31, 2017
2,700
Wales
Although many of you guys seem to be complaining about the frequency of enemy spawns, I can't say I had that issue myself.

Maybe it's because for the most part, I avoided the roads, and had a habit of walking around the world. In general, it felt like it made more sense. You're a wanted man in the mostly hostile environment. I didn't feel the frequency of enemy spawns was unusual, it gave me the sense that the Peggies were the majority, not the minority, within this universe. When I did drive, I just wanted to get from A to B quickly, so I just ignored the hostile vehicles.

In general, I felt like the acquisition of new quests felt organic. As I made an effort to explore new locations on foot, I often discovered quests and NPCs directly, but was informed of others by NPCs and notes that I found. Likely contributing to this, I never sought to complete all of the quests available, so I didn't find myself deliberately searching for people to speak to, and I just took what I found, as it appeared.
Yeah most people who complain about the enemy spawns seem to forget you're a fugitive on the run from a country controlled by doomsday cultists. My first instinct was to stay off the roads and within mins I could tell it was a design by choice and I agreed with it since it made sense to me.

This then went hand in hand with how the game offers its side content because most of it was off of the main roads. From walking towards a mission off road, I'd come across a few points of interest and NPCs which would either need help or just be there to inform me of some side content. I'd then complete the side content if it was somewhat on the way of the main mission or I'd go back to it afterwards. I never felt like I didn't have nothing to do. I've only got Jacob's area to do but my map has plenty of side content icons on it ready for me once I finish the story because I explored so much just by walking to and from main objectives.

I feel this is how the game was meant to be played and was portrayed in a way that it was how to play the game without it explicitly telling you.
 

MaximusPayne

Member
Dec 14, 2017
877
The first column on the left is the same for each board:
  • Bull Trout
  • Golden Trout
  • Lake Trout
  • Rainbow Trout
Then the ones on the right are unique per region.

Holland Valley:
  • Pallid Sturgeon
  • Paddlefish Sturgeon
Henbane River
  • Smallmouth Bass
  • Largemouth Bass
  • Rock Bass
Whitetail Mountains
  • Chinook Salmon
  • Kokanee Salmon
  • Arctic Grayling Salmon
I had to look up a video for this list. Just fast travel to each Hard spot within that region for the fish needed.

Nice right up. Thanks.

Yeah most people who complain about the enemy spawns seem to forget you're a fugitive on the run from a country controlled by doomsday cultists. My first instinct was to stay off the roads and within mins I could tell it was a design by choice and I agreed with it since it made sense to me.

This then went hand in hand with how the game offers its side content because most of it was off of the main roads. From walking towards a mission off road, I'd come across a few points of interest and NPCs which would either need help or just be there to inform me of some side content. I'd then complete the side content if it was somewhat on the way of the main mission or I'd go back to it afterwards. I never felt like I didn't have nothing to do. I've only got Jacob's area to do but my map has plenty of side content icons on it ready for me once I finish the story because I explored so much just by walking to and from main objectives.

I feel this is how the game was meant to be played and was portrayed in a way that it was how to play the game without it explicitly telling you.

Yeah, this is also the way I played until I finished up the region. I'm ok with feeling like John Rambo and only coming out guns a blazing at an outpost with the m60 ;)
 

stan_marsh

Banned
Oct 25, 2017
8,688
Canada
Although many of you guys seem to be complaining about the frequency of enemy spawns, I can't say I had that issue myself.

Maybe it's because for the most part, I avoided the roads, and had a habit of walking around the world. In general, it felt like it made more sense. You're a wanted man in the mostly hostile environment. I didn't feel the frequency of enemy spawns was unusual, it gave me the sense that the Peggies were the majority, not the minority, within this universe. When I did drive, I just wanted to get from A to B quickly, so I just ignored the hostile vehicles.

In general, I felt like the acquisition of new quests felt organic. As I made an effort to explore new locations on foot, I often discovered quests and NPCs directly, but was informed of others by NPCs and notes that I found. Likely contributing to this, I never sought to complete all of the quests available, so I didn't find myself deliberately searching for people to speak to, and I just took what I found, as it appeared.

Yep, agree.

So many complaints in this thread I just don't see in my game.

Game is almost perfect for me minus one or two bugs.
 

SnakeyHips

Member
Oct 31, 2017
2,700
Wales
Yep, agree.

So many complaints in this thread I just don't see in my game.

Game is almost perfect for me minus one or two bugs.
Yup. Only encountered two main bugs so far. One was the lip syncing was out during a cut scene and another was where the Vet character was stuck underwater so I had to reload from the last checkpoint to talk to him.

As far as open games on release go, this game is a lot more bug free than others.