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Talk:Far Cry 3: Difference between revisions

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But on the flip side, bigger maps can mean more space for more content. It's not the size of the maps that is the problem, it's what they use the size for. Far Cry 2, spatially, I thought was lovely. The driving and auto-attack enemies got old, but there's nothing about the space that seemed to be a problem. There was always somewhere to go and something to do. If they made travel more risky/interesting, and enemies didn't auto-attack you at every turn... it would make it more interesting. Furthermore, other methods of travel... such as helicopters, planes, etc. would do a world of good. Also, they need to focus on the end game more... after you've finished up the quests, that's it. There needs to be more repeatable content. Houses need to be more dynamic and upgradeable, hopefully with actual windows... not just instances you enter. That, and they need to expand more on the "hunt" and stealth aspect. It was awesome in Far Cry 2 just picking apart groups of enemies, but sucked because they -automatically- knew where you were 90% of the time... negating all stealth. It seems this has been vastly improved in the little footage we've seen, and the inventory system seems to be expanded as well. [[User:Halorocka888|Halorocka888]] 21:22, 18 September 2011 (CDT)
But on the flip side, bigger maps can mean more space for more content. It's not the size of the maps that is the problem, it's what they use the size for. Far Cry 2, spatially, I thought was lovely. The driving and auto-attack enemies got old, but there's nothing about the space that seemed to be a problem. There was always somewhere to go and something to do. If they made travel more risky/interesting, and enemies didn't auto-attack you at every turn... it would make it more interesting. Furthermore, other methods of travel... such as helicopters, planes, etc. would do a world of good. Also, they need to focus on the end game more... after you've finished up the quests, that's it. There needs to be more repeatable content. Houses need to be more dynamic and upgradeable, hopefully with actual windows... not just instances you enter. That, and they need to expand more on the "hunt" and stealth aspect. It was awesome in Far Cry 2 just picking apart groups of enemies, but sucked because they -automatically- knew where you were 90% of the time... negating all stealth. It seems this has been vastly improved in the little footage we've seen, and the inventory system seems to be expanded as well. [[User:Halorocka888|Halorocka888]] 21:22, 18 September 2011 (CDT)
:Naw, the problem as I see it was in FC2 before they did ''anything'' they have that 50 square km number set in stone. This led to the problem of just having normal-sized quests with waypoints that were ridiculously far apart from one another; the result was basically a 10 hour game which had another 20 hours of driving and random fights thrown on top. Not that there was anything wrong with the combat mechanics, but one key point of an open-world game is you should be able to choose how you address a situation; always having the enemies set to max aggression / kill you got wearying. A good example of a different approach would be the checkpoint halfway through Cordon in ''Stalker: Shadow of Chernobyl''; there, you could shoot everyone. Or you could sneak down an anomaly-filled corridor nearby and bypass it. Or risk radiation and wild animals to use a gap in the fence way down the railway track in the other direction. Or you could put your gun away and bribe the officer to let you pass. There were consequences to all of these; for example, if you killed them all you'd then have to repel a large group of Bandits by yourself rather than the guys at the checkpoint attacking them when they got close.
:Like I said, the trouble in FC2 was that number was how big they wanted it to be, not "it can't possibly be smaller than this, because we have so many ideas to fill it up with." That plus the landscape felt annoyingly static and "dead" with no dangerous animals and no people outside fixed camps. [[User:Evil Tim|Evil Tim]] 21:33, 18 September 2011 (CDT)

Revision as of 02:33, 19 September 2011

Yaay, Frank and his amazing collection of exploding rust will ride again. :D Evil Tim 07:42, 7 June 2011 (CDT)

From what I saw in the demo at E3 (I watched Microsoft's press conference live yesterday), it looks like this game will be set on an island like the earlier games in the series. Frankly I'm surprised no one had beat me to the punch and made a page for the game already. Orca1 9904 07:59, 7 June 2011 (CDT)
I'd heard of it being in development, but I wasn't aware there was any actual footage of weapons in it yet. I guess I'll have to start saving for another PC and set aside 40 or so hours to screencap it like last time. Evil Tim 08:05, 7 June 2011 (CDT)
Here's an "insane" walkthrough video: http://www.youtube.com/watch?v=5lXHmWRziHA Orca1 9904 09:26, 7 June 2011 (CDT)
Waaaaaaiiiit a minute...I see a crashed Zero, ancient ruins, and they're talking about this island's "dark secret." Looks like this is going to be an actual sequel to Far Cry. Evil Tim 07:39, 8 June 2011 (CDT)
Loved the first game, so I hope it will awesome. :) - Mr. Wolf 12:47, 11 June 2011 (CDT)

AK

The AK has a muzzlebrake, but the mag looks like a 7.62mm mag instead of the straighter 5.45mm mag. --Funkychinaman 10:32, 7 June 2011 (CDT)

If you watch the video, you'll notice that all the features of the weapon except the magazine match the AK-74 (handguard & stock, receiver cover, muzzle brake, front sight assembly), with the magazine being the only part that doesn't match. Orca1 9904 10:42, 7 June 2011 (CDT)

Dang DinoHunter2! You did EXACTLY what I was going to do, I was considering changing it to a AK-103 like half a hour ago and the description change is the same as I was thinking, good job! :D - Mr. Wolf 21:23, 16 June 2011 (CDT)

You're welcome Mr. Wolf :D - DinoHunter2 18:18, 28 June 2011 (CDT)

Pistol

It's a modern 1911 with a under-barrel rail. - Mr. Wolf 12:21, 7 June 2011 (CDT)

Never mind, I was too slow. :P - Mr. Wolf 12:23, 7 June 2011 (CDT)

YEY! Finally a Kimber in a game! I'm looking forward to this game regardless now :D --cool-breeze 20:47, 7 June 2011 (CDT)

SVD?

An alternate demo walkthrough features what looks to be an SVD or one of its derivatives. Anyone care to give this video a look? http://www.youtube.com/watch?v=h_9fsXPNs34

On a side note, the same video confirms the M67 in game. The throwing animation is actually kinda cool, as you see the spoon being released before the grenade is thrown.

  • Looks like an actual Dragunov, it's got that bend in the safety lever that the Romak doesn't have, and it looks like they've given it the right handguard and no X stamping on the magazine this time. Of course it's a lefty Dragonuv, but I think that's to be expected. Evil Tim 02:20, 11 June 2011 (CDT)
Maybe it's the Far Cry 2 model with a new texture, that might explain why it's a lefty gun, hope that changes in the final game, the other guns are righty guns. :( - Mr. Wolf 12:51, 11 June 2011 (CDT)

Also, in both that video and the one I posted above, the Blackhawk helicopter the player hijacks is shot down by what appears to be some kind of rocket launcher. You can't see the guy firing it clearly, and I only saw a split-second glimpse of the rocket milliseconds before it strikes the aircraft, but I think it's possibly an RPG-7 or Type 69. I don't want to add it to the page until more concrete proof is found though. Orca1 9904 09:32, 11 June 2011 (CDT)

Here is a image of the rocket launcher:

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--Flavio 14:38, 11 June 2011 (CDT)

Definitely a RPG-7/Type 69, most likely a RPG-7. - Mr. Wolf 15:42, 11 June 2011 (CDT)


Will brass fly left still?

I'm wondering if these guns will be like the previous game and have the brass eject left Excalibur01 23:49, 11 June 2011 (CDT)

  • Well, so far the AK and Kimber look like they're right-handed and only the SVD looks like it's a lefty model. Now, interestingly, I'd heard that the developers had seen our Far Cry 2 page (some podcast or other had a guy saying some guy on the team, I think the director, had pointed him to it) and it's actually looking like they took note: for example, they've fixed the handguard of the SVD, the magazine, the scope now fills the screen to avoid that issue where the area outside the scope was zoomed in too, the reticle now has the numbers on it (though it's missing the lower line of the rangefinder and the 1.7, and has one too many chevrons), and he holds it at the hip like the stock's under his arm rather than inserted partway into his shoulder. Evil Tim 01:42, 12 June 2011 (CDT)

Recent news

I've heard from the UK Official PS3 Magazine that the game world is supposedly going to be ten times the size of the world in Far Cry 2. To be honest, this doesn't exactly fill me with confidence; one of the biggest problems with FC2 was the size of the world seemed to have been decided in some board meeting before they had a single idea down as to what they were going to put in all that space. The result was a game that had you going five miles from A to B simply because they wanted you to see all the effort they'd put into the huge map. It can be done (see Just Cause 2) but it makes me nervous hearing they're on "look at how big our map is" rather than "we have so many great ideas the map has to be at least this big." Evil Tim 01:08, 25 August 2011 (CDT)

Ten times the size? I lost intrest in Far Cry 2 because the game is not an FPS, is a driving game with peolpe trying to kill you at the checkpoints! OK, I'm exagerating but it's way to big.--MAndolin 08:35, 14 September 2011 (CDT)

But on the flip side, bigger maps can mean more space for more content. It's not the size of the maps that is the problem, it's what they use the size for. Far Cry 2, spatially, I thought was lovely. The driving and auto-attack enemies got old, but there's nothing about the space that seemed to be a problem. There was always somewhere to go and something to do. If they made travel more risky/interesting, and enemies didn't auto-attack you at every turn... it would make it more interesting. Furthermore, other methods of travel... such as helicopters, planes, etc. would do a world of good. Also, they need to focus on the end game more... after you've finished up the quests, that's it. There needs to be more repeatable content. Houses need to be more dynamic and upgradeable, hopefully with actual windows... not just instances you enter. That, and they need to expand more on the "hunt" and stealth aspect. It was awesome in Far Cry 2 just picking apart groups of enemies, but sucked because they -automatically- knew where you were 90% of the time... negating all stealth. It seems this has been vastly improved in the little footage we've seen, and the inventory system seems to be expanded as well. Halorocka888 21:22, 18 September 2011 (CDT)

Naw, the problem as I see it was in FC2 before they did anything they have that 50 square km number set in stone. This led to the problem of just having normal-sized quests with waypoints that were ridiculously far apart from one another; the result was basically a 10 hour game which had another 20 hours of driving and random fights thrown on top. Not that there was anything wrong with the combat mechanics, but one key point of an open-world game is you should be able to choose how you address a situation; always having the enemies set to max aggression / kill you got wearying. A good example of a different approach would be the checkpoint halfway through Cordon in Stalker: Shadow of Chernobyl; there, you could shoot everyone. Or you could sneak down an anomaly-filled corridor nearby and bypass it. Or risk radiation and wild animals to use a gap in the fence way down the railway track in the other direction. Or you could put your gun away and bribe the officer to let you pass. There were consequences to all of these; for example, if you killed them all you'd then have to repel a large group of Bandits by yourself rather than the guys at the checkpoint attacking them when they got close.
Like I said, the trouble in FC2 was that number was how big they wanted it to be, not "it can't possibly be smaller than this, because we have so many ideas to fill it up with." That plus the landscape felt annoyingly static and "dead" with no dangerous animals and no people outside fixed camps. Evil Tim 21:33, 18 September 2011 (CDT)