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  • Random Notes from Far Cry 3: Part 3

    Note: Up until this point I’ve tried to keep the discussion more or less spoiler free, but at this point I’m going to be talking about the whole game. Consider yourself Spoiler Warned.

    Far Cry 3 is a game that wants to ‘about’ something very, very much - but it’s not really sure how to go about doing that. Some games do so almost entirely through narrative, like Spec Ops: The Line. Other games use mechanics as a metaphor, like Lim. Far Cry 3 doesn’t seem particularly interested in either - the narrative is a pretty straightforward revenge tale and the mechanics have largely moved away from having any inherent thematic content. Instead the game tries to use bits and pieces of every bit of itself to give a vague impression of what it wants to discuss - and in so doing is pretty ineffectual overall.

    The game professes to have something to say on the nature of escapist entertainment. You can see this in a lot of places, most immediately in the “vacation gone awry” angle that results in the capture of Jason and friends. But it goes much further than that. The vehicle selection has a distinctly “resort getaway” feel to it. Hang gliders, ATVs, jet skis, off road jeeps, skydiving with a wingsuit - these aren’t the vehicles you typically think of when picturing military action. They’re what college kids on Spring Break would use in Cancun. Even the ziplines used to drop from the radio towers are decidedly more fun than utilitarian. You visit touristy spots like ancient ruins, gorgeous white-sand beaches, and World War 2 bunkers. You collect souvenirs in the form of letters, memory cards, and relics. You mingle with locals and observe local flora and fauna. There are activities and games like poker and races. As you level up you expand your rockin’ tribal tattoo as a memory of your time on the island. Heck, your scouting gear is a DSLR camera that allows you to take pictures of your trip! The game is very much a frat boy vacation, even as it’s filled with horrible events and unrelenting violence.

    The juxtaposition of video game mechanics and revenge with what is in effect a tropical vacation is intentional, and is the crux of what subtext there is in the game. The island isn’t just a horrifically twisted vacation for Jason, it’s also an intentionally twisted escapist paradise for the player. The bright, super-saturated colors play into the idea that this is a lush island paradise, but also into the idea it’s an artificial surreality the player escapes to. And this is why the mechanics in Far Cry 3 have removed the element of decay and randomness - they’re about empowering the player, where Far Cry 2’s mechanics were expressly disempowering. It’s also why the game had to be open world - not just because of the franchise’s history, but because it presents a ‘do what you want, when you want’ approach to gameplay. It’s a relaxing sandbox that simulates a tropical vacation with murder.

    In this light the game’s opening song, M.I.A.’s Paper Planes, is actually a fairly brilliant soundtrack choice. Not only are most of the lyrics directly applicable to the game itself, but it presents the same dichotomy the game does. The song is about the thug life of killing and drug running and murder rudely punctuated by gunfire and the ringing of cash registers. The chorus in particular drives home the general play cycle: “All I want to do is (bam! bam! bam! bam!) and (Cock gun, cash register open) and take your money.” The fact that each verse is repeated reinforces the redundant nature of the game’s violent activities. But the arrangement itself is a saccharine pop song with a catchy beat that invites you to sing along - hardly the sort of genuinely threatening gangster rap from years past. It’s a safe, easy-to-listen-to, radio friendly melody about shooting people and taking their cash - and that makes it a wonderful companion piece to Far Cry 3 itself.

    As if all of this wasn’t quite on the nose enough, the game basically has Jason acting out a power fantasy. As he kills people and completes story missions he gains powers and confidence in himself, insisting that the island is where he belongs and that he’s found his true purpose. The final choice of the game makes this pretty explicit - you can continue to engage in the delusions of easy power or you can reject it and save your friends. If you choose the former, Citra kills you. If you choose the latter Citra dies trying to save you. In this way Citra acts as sort of a clumsy metaphor for the empowerment fantasy itself - a lustful but dangerous siren that can be defeated by ignoring her call.

    And as if that wasn’t on the nose enough, we have the Alice in Wonderland quotes that are about as subtle as the pirates’ bright red dress code. We’re going “down the rabbit hole!” Like Alice, Jason is no longer sure who he is! The ethical dilemma of the Walrus and the Carpenter! They even have a “follow the white rabbit/man in white” reference. This is the game at its most pretentious. There are sporadic points throughout it decides to get ‘artsy’ and ‘meaningful’, and these segments manage to actively detract from the comparably subtle vacation allegory. Whether it’s killing every boss in the game in a glorified, trippy quick time event or ripping off scenes from Apocalypse Now and framing the thing as a clever homage to like minded material, there are points in the game where it insists you recognize how smart it thinks it is.

    The problem is that it doesn’t add up to a cohesive whole. Okay, we’ve got the nice-if-blunt comparison of a video game about shooting dudes and a frat house Spring Break in TJ. An even blunter use of the video game’s power fantasy overlapping with Jason’s power fantasy. And a series of references and artsy scenes that struggle to justify themselves. How do they come together? Where’s the glue that takes these disparate concepts and makes a unified work that stands on its own? A collection of metaphors and a handful of literary references does not a meaningful game make. The game doesn’t manage to seem to have any thing to say about the lofty ideas it tries to bring up. Escapism is ‘bad’ because it’s being equated with killing people and going insane, but what alternative does the game provide? Where is the lesson really learned that game violence is obscene or that escapist entertainment is dangerous? How does the game - through its story or mechanics - reach any meaningful commentary on the ideas it brings up?

    Put bluntly: it doesn’t. Far Cry 3 conjures ideas with theoretically potent metaphors as if that were enough, and once they’re in play it doesn’t properly know how to address or discuss them. It wants to be Little Inferno, begging you to ditch blind escapism in favor of something more substantive. But that vision is compromised by a 20 hour game that unironically engages in several mechanics to keep players coming back. And it wants to be a criticism of those very same mechanics; of reward structures and extrinsic motivators that string you along in the game. But the criticism for those mechanics never materializes - or is marginalized in favor of talking about power fantasies and escapism. The game never quite seems to settle on which of these two targets to attack - empty feedback loops with extrinsic rewards that keep players hooked or escapist entertainment that does nothing but make players feel powerful - and ends up discussing neither.

    The result is a game that simultaneously wants you to go outside and to keep playing it; a game that thinks there’s something messed up about constantly handing out gold stars while constantly handing out gold stars; a game that wants badly (so badly) to make a strong statement or two that it can’t decide which one to stick to. A game can definitely be about more than one thing, but it can’t vaguely be about several things. Far Cry 3 has some creative attempts to bring up lofty ideas and it’s incredibly enjoyable to play - but the ultimate experience isn’t an indictment of empty, vapid escapist entertainment. It’s just a really good example of it.

    6 Comments

    • Hugh O’Brien

      January 2, 2013 at 7:14 PM

      I’m a fan of the decomposition methods you’ve been applying in your pieces, but after an admittedly fleeting look at both Far Cry 3 and Spec Ops: The Line, I get the feeling that FC3 may not have intentionally created the depths you suggest it has. Especially when compared to Little Inferno.

      Obviously the more ‘A’s a title tries to have, the harder this sort of message becomes to convey, but have you considered reaching out to some of the game’s designers to get a feel for their perspective?

    • Skafsgaard

      January 2, 2013 at 9:35 PM

      An interesting read, as always.

      In regards to the intro music of choice; are you aware that the tune in “Paper Planes” is lifted directly from the British 70’s punk band The Clash’ song “Straight to Hell”, which is a Vietnam-themed anti-war song.

      It seems to be very intentional on the designers part - on the surface you have the easygoing pop tune, mimicking the setting and frat boy or vacantionesque theme of the game, while if you go down a layer, the original song is far more sinister and dark in its themes. In fact, I would say that the lyrics of “Straight to Hell” are far more relevant to the game, than the ones in “Paper Planes”, as it’s really about the horrors of war and wanting to go home but being trapped in a place that’s become your paradise - even if you left, you’d probably still be “trapped” there, as you’d be scarred.

      Anyway, I might be reading too much into it, but I’d be curious to hear your thoughts.

      Here’s music and lyrics for reference.
      Music: http://www.youtube.com/watch?v=bkyCrx4DyMk
      Lyrics: http://www.lyricsfreak.com/c/clash/straight+to+hell_20031947.html

    • Jackson

      January 2, 2013 at 11:13 PM

      http://penny-arcade.com/report/editorial-article/double-talk-far-cry-3s-lead-writer-explains-the-deceptive-nature-of-th

      I think this article proves that the writers wanted the game to be deep

    • Dylan

      January 5, 2013 at 2:13 AM

      At first I was going to let far cry 3 off the hook for pure aesthetic glory, the best pacing I’ve seen in a while (despite low difficulty after experiencing miasmata), and alarmingly addictive fetch quests. Its surface strengths ostensibly balanced its muddled missed opportunity of a story.

      But that article is rather damning. Given that it had every intention of being fleshed out conceptually and given that it is not thorough satire along the lines of borderlands, FC3 is just recreational.

      The game could have put the emphasis on the mental breakage of Jason contrasting his external state (both physical and social) and that would have been plenty; who doesn’t like a good bildungsroman? There is a side quest where an old woman in a village tells you about a plane crash she observed the night before and begs you to investigate. Upon finding the crash, you meet a man who claims no old woman exists in the village. This slight fragmentation of perception could have lead to a subtler end than how something like spec ops uses questionable narration.

      This sort of dichotomy would be by no means original, but it seems that the writer got hampered in the subtlety and obscurity of self reference while the player is desensitized by the disco duels and quotation interludes you mentioned.

      But hey, it was fun.

    • ArekExcelsior

      January 7, 2013 at 3:24 PM

      While Far Cry 3 is obviously not Shakespeare, I think that your standard methodology has some weaknesses that are pretty prominently shown here. A book doesn’t need to have a writing style or usage of punctuation that reinforces its themes: The story and symbols can do that. Far Cry 3 seems to focus on the idea of escapism, and has a resolution for that idea in the ending. That’s far from video game storytelling at its finest, but the game does combine the mechanics, the setpieces and the story elements to reinforce a sensation and represent a symbol. The fact that the mechanics don’t necessarily reinforce that or that the game doesn’t have some specific condemnation or alternative is sort of moot IMHO.

    • Ravindra

      February 11, 2016 at 10:15 PM

      Comment’s author: Holy08/13/07 04:21:00 AM老實說….我不知道是處男為什麼會讓人笑倒在地上我沒跟台灣的留學生玩過真心話大冒險, 不過跟外國學生玩過類似的他們也是問我類似的問題(看來全世界的人感興趣的事都一樣 XD , 我也是回答我是處男沒有人笑, 倒是有一個人說了一句話, 讓我們每個人都舉杯致敬…. 有些東西是你曾經擁有, 而一旦失去的就永遠拿不回來, 處男女就是其中之一…. 台灣的夏天真的是又濕又熱….我一直覺得男生適合活在在冬天, 而女生適合活在在夏天男生要穿的好看, 有時要襯衫和外套….夏天完全不行喔….還有要注意鞋子….因為女生 至少外國女生 會注意男生的鞋子我曾經穿過一雙鞋子….前十個稱讚的裡面有九個是女的….剩的那一個是gay….

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