Ubisoft Montreal served as the game's lead developer and was responsible for creating the game's single-player. It was a global production that involved multiple Ubisoft studios: Massive Entertainment created the game's multiplayer portion, Ubisoft Shanghai designed the missions and crafted the AI of wildlife, Ubisoft Bucharest provided quality assurance, Ubisoft Reflections assisted Montreal on the design of vehicles, and Red Storm Entertainment was responsible for making the PC version and the game's user interface. West Studio created early concept art for the game.[31] The game's pre-production started in 2008,[32] and more than 90 people worked on the game.[33] Far Cry 3 was initially planned to form a single cohesive narrative with the previous installments of the series, though this was abandoned when the game's development was partially restarted in 2010 due to the departure of several creative staff including the original creative director and narrative director.[32][34] On November 6, 2012, Ubisoft confirmed that the game had been released to manufacturing.[35] Far Cry 3 is the first game in the series to use the Dunia 2 game engine, a heavily modified and upgraded version of the Dunia engine used in Far Cry 2. The Dunia 2 engine was made to improve the performance of Dunia-based games on consoles and to add more complex rendering features such as global illumination.[36][37]
Yohalem designed a story that examines the minds of players. The game was described as being "self-aware", reacting to players' style of play. Yohalem, in particular, wished to contrast the difference between players and the playable character, in which players have fun playing the game, while Jason is forced on a terrible journey killing people.[43] Being able to freely explore the game world and enjoy the activities it can offer, while ignoring the urgency to save Jason's friends, was meant to reflect players' inner mindset. According to Yohalem, the game can reveal a player's personal perspective,[32] and asks whether players are willing to "kill these characters in the game in order to finish your entertainment".[51] This creates a sense of discomfort to players. Yohalem, when creating the story and the world, was inspired by Pulp Fiction, A History of Violence, Requiem For a Dream and Exit Through The Gift Shop. As opposed to Far Cry 2's oppressive world, the game was inspired by Alice in the Wonderland; Yohalem stated that the game asked why players would willingly trap themselves in a beautifully-crafted but virtual world instead of spending time with real people.[52] The story was widely criticized for racism and colonialism, though Yohalem defended it by calling the game "the opposite of Avatar" as the local indigenous people did not need Jason's help and he was being manipulated into doing what the people wanted.[51] He insisted that players need to approach the game like a riddle so as to understand the subtext and clues that the game offers.[53]
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The game was initially set to be released on September 4, 2012, for Microsoft Windows, PlayStation 3 and Xbox 360.[73] This was delayed to November 29 in Europe, the Middle East and Africa (EMEA) regions and December 4 in the US, to give additional time to complete the game.[74] On launch date, the Windows version of the game suffered from server issues which temporarily caused the game to be unplayable.[75] Players who pre-ordered the game gained access to "The Lost Expeditions" pack which includes two single-player missions named The Forgotten Experiment and Ignition in the Deep and a flare gun for multiplayer.[76] Players who preordered the game at GameStop gained access to the "Monkey Business Pack", which adds four missions to the game.[77] European players could also purchase the Insane Edition which includes all pre-order bonuses and all other forms of launch downloadable content (DLC), along with a Vaas bobblehead and a survival skill manual for usage in real situations of danger.[78] Uplay users can unlock bonus content ranging from a new mission to customizable items.[79] The "Monkey Business Pack" and "The Lost Expeditions" were later bundled with another two DLC packs, namely "The Warrior" and "The Predator Pack" in the Deluxe Bundle, which was released on January 17, 2013.[80] Not included in the bundle were "High Tides", a PlayStation 3-exclusive DLC that concludes the cooperative multiplayer modes with two missions,[81] and Far Cry 3: Blood Dragon, the game's standalone expansion.[82] Blood Dragon was a parody of 1980s action films, cartoons and video games and takes place on a retro-futuristic open world island with players assuming the action role of the military cyborg Sergeant Rex "Power" Colt.[82][83] Far Cry 3 and Blood Dragon were later bundled with Far Cry 2 and Far Cry Classic in a compilation game named Far Cry: The Wild Expedition for PS3, Xbox 360, and PC.[84] Starting from May 29, 2018, players who purchased Far Cry 5's season pass or the Gold Edition on PC can gain access to the Classic Edition, the game's re-release for PlayStation 4 and Xbox One.[85] The Classic Edition was made available for standalone purchase on June 26, 2018.[86]
The multiplayer component of the game was considered as a disappointment. Sterling remarked that the game's competitive multiplayer lacked new ideas and compared it to Call of Duty. They liked the efforts put into cooperative multiplayer which they compared to Left 4 Dead, but criticized the lack of characterization for the player avatars.[7] Francis called the cooperative multiplayer "fun", though he was disappointed by the lack of a server browser.[16] Bramwell called the multiplayer components the least interesting parts of the game, though he appreciated the presence of bonus content, saying that it made for a generous package.[92] Bertz called the cooperative mode "a fun diversion", though he lamented clumsy movements and sub-par hit-detection mechanics as factors that hindered competitive multiplayer's appeal.[93] VanOrd felt that the cooperative mode did not use the excellent open world created by the team, though he praised the "unique twists" featured in the progression system. Dyer had a more negative view on the multiplayer components, calling them uninspired and criticizing the confusing map design. He felt that the cooperative component made the game a "mindless shooter with senseless direction",[96] and further criticized the lack of difficulty scaling.[96] 2ff7e9595c
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