Like the majority of FC3, the map we played was largely surrounded by jungle. One of bases we had to secure was a fishery, which was adjacent to a river. Overall the map was bright, a far cry (get it) from the drab brown and grey maps were see in most shooters. This map seemed more akin to Uncharted than it did Call of Duty, but again, that's the nature of the game's setting, which should give the multiplayer a decidedly different feel from other shooters out there.
If we can all put aside the fact that I sucked at Far Cry 3's multiplayer, I can say I did enjoy it in a weird, self-loathing kind of way. I only played one round so I think it's understandable that my skills weren't where they needed to be, but unlike other multiplayer games where I suck and give up, I wanted to get better. I wanted to keep playing.
That wasn't an option because the next group of gamers were taking their seats. I think it says a lot about a game if a person can struggle at it, but want to keep playing. Far Cry 3's multiplayer feels just different enough that I want to know what it's about. I'll get to find out for sure when Far Cry 3 is released on September 4, 2012.
As we’ve seen in our most recent looks at Ubisoft Montreal’s jungle-licious shooter Far Cry 3, the game is shaping up to be an especially dark and twisted tale of survival amid widespread madness. However, FC3 will also feature a healthy multiplayer component as well, and Ubisoft took advantage of this year’s PAX East to give players a chance to get their insane mitts on some good old-fashioned position-capture/hold human-vs-human action.
Before the match begins, you’ll have the standard option of choosing/customizing your weapon loadout. Primary weapons like assault rifles and shotguns, secondaries such as pistols, grenades, the whole shebang. (MORE LOADOUT INFO)
The first thing you’ll notice when you jump into a match in that the game looks stunning. Hardly surprising give the graphics-melting visuals on display in single-player, but having that same level of detail in a multiplayer mode immediately gives FC3’s multiplayer a distinct look and feel. The texture work, the lighting, the physics and explosions all have an impressive amount of polish to them, even in the pre-alpha stage.
For this session, the game mode was a typical “capture and hold three key objectives to earn the most points” deal. The match played out in a shipyard map, complete with a metal shanty village and picturesque dock area. The variety in elevation between the different sections keeps the running and gunning strategically challenging as well as visually fresh. Whether it’s weaving in between shacks to avoid in coming fire or diving gracefully into the water to either escape or get the drop on enemies camping with their backs to the ocean, you always have traversal options, and that’s always a good thing.
In action, the multiplayer—like the single-player, I’m guessing--has a bit more weight to it than a Call of Duty, but the moment-to-moment gameplay is fast and fluid. It can feel a bit punishing at first, thanks to little details like how your gun tilts upwards when you get shot, making it harder for you to return fire, or that the map layout makes it hard to see enemies coming. Still, it’s nothing a little practice can’t help alleviate.
To help school you on why/how you are getting schooled on the battlefield, the game features a deep kill cam system that not only shows you who and wear your death came from, but also where the bullets hit you via a nifty ghost-like feature. Oftentimes in multiplayer shooters, my initial reaction to being killed is, “That’s crap! That guy barely hit me!” And while there still was a fair bit of this type of response on my part, at least with this kill cam system, I could see how each of the bullets added up to my unfortunately frequent deaths.
When you do fall from another’s lead barrage, you have the option of tapping A (on an Xbox 360 controller) to cling to life in the hopes that a teammate will come along and revive you. You can only be revived once before you just have to respawn. Since my hands-on time was brief, I opted for the straight up respawn option to save time, but in matches where kills/deaths really matter, there will be no shortage of folks hitting that A to hold on for just a few more seconds to give their team a scoring edge.