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Review: Far Cry 3 (PC)


The problems with the crafting system go further though, mainly due to the inane things you need to craft. I mentioned a wallet before; indeed, you need to craft a larger wallet to hold all the cash you'll get from selling loot. As you receive loot every time you search an enemy (which is usually done to get ammo), you'll also need to craft a bigger backpack because it will fill up fairly quickly. It is a common occurrence that you'll end up with a full wallet and full backpack. And since you can't put more money in the wallet, you can't sell the items either – you'll have to individually drop every one you don't need.

As you may expect, money is used for buying weapons. However, everything in the weapon stores eventually becomes free: It is explained that several radio towers on the island are keeping the stores from communicating with the outside world and thus, they can't get new shipments of weapons in. By fixing the radio towers, more and more weapons become free in the stores. This means that after clearing a number of radio towers, you no longer have any use for money, save for buying ammo and the occasional treasure map or medical syringe (though, syringes can be crafted and ammo can be gathered in the field, so there's no need to buy them either). The entire in-game economy is pointless.


Don't bother buying this – it'll be free soon.


I'll also add that medical syringes are somewhat pointless too – you can heal yourself without them by using a bandage (you have an unlimited supply of those). The only benefit to syringes is that they initially heal you more than bandages do. However, I've managed to upgrade my skill tree so that the bandage is twice as powerful as the syringe… so really, I have no need for the syringes at all.


There's also something to be said for the radio towers I mentioned: When you begin the game, most of the (massive) in-game map is blacked out. There are no features, no roads; just a black void. By climbing the radio towers, sections of the map are revealed to you. This isn't very uncommon for games. Assassin's Creed has done it for example, with it's sync points. The major difference here though, is that the game world is both difficult to traverse and can be potentially dangerous, meaning you often have to travel on very specific routes to get form one place to another. You'll frequently head for a radio tower, only to notice that there's a massive ridge or cliff side blocking you, and thus forcing you to backtrack and try a different route. Also, the chances of running into pirates or wild animals is pretty high, and that may just end up killing you.


Climbing radio towers are a bit of a mini game, they're falling apart, making them makeshift-obstacle courses


Once you get a few hours in, those things won't really bother you as much any more. However, when you're first starting out, you are pummeled with moronic gameplay ideas so often it ruins the experience. It took a good six hours or so for me to truly begin enjoying the game, and even then, I felt the frustration come back to the surface at least once every play session. For a game which is otherwise stellar, I should not have to voice complaints like this.

David F.
A grad student in experimental physics, David is fascinated by science, space and technology. When not buried in lecture books, he enjoys movies, gaming and mountainbiking

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