FARCRY 3 -PROLGUE- PS5 @4K

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Far Cry 3
Game:
Far Cry 3 (2012)
Duration: 36:06
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Level designer Mark Thompson stated that in a Far Cry game, morality was not absolute and that there was always "a moral gray space". The team intentionally avoided introducing a morality system which would judge players' actions. Gray morality is seen as Jason murdered the pirates in order to rescue his friends and survive on the hostile island.[46] The team took inspiration from Apocalypse Now, The Deer Hunter, and Deliverance when they were writing the story.[47] They understood the game as a first-person shooter, which involves killing many non-playable characters to succeed, and the team wanted a story that embraced the concept of shooting to prevent narrative dissonance that might hinder the story and the overall experience.[48] As Jason kills more people, he becomes increasingly tolerant toward violence. Hay stated that players will slowly see the transformation in Jason, as he strays further from who he was at the beginning of the game, and begins to parallel his pirate counterparts.[47] Jason's hallucination sequences were meant to reflect his destabilizing psyche. Thompson described them as "introspective sequences" in which Jason's conscience questions the players' actions. When he was writing these sequences, Jeffrey Yohalem was inspired by the dreamlike levels from Prince of Persia.[49] Jason's friends view him differently and he will begin experiencing post-traumatic stress disorder. Despite his explanatory closing narrative, the game left room for interpretation.[46] Ultimately, Hay stated that the story was about the cost of becoming a hero, and how heavy the toll can be in one's journey.[50]

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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