Far Cry: Primal - 8 Essential Features It Must Have

4. Don't Make The Gameplay About Capturing Control Points

There's a certain amount of repetition a series can can get away with before it starts going stale. Just looking at Ubi's annual regurgitation of the Assassin's Creed series, you can see that Ubisoft isn't necessarily the quickest company to learn this lesson, and the relatively short period of time between Primal and its predecessor suggests the Far Cry canon could be heading in the same direction. Far Cry 4 was fantastic, in maybe too much the same way as Far Cry 3 was fantastic. Far Cry 4's gameplay structures built only slightly upon those of its predecessor, but it worked, because the structure still felt fresh enough that throwing it in a new environment with some elephants was enough to keep it fun. On the face of things, Primal looks like a major revamp for the series, which is exactly how Ubisoft wants it to be perceived, but the core structure of capturing control points (which would presumably be swapped out for 'tribes' here) needs to change if it's to keep gamers engaged. If the game is thoughtful in the way it approaches tribal rivalries, then it could even offer the player options in terms of how they interact with tribes, which leads me neatly onto...
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Gamer, Researcher of strange things. I'm a writer-editor hybrid whose writings on video games, technology and movies can be found across the internet. I've even ventured into the realm of current affairs on occasion but, unable to face reality, have retreated into expatiating on things on screens instead.