Far Cry Primal Review: 10 Critical Reactions You Need To See

6. Very Formulaic - Can Feel Like Busywork

"Essentially you find a bunch of elite recruits for your tribe (a hunter, a trapper, etc) and end up doing missions for them all over the map. There are a few missions which further your specific fights against the Izila and the Udam, but there is no direct €œstory path€ that€™s immediately apparent. The game even ends with two separate final battles, one against each tribe, which can be done in whatever order you see fit. - Paul Tassi, Forbes"Takkar must work alongside several allies to gain the abilities he needs to defeat the leader of each tribe. Unfortunately this elevator pitch is also the entire plot synopsis, because that€™s pretty much all there is to Primal." - Luke Reilly, IGN"[...] Crafting and building feels essential from start to finish. Whether that's sculpting a new arrow for your bow, or smashing together a new club to whack someone in the face with, collecting resources is as important as doing missions." - Simon Miller, Videogamer.com The one thing that prevented Mad Max from truly hitting home (despite launching on the exact same day as MGS V), was that its narrative structure was intentionally set up to focus on side missions, exploration and grinding, both loot and progressional. Basically, you know how in past Far Cry titles, we'd rather take out scores of outposts than do any of the story missions, just to unlock the world map? Ubisoft listened to that, too. They've made a game that's specifically about doing the 'busywork'; all the little things that thousands of us indulge in anyway. This is almost the exact same approach as The Division, but where that game's beta fell down was in just how restrictive its basic gameplay feels, the 'standard Far Cry feel' is an engine bursting with options and things to see and do.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.