Far Cry 3 : Piece of the Past [Chapter 12] {Walkthrough/Gameplay}
Channel: theRedLad
Date: 2020-09-17

Far Cry 3
Chapter 12 : Piece of the Past 
[No Commentary]

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IGN Review : Jason begins his evolution after escaping the clutches of Vaas, the mentally unstable leader of a pirate gang and the man who’s kidnapped his friends and family. Before having you hunt down Vaas, Far Cry 3 focuses nearly an hour on teaching you survival skills. Jason scavenges supplies, harvests plants, and crafts useful items from animal skins before ever firing a gun at a man. Choose not to take advantage of the wildlife at large and you’re missing out on important upgrades; bigger wallets hold more cash to buy better weapons, weapon holsters house additional firearms, and larger rucksacks store more goods. Motivation drives exploration because there’s a purpose for everything on Rook Island.

The many secrets hidden in its gigantic, open world aren’t arbitrary video game collectibles. Lost letters from World War II detail past struggles on Rook Island. Stray memory cards detail the depravity of its drug operations. Disregard the first-person shooter veneer – yes, this is a violent action game, but that’s a small slice of a grand adventure. There’s a history to Rook Island that bolsters the astonishing sense of place established by the captivating culture and scenery. You’ll explore ancient underground ruins, walk among the locals, and buddy up with the leaders of the native Rakyat tribe. It’s this allegiance that puts Brody on his dark path.The Rakyat can give Jason the power he needs to save his friends, brother, and girlfriend.

This is where Far Cry 3’s character progression comes in. The more brutally and often he kills, the more experience Brody earns to become a better murderer. Before long, the man who couldn’t handle the sight of blood learns to chain vicious machete executions, fire pistols from ziplines, and throw knives into eyeballs from 20 meters out. Fear disappears. Jason starts enjoying the slaughter.

Loss of control is an important theme throughout Far Cry 3. Jason and the majority of the main cast have a hard time keeping it together, either because they’re coming unglued or have already lost it. Jason’s allies and enemies don’t feel like video game characters – they feel like people, largely because the fantastic performances are among the best acting in video games. Vaas’ manic outbursts make you fear his volatility; his madness is amusing until he snaps. His boss Hoyt is frightening because he’s as intelligent as he is irrational. As a wise old butler once said, some men just want to watch the world burn – Hoyt wants to profit on scorching the earth. Meanwhile, Vaas’ rivalry with the Rakyat gives him a reason to put Jason down.

Jason, while not necessarily likable, is a great lead because of his relatable flaws. He and his friends lived a posh, pre-paid life in Santa Monica, but immaturity strained his relationships and ambition. Murder is the first thing he’s been good at and he starts living for it. “It feels like winning,” he tells a freaked-out friend.

And it does. The allure of Far Cry has always been the open-ended tactical choices available during each encounter, and the variety of ways you could take down targets. With dynamic variables like aggressive wildlife and roaming pirates, your stealth and aggro options open up more than ever. I loved letting bears and tigers out of their cages in pirate outposts – the animals took care of the dirty work for me and I’d claim the enemy’s checkpoint as my own.

Causing panic is great, too. Like Far Cry 2, Molotovs or explosive barrels cause chaotic fires that trap and burn enemies. You can combine these last couple things if you’re a real sicko – flaming bears are a frightening sight. You could snipe thugs from a mountaintop, drive into a camp with Rakyat warriors (or C4 charges) in the back seat, or use a knife and bow to kill quietly. If you’re really bold, why not stab a couple guys after dropping from your hang-glider?

The satisfaction of claiming an enemy stronghold as your own is the same regardless of how you get it done. These bases become hubs for selling loot found in chests, buying better weapons, and attaching scopes and silencers. Better yet, they’re fast-travel spots, allowing you to navigate Rook Island’s breadth efficiently. Outposts are a great convenience, but they also represent something larger. Where Far Cry 2 positioned you in the middle of a civil war to play both sides, Far Cry 3 gives you a one-sided goal: Take over the island and spread the Rakyat tribe’s influence. This is the imprint Jason leaves on the world, and the reason he’s destined for Rook Island.