this is how the story of ‘Far Cry 6’ was created


The new generation of consoles is close to reaching its first year of life. However, the video games that have come completely exclusively to the new machines have been few. The problems to meet the demand for PS5 and Xbox Series have helped both PlayStation 4 and Xbox One remain practically as alive as before the launch of their older sisters. Among the titles that these systems will receive -as well as the new machines- before the end of 2021 is’Far Cry 6‘, the latest installment of one of the most popular and delusional sagas of the last decade and a firm commitment from the French-Canadian developer Ubisoft (‘ Assassins Creed ‘,

‘Watch Dogs’) for this fall.

The video game, which is open world, which gives the ‘gamer’ freedom to move practically at ease around the map, transports the user to the fictional island of Yara, located in the Caribbean. There he will have to put himself in the shoes of the guerrilla Dani Rojas (which can also be a guerrilla, at the player’s choice) and delve into the thick and threatening jungles that cover the terrain. All with the aim of complicating the life of the tyrant on duty; in this case, the dictator Anton Castillo, a character for whom the end – the resurgence of his homeland after a commercial blockade of half a century – justifies all means. Even when they go through oppressing the people and ending the lives of the opponents.

When creating the proposal, the narrative team at Ubisoft was especially concerned with delivering a relatively credible story and getting the user immersed in the guerrilla way of life. «We want the video game to function as a vehicle for users, allowing them to live the experience of being a guerrilla. We also wanted to create something that was as epic as possible “, explains in conversation with ABC Navid Khavari, narrative director of ‘Far Cry 6’.

Image showing the design of the guerrilla camps in ‘Far Cry 6’ – Ubisoft

Realism, delirium and great villains

Throughout its history, Far Cry has been characterized by telling stories that straddle reality and the most delusional surrealism. For example, in ‘Far Cry 3’, the player controls a good boy who has to survive on a Pacific island partially controlled by an absolutely insane character and his gang of pirates. In ‘Far Cry 4’ the action takes place in the Himalayan area, where the user will be involved in a civil war in which each side has reprehensible things. And things do not change much in ‘Far Cry 5’, where you have to face a sect that has gained control of a county in the US state of Montana, and also has atomic weapons. Special mention deserves the end of this video game, an absolute madness.

All of these titles have things in common. To start with, its history; always cared for, always insane and addictive. Also the tension that they manage to impress on whoever holds the command. Something that does not disappear in ‘Far Cry 6’, especially in its first part. “We want the player to feel the claustrophobia of being trapped between propaganda, tanks, soldiers and dictators. Make you feel oppressed. We want to maintain that tension until the moment we enter the open world and that, as it gains more skills, weapons and protections, it becomes a weapon. We want him to go from fear to adrenaline, ”says the narrative director.

Art showing the female version of Dani, the protagonist of the video game
Art in which the female version of Dani, the protagonist of the video game, is shown – Ubisoft

Far Cry is also characterized by the use of charismatic antagonists, very well designed and represented. In the case of the new video game, the role of the dictator Antón Castillo is played by the well-known actor Giancarlo Esposito, who, recently, has been seen playing the villain Moff Gideon in the Disney + series ‘The Mandalorian’.

“We were very lucky to get a person like Giancarlo, who has a lot of experience playing the role of villains and antagonists, something that was very important to us. It gives a lot of credibility to the role, ”says the narrative director.

Promotional image of & # 039; Far Cry 6 & # 039;  in which you can see Giancarlo Esposito characterized as Antón Castillo
Promotional image of ‘Far Cry 6’ in which you can see Giancarlo Esposito characterized as Antón Castillo – Ubisoft

Despite Esposito’s experience in the role of villain, Ubisoft did not want to make a copy and paste of other projects and present a character that was not recognizable: «What we tried to do when we met him was to develop a character with energy and charisma, If you can ever meet Giancarlo you will see that he has a lot of energy. We tried to take that energy and turn it around, and make the character very focused and scary. ” The narrative team too devoted many efforts to polishing the relationship between the leader of Yara and his young son, Diego, who is destined to succeed him. This will be, precisely, one of the main keys in the story that Ubisoft wants to tell.

Five years of work

Although ‘Far Cry 6’ hits the shelves on October 7, the development of the story started much earlier; specifically, when ‘Far Cry 5’ (2018) was still being worked on. At first, there were only 10 people dedicated to thinking about the history of the video game. «We wanted to go back to a tropical place, it is something that, in addition, the fan requested. We are inspired mainly by Cuba, but also in places like Venezuela or Colombia. We ended up with the idea of ​​telling what a modern guerrilla revolution would look like on an island frozen in time after a 50-year blockade. When those details came together it was like a lightning bolt. It’s something we’ve never seen in a AAA video game (especially ambitious), ”explains Khavari.

Art in which a Yara area is represented
Art in which a Yara area is represented – Ubisoft

This done, the team began to investigate in order to shape a credible guerrilla movement. They also dedicated themselves to developing the heroes present in the proposal, which, according to the narrative director, will be key to convincing the user to complete the adventure: «It has been a 5-year process, hundreds of people working on it, it is surreal to see it now”.

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