

Oros is a spectacular place - alternating from thick, light-dappled forests through wind-spiked mountains to fire-ravaged wasteland - but it feels terribly empty for a map covered in Ubisoft’s increasingly traditional quest marker pebbledash. Unfortunately, its approach to melee is incredibly basic - you can’t even block, never mind vary attacks - meaning you’ll likely have gotten inured to it all long before.īut it’s not enough. Come the endgame, this can be spectacular, as you smash enemies out of the way like straw dolls. This limited selection turns Primal into a far more aggressive game than its predecessors, forcing you out of stealth and into melee combat almost constantly. Rather than the arsenal of ordnance available to contemporary protagonists, Takkar’s got a club, a bow, and a spear, plus a prehistoric toolkit of traps and primitive bombs. Primal’s somewhat old-school setting leads to perhaps the game’s greatest change - its approach to weaponry. His best joke? He speaks the same made-up caveman language as everyone else, but in a thick Texan accent. In Primal we meet Urki, his prehistoric forebear, an aspiring inventor and the game’s comic relief.

The bearded, yelping Southern man pops up in both of the last two Far Cry games. Discover these and many more daunting creatures in the savage open-world of Oros within the towering redwood forests, harsh taiga, cold glacial mountains and humid swamps.Hurk is an unusual tradition. FIERCE WILDLIFE AND SAVAGE AND MAJESTIC WORLD: This is earth before man laid claim to it, where deadly sabretooth tigers ruled the world, giant woolly mammoths were kings, and herds of massive Elk stormed through the plains.

There is one goal: survive in a world where you are the prey.
