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and your conquest of these forward positions is marked by a screeching bird passing overhead, just to remind you that you're not really so far removed from Assassin's Creed despite the prehistoric setting and first-person perspective. Far Cry 4's fortresses are now primitive bonfires, but the effect is the same. You take missions from a handful of key non-player characters, build a home base where you can access regularly replenished consumables or view your progress in a sort of hall of trophies, and roam across the land guided by icons that populate the map as you seize key tactical points. If you've played Assassin's Creed, Far Cry, or Watch Dogs, you know exactly how Primal works. perhaps looking a bit more unkept than you're used to, but present nonetheless. Every trademark element you've come to expect from nearly a decade of open-world Ubi games is here.
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It does say "Far Cry" on the box, after all, but you might be surprised by how little this game attempts to reinvent the wheel despite being set several millennia before the wheel was actually invented. Without question, Primal is simply the latest in the seemingly unending succession of "Ubisoft formula" games. This image is almost completely indistinguishable from the time I spent in Skyrim. To be completely honest, I expected Primal to be the latter, so to be afforded the freedom to experience the former comes as a welcome surprise. But that seems to be true of Primal in many ways: Depending on how you approach it, it could be a fascinating and engrossing game, or it could be a rote, mechanical experience. I suppose you could try doing that, but it doesn't seem like it would be much fun. I could see the game disappointing someone hoping for more variety, or for the opportunity to play more aggressively. This suits me fine since, as I've said, creeping through the underbrush and relying on silent archery to win the day is how I'd prefer to be playing Primal anyway. The game's melee combat is pretty terrible, and despite the game's overall tone quickly veering away from any pretense of realism in order to translate shamanic mysticism into core play mechanics, there's no equivalent to offensive spell-casting. In fact, Primal practically necessitates it. Skyrim, Deus Ex, Metal Gear Solid V, and now Primal: Huge adventures perfectly happy to let me approach them with the meticulous, glacial, cowardly play style that suits my personality. Open-world action games don't always present the option of playing them my way, so I'm grateful when the opportunity arises.
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This isn't a complaint or a criticism on the contrary, this is how I'm most comfortable playing open-world action games. All that's really missing in Primal is the magical ability to vanish into the shadows by crouching out of my enemies' line-of-sight, and the perpetual threat of dragons swooping down to die and glitch through the scenery. Heck, there are even woolly mammoths, albeit without giants to tend the herds. Crawling through the grass inching my way from place to place relying on stealth to get me safely across the deadly, predator-packed wilderness and, of course, preemptively taking out every threat from a safe distance with headshot-centric archery. In practice, though - in action - my approach to Primal has fallen into the familiar groove I created for myself over far too many hours with Skyrim four or five years ago. Primal may offer an expansive open world, but it's minuscule compared to that of even the tiniest Elder Scrolls game, with far fewer mission objectives and much less variety in terms of play. Of course, the two games are quite different in many ways, and all I need to do to differentiate them is have a look at Primal's streamlined skill tree, or duck into a cut scene where my primitive protagonist grunts at his filthy, rag-covered caveman companions. An odd realization occurred to me about two hours into playing Far Cry: Primal: I was having the damnedest time telling my play experience apart from Skyrim.