Far Cry 3 is a solid game and while our review is still forthcoming, I’m a little curious about the drubbing that the game’s co-op mode has been receiving from the media. Taking an open world game and then stripping most of that away for the cooperative action seems a little anti-thetical (and honestly, less fun) than letting you and your bros wreak havoc across the landscape. Cody, Kelly and I played through the first hour or so of Far Cry 3’s experience below so you can draw your own conclusions.
Here’s how Far Cry 3’s cooperative mode works: there are six scenarios and up to four people can play through them. You get a few loadouts to start, but as you play through the game and decode media acquired through the levels, you’ll acquire new weaponry and be able to customize the fatal baggage you bring into each mission. On top of your weaponry, you also get “battle cries”, which are team buffs, activated by clicking in the triggers.
The missions are more engaging and tightly organized than Halo 4’s Spartan Ops mode, which is an automatic plus. You’re lead through each mission with specific goals in mind, although they don’t seem to be linked together all that well as a narrative. You’re not here for the story, c’mon. The truly cooperative aspect of the mode comes in Far Cry’s slower-paced tactics and necessity to keep in communication with each other. To complete various objectives, you’ll need to cover your friends as they drop off bombs, refuel winches to pull along carts, and more. You’ll also have various segments where you’ll compete with each other for extra points.
In the end, is this the cooperative play I would’ve designed for Far Cry 3 with its plethora of objectives? Probably not, but it’s still a decent experience.