This philosophy was also adopted for Far Cry 6, incorporating the can-do, DIY attitude into the player’s experience. These cars have been passed down through generations, repaired and maintained in the absence of access to newer models. The lack of mainland resources often forced Cubans to work with what they had, and the iconic vehicles of the 1950s that still roam the streets of Havana are the shining example. Specifically, Ubisoft Toronto has looked to Cuban society’s adopted philosophy of Resolver the determination to get by and adapt, despite obstacles. That is kind of like a bite size outpost if you want.”Ĭuba’s tumultuous history creates a unique opportunity for Yara’s inspiration beyond the country’s oppressive occupation and unique visual identity. “We have a new activity that is called checkpoints. “We wanted to show the player that the whole land is controlled by Anton, the villain,” says Grivel. “And this time, it's not just big and empty, but it's big, filled with activities, but the activities also have different play styles.” “The country is so big, I could say it's a whole Island this time,” says Grivel. Not only has Ubisoft confirmed a deluge of activities and series staples like the returning outposts - now called FND bases - but there appears to be plenty to do in response to the military occupation. “The architecture, and the fact that the island is under these economic sanctions, is something that we want to recapture, because there’s something really fascinating about this kind of paradise island trapped in time that we wanted to really tap into and recapture for Yara.”ĭespite being the largest Far Cry location to date, everything I’ve seen gives me every impression that Yara is a densely packed world. “The world feels different flavours as you move around it,” Hall says, sharing that Esperanza is nestled between thick, humid jungles and vast mountainous ranges. But with this new direction comes a whole new challenge for the development team. Seamlessly blending between biomes, Yara will hopefully feel like a place that could be (and perhaps was) densely populated, rather than a few strung together glorified villages and outposts. With Far Cry 6, however, the goal is clearly to create a variety of landscapes to visit. Whether that be Hope County in Montana, or the tropical Rook Islands in Far Cry 3, the series has generally stuck to one style of biome. Cuba, specifically the interesting elements from the landscape, was something that really inspired us.”īy both Hall and Grivel’s own admission, previous entries in the Far Cry series have largely been restricted to very specific regions of their chosen country. “It's built as its own place, but reflects heavily on the references that we took from Cuba and from other Caribbean islands. After the gameplay demonstration, I spoke with David Grivel, Lead Gameplay Designer and Ben Hall, Far Cry 6’s World Director, who were more than happy to talk about Yara, its capital city, Esperanza, the Cuban inspired Resolver Philosophy, and everything in between.
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