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Far cry 3 villain8/28/2023 ![]() ![]() “And then next time we want to be sure that we build someone who’s not just a carbon copy.” “When we build all these characters, we want them to be complex and we want them to be evocative – and we want to challenge ourselves” says Hay. Vaas was a hard act to follow, so Ubisoft tried something different with Pagan Min. ![]() And I think that that created a very interesting and compelling character.” They could bully intellectually or even physically. “They could step into you comfort zone physically. “We leveraged, maybe without even realising it, the fact that this person could get into your space” Hay suggests. With Far Cry 3, Ubisoft pioneered a new approach to presenting villains in an FPS game, bringing Vaas closer to the camera and right in your face. And you ‘d look at that character and really wonder what he’s thinking – what makes him tick.” “You know, Michael Mando and the ability with which he seems to conjure that character is a huge part of that success.” Hay believes Vaas was such a memorable villain because, “he was complex. “I’d love to tell you that we built Vaas from the ground-up and that it was a science, but it was much more alchemy” says Hay. “And I think that by building these evocative, unique, sinister, intelligent, emotional characters, we give the player something to feed on that they seem to really enjoy.”įar Cry 3’s Vaas originally began as a different type of psycho-warlord, but Ubisoft’s conception changed when Canadian actor Michael Mando auditioned for the part. “It’s immensely fun and rewarding to have a face-off against somebody to meet your nemesis, to be able to see somebody who’s almost the other side of the coin of yourself” says Hay. You want to be able to make a world that’s organic, that’s living, that allows the player choice, but you also need to have something that acts as a spine something for them to occasionally focus on or even fixate on.”įar Cry’s villains, then, are the backbones of its stories, but the confrontations with them also work to drive the player on. “For me, personally, a strong villain is incredibly important” says Dan Hay, the Creative Director of Far Cry 5, “motivating the player and keeping the whole story and the player’s agency moving forward. This focus on its villains is very much a deliberate thing. Charismatic and compelling, he’s another Far Cry star. While equally cruel and brutal, Min was playful and even sympathetic one minute a paternal figure, next a psychotic monster, and then a strangely broken man.Īnd now we have Father Joseph Seed, megalomaniac cult leader of the Project at Eden’s Gate, supported by his equally crazed siblings Jacob, John and Faith. Rather than try to go one-up on Vaas, the developer took a different tack with Pagan Min, the antagonist of Far Cry 4. Then Ubisoft struck gold with Far Cry 3‘s Vaas, the psychopath pirate king of a fictional island group in Southeast Asia insane, sadistic and very much in your face. He’s an ambiguous figure with a Nietzschean philosophy, profiteering from war and misery because somebody has to. Far Cry 2’s nemesis, The Jackal, isn’t just another paramilitary bad guy. You can see this happening right at the start of Ubisoft’s tenure with the series. It makes its villains interesting, subversive characters who drive the action forwards. In too many other games, your enemies seem interchangeable, generic baddies who you battle because, well, they appear a bit nasty – or because they spout a few evil-doer lines and do evil-doer things. When the hero is, by necessity, a bit of a blank canvas, it’s the villains that swagger in and give you someone to loathe. Cover stars, antagonists, the axis around which the whole game revolves, they give each instalment of Far Cry a large part of its personality. Most game franchises would give their eye-teeth to have villains such as those that feature in Far Cry. ![]()
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