![]() What really marks Primal's combat as new is its use of animals. The three main weapons are clubs, bows and spears, with throwing knives and various bombs making up grenades. When it's in full flow, the combat feels balanced, thrilling and fresh, and you can't really ask for much more than that. The removal of guns clearly presented challenges to Primal's developers, and I have to applaud the results. The combat is experimental and largely works, so if you're a hardcore games hobbyist and you're interested in seeing some inspired mechanics that will, no doubt, become influential in the near future, it's worth a look. ![]() Primal contains some serious pluses, and there's no denying you can gain pleasure here if you're prepared to work for it. It really is Stone Age Far Cry, right down to the way the map opens, the hunting and the cut-scenes, but mechanical innovation and some fantastic encounters just aren't enough to arrest the boredom of resource gathering and the platitudinous narrative. Here we have Takkar, a Wenja tribesman battling various spear-wielding factions to conquer the land of Oros. ![]() This is a shoo-in, a bizarre entry into a franchise dominated by contemporary guns, and an undeniably opportunistic attempt to profit from the prehistoric survival wave currently being spearheaded by ARK. Primal's a disappointing game for a number of reasons, not least of which is an ultimate failure to capitalise on its successes, and it falls just on the wrong side of worthiness. There's a huge amount more to uncover, a whole map of beasts to tame and grunts to skewer, but I'm done. I played around seven hours of Far Cry Primal, and that was enough. Ubisoft needs to wake up: unessential games like Primal are the sort of nonsense that screwed Assassin's Creed. It's a punt, and represents a sullying of the Far Cry IP. It's fair to say this is a cynical exercise, a cash-in both on milieu and legacy. A spear in the eye for one of Ubisoft's great action franchises.
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