I
f you’re yet to start Far Cry 6, I have a
recommendation for you. Once you’re on the
far side of its tutorial – and find yourself sitting
between the pincers of a vast, curved
Caribbean island named Yara – head straight
east to El Este. There, the farms harbour teenage
terrorists, and the mountain has become an old
people’s home for former revolutionaries.
It’s the perfect staging ground for inter-generational
conversation and conflict. A place where the elderly have
plenty to teach but are too tired to pass it on – and the
young have righteous anger in spades, but no desire to
listen. As main protagonist Dani, your job is to bridge the
generational gap, connecting student killers with the
jaded veterans who could refine and direct their rage. It’s
a process that’s clumsy and often funny – a relatable
tragicomedy for anyone old enough to see the familiar
arc of the human condition.
“We often paint revolutionary movements in media
as one big entity,” narrative director Navid Khavari
explains to me. “It couldn’t be further from the truth.
There are so many facets involved, whether it’s uniting
opposing forces for one common goal or giving those
who want to sit on the sidelines a reason to believe there
is a fight that needs them. And in the case of El Este,
convincing those from a previous generation that this
time things could really change.”
El Este’s story forms part of a wider message in Far Cry
6 , gleaned from Ubisoft’s research into revolutionary
movements – that progress is not a straight line, and that
setbacks are inevitable. In one striking early dialogue,
Libertad leader Clara García tells Dani that she doesn’t
expect Yara’s first elected leader to last long. Yara has won
its freedom before, within living memory – and lost it too.
“If you look throughout history, whether in Latin
America or around the world, during the time of
revolution it is incredibly difficult to predict what will
happen once they’re over,” Khavari says. “And once the
reality of a post-revolutionary future sets in, whoever is
still standing will be in incredible danger, whether they’re
in charge or not. Clara is a visionary but also a pragmatist.
Two steps forward, one step back.”
LONG TAIL
Khavari’s writers spoke to scholars and former fighters,
and clearly took their duty to revolutionary history
seriously. Nevertheless, Far Cry 6 has been criticised for
its tone, with some suggesting that a respectful reflection
on dictatorship shouldn’t coexist with a Macarena gun
and chicken companion. This kind of clash isn’t a new
problem for Khavari, who previously led the narrative
team behind Far Cry 5’s Whitetail Mountains region and
the doomsday cult, Project at Eden’s Gate.
“This definitely is a challenge for any team developing
a Far Cry story,” he says. “What I do know is our team did
absolutely everything in our power to try and tell a
meaningful story, while also staying true to the hyper-real
elements of the franchise.”
One longtime characteristic of Far Cry, Khavari points
out, is that it doesn’t encroach on how players choose to
play, or what tools, weapons and gear they use. “Now we
wanted to leave that freedom,” he says. “But at the same
time, if you choose to focus on the story and equip the
tools that will make you feel more like a grounded
revolutionary, it’s there waiting for you.”
Elsewhere, Latin American players have complained
about a trope where characters ‘dip into’ Spanish
mid-sentence when speaking English. “It was something
we discussed with a multitude of members of the team
and experts who worked with us,” Khavari says. “For
example, there are those from Latin American countries
who would tell us they often do dip in and out of Spanish
and English in everyday conversation, so that element
really spoke to them. What I would say is that trying to get
the Spanish and authenticity right was a real concerted
effort over several years.”
Whether Far Cry 6 hits its mark is for individual
players to decide. But it’s clear that, for Khavari, every
decision comes back to doing justice to the story of
guerilla revolution – down to rejecting Far Cry’s history of
silent protagonists by having Dani speak throughout the
game. “It would be next to impossible to tell that story,” he
says, “without having a player character that can express
an opinion on the cause they are fighting for.”
Jeremy Peel
GENERATION GAME
FAR CRY 6’s narrative director talks Caribbean revolution and criticism
OPEN BOOK
Khavari’s tips on writing for Assassin’s Creed and Far Cry
2
Try looking for a new
perspective to bring to
the playground you’re in
“while respecting the DNA of
what came before” so things
don’t get all jumbled.
3
Understand that story is
part of a vast spectrum
of what makes games tick,
“Constant collaboration and
pulling back to look at the
bigger picture is essential.”
1
Don’t get too caught up in
the scale of the series
that you’re working with. “If
that happens it’s like working
with one hand tied behind
your back.”
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