In gaming, sequels are an opportunity for a development team to take an established franchise, cling to what works and then shake things up a bit: a new setting, new character, or new features, for example. Call of Duty is one of those franchises that flew in the face of this, offering nearly the same game with every iteration; you'd frequently find the same B-movie military story, the same multiplayer, and even in later games, Activision would frequently bring back old rehashed Call of Duty multiplayer maps. For awhile, sales numbers were through the roof, as gamers flocked to each new iteration regardless of how repetitive they were, but then something changed: Gamers stopped buying. Call of Duty: Ghosts underperformed compared to its predecessor, prompting a change – the biggest change yet for the Call of Duty franchise.
Nov 2014 .hub | 2 posts
It wasn't until 2012 that gamers stood up and took notice of Far Cry. PC gamers were fond of the original game in 2004, but that game never really caught on with the console crowd, while Far Cry 2 had some interesting ideas but was ultimately mired in poor gameplay decisions. Maybe it's because the bar was set low that Far Cry 3 blew us away with its story, characters, vast open-world gameplay, the seamless integration of wildlife with firefights, and the wealth of activities to undertake. Far Cry 4 had a huge task to undertake when it came to creating a game as memorable as it's predecessor, and Ubisoft's inspiration seems to be taken from the old adage “If it's not broke, don't fix it.” In other words, this game could easily have been Far Cry 3.5.