Far Cry 5 towers and mini-maps removed; Ubisoft speaks up
Far Cry 5 will be departing from the rest of the series in a lot of ways, not the least of which is ditching mini-maps and towers. According to the writer of the game, Drew Holmes, that’s to keep players on their toes.
“We really wanted to focus on exploration with a sense of, ‘I’m not sure what to do or where to go’,” Holmes says. “The removal of the mini map was so you’re not staring at a little corner of your screen saying, ‘what’s new in the world?’ You’ve got to actually pay attention to the world and the art side is doing a good job of making sure there are good landmarks to orient yourself. That it becomes more [or] less the game guiding you on where to go, and more of you saying, ‘where do I want to go, what do I want to do today?’”
Holmes added that the setting in Montana contributed to sense of exploration, being familiar to American audiences.
“I think when you set a game in a more familiar setting like Montana, we wanted to compare it to, ‘what would I do in this situation?’” Holmes continued. “I’d have to go and try and meet some locals, see if they’d do anything. Or go to a town and see if there’s anything to do around there. So the goal really was to get rid of the towers as a way of forcing me to interact with the people, pay attention to my surroundings. And sort of intuitively figure out, ‘well, if there’s a town here, there’s a gas station down the road,’ so everything sort of feels like a believable world.”
While it’s different, I’m excited to see what this feels like. The lack of direction could work in favor of the game if executed correctly. Let’s just hope that’s how it pans out.
Check out the full interview with Drew Holmes here.