
Far Cry Primal is more gathering, less hunting
“Upgradeable huts.” “Your game progression can be checked in your personal cave.” “Gather green leaves. To heal tiger wound.” These are some of the phrases I’ve encountered in my time with Far Cry Primal, and they encapsulate a fundamental disjunction that seems to define it. On the one hand, this is a serious and gorgeously realized caveman simulator, a playable diorama: a Far Cry in which every club, arrow, and spear must be crafted; in which darkness is a threat that only fire can abate; in which the formation of a rudimentary society feels, from a narrative perspective, like a matter…