Why Ubisoft Montreal added realistic ballistics to Far Cry 5
Ubisoft Montreal associate producer Phil Fournier explains why realistic ballistics are a new and important part of Far Cry 5.
If you dare to step into the crosshairs of the raging firefight between shooter fans over preferred game mechanics, it won’t take long to find the hitscan-vs-projectile shootout. Basically, shooters that use hitscan have guns where the bullets land instantly. Conversely, for projectile-based ballistics, realistic factors like bullet drop have to be taken into account, plus players have to lead a target moving across their crosshairs at range to land shots.
To date, with the exception of bows (and the spears of Far Cry Primal), Far Cry has been a hitscan series. That’s set to change with Far Cry 5, though, with projectile-based ballistics making their first real appearance to date.
This changes more than you might think. Not only does it require more realistic aiming considerations (mentioned above), it also adds a believable weightiness to the guns that makes the shooting feel great. You’ll also feel like more of a badass pulling off long-range headshots now.
Scrub up on Far Cry 5
The full-fat skinny on everything you need to know about Far Cry 5 on PlayStation 4, Xbox One, and PC. Read more…
Here’s what associate producer Phil Fournier had to say about the importance of including projectile-based ballistics in Far Cry 5.
I was wondering if there have been some changes to the weapons' ballistics. To me, they feel a little bit more realistic; it feels like there’s bullet drop and things like that. That’s part of the game now?
Yeah, that’s a thing now.
And is that new?
It’s totally new.
Why was it decided that this should be part of Far Cry now?
We wanted to make it more realistic. It was really our conscious effort for us to see how we can get closer to something that feels even more real, even more in line with what people would experience. So, bullet drop on sniper rifles, rockets will go in a weird way. You never know; it’s unpredictable. We wanted to, even from a gameplay [perspective] – not only from the visual and art perspective – it goes all the way. We pushed a lot on this because we couldn’t make it before, but stuff is actually going to go in the currents. You could drop something at the top of a river, and just watch it go down all the way to the bottom. It won’t be Zelda-esque, but it follows real physics rules, and that was really important for us because we wanted to get that.
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