Playing Prehistory with Far Cry Primal
by Daniel García Raso, Independent
Researcher
The past has always been a
great source of inspiration for different cultural and artistic genres such as
cinema, literature, television and, of course, video games. We can always find mistakes
or inaccuracies from a strictly heuristic point of view (after all, the number
of works that accurately reflect the past can be counted on the fingers of one
hand).
In video games, Prehistory and
History have been the starting point for numerous titles and, unlike other
games in which the past has been used as context, it has occasionally been
represented in a more than acceptable way (for example, in the Age of Empires series or in the saga Assasin's Creed). However, most titles
present a stereotypical portrayal of Prehistory where, to begin with, even
dinosaurs appear! A work like Far Cry
Primal, by the French producer Ubisoft, was necessary.
The game puts us in the skin
of Takkar, a member of the Wenja tribe, who is forced to regroup its members in
the land of Oros. All names are invented, but the place and time of the story
is most probably Central Europe around 10.000 BC, during the Mesolithic or the
transition period to the Neolithic, according to current dating for that
European region. Along with the Wenja, there are two other tribes in Oros: the
northern Udam, rough cannibals; and the southern Izila, slender and worshipers
of fire.
This is a very promising
starting point that then becomes genius when we start completing the missions.
Takkar must go gather the members of his tribe scattered around Oros to build a
village. The construction of the village was very Mesolithic, since at that
time the sedentary lifestyle, more permanent than seasonal, was beginning to be
the norm. In addition, in his mission he needs specific characters for the
proper development of the economy and the organization of the new settlement,
such as expert hunters, expert collectors and a shaman. Far Cry Primal, thus, puts the accent on one of the most important
characteristics of human groups during Prehistory: the importance of the
survival of the group, and of the collective versus the individual. What
matters is the ‘us’, not the ‘me’.
But there is more, of course.
Much more. With our character, the collection of resources (through hunting and
gathering) is the main plot while
advancing the game. We must collect wood and stones of different types and hunt
animals to make our weapons and other utensils. There comes a time (near the
final chapter of the game) when we have already collected and hunted so much
that it is no longer necessary (because we have kept it in containers),
although it is always possible that we are left to hunt an animal whose skin is
required to make a weapon or a garment. The relationship between humans and
animals during the proto-domestication period is also present, although it is
represented in quite an imaginative way, since Takkar can tame the fiercest
animals and get them on his side, obeying all the orders given to them to
attack their rivals Udam or Izila. You can even ride them!
Of course, as already
mentioned, there is always a ‘but’, and in Far
Cry Primal there is more than one. Takkar, at a certain moment will also
get a hook (of metal!) that allows him to rappel and climb the cliffs of Oros.
Also, in one of the missions, one that is supposed to be a premonitory dream of
Takkar, we must hound a giant Venus of Willendorf. I repeat: a Venus of
Willendorf in the Mesolithic (as if we had to hound Takkar himself today).
But the truth is that if we
put aside these tiny flaws, Far Cry
Primal is a game that not only excellently reflects what life was like in
Prehistory but also points to the exact moment of the Mesolithic and the
transition to the Neolithic. Judging from the interactions with the shaman of
the tribe, Tensay, the importance of these interactions for the tribe, as a
spiritual as well as a political axis, acting as Takkar's counsellor, manifests
itself. Shamanism, as well, is reflected with the importance it held during
Prehistory, as ethnographic evidence accumulated by Anthropology suggests.
Another flaw? Perhaps the
exaltation of war. It is true that there are ethnographic testimonies that
attest tribal conflict, but perhaps not to the extremes in which it is
reflected in Far Cry Primal, where
tribes are portrayed as savages, as if killing with machine guns or bombs were
more human than with a stone spear. An
example that deserves special mention is the Udam, the rough and cannibal tribe
of the north, who look like Neanderthal and not Homo sapiens sapiens, the only
human species that existed on earth since the Upper Palaeolithic.
Carrot and stick. Because
another aspect worth highlighting in the effort made by Ubisoft in moving the
player to Prehistory and the Mesolithic has to do with language. Thus, in Oros,
everyone speaks a language invented by Dr. Andrew Miles Byrd and Dr. Brenna
Reinhart Byrd, of the University of Kentucky, experts in Proto-Indo-European
and linguistics. He himself has recognized that language was invented taking
the Proto-Indo-European as a reference. Perhaps the dates do not coincide,
since experts estimate that Proto-Indo-European was spoken in central Europe
during the Neolithic period, but nor is it theoretically unreasonable,
especially if we consider how the figures ‘dance’ from one area of Europe to another. In addition,
the main objective in creating a language inspired by Proto-Indo-European is to
contribute to the setting and context of the game, and it has certainly
succeeded in that aspect.
Finally, one of the final
moments of the game should be highlighted; that is when Takkar kidnaps one of
the members of the Izila tribe and takes him to his village to teach them the
secrets of his people. Takkar wants to learn how to handle fire and be able to
create weapons with it, but he is taken by surprise (and us too) when the Izila
tells him: “I can bring seeds and teach you how to plant them. You and the
Wenja can have all the food you want”. It is communicating nothing more and
nothing less than Agriculture, which perfectly reflects the moment of humanity
right before the Neolithic. Ubisoft dares to deal even with theory, by opting
for a diffusionist model.
Far Cry Primal has its
drawbacks, details that could have been handled in a more credible way, but we
should not forget that it is a videogame, and if it risks being too real it can
end up being boring; and a boring video game is synonymous to failure. All in
all, Far Cry Primal is to video games what Quest for Fire or The Clan of the
Cave Bear were to Cinema and Literature.
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