

We managed to quietly dispatch all of the problematic guards in the area, moving in from opposite sides of the camp. Stealth is absolutely required for this particular side mission so I was a little surprised I wasn’t kicked out (I could have easily gone charging into the area on an elephant and alert every guard in a five-mile radius). For the one game that I did manage to join, I helped the host assassinate an enemy lieutenant. Most of them I was kicked out by the host almost right away, and a few just randomly lost connection before I ever got into the game proper. In the ten attempts I made to join a random game, only one of them was successful. Given the way the co-op is setup, and perhaps even because of the penalty that any kind of connection issues tosses both players back to the main menu, joining a random person’s game is almost impossible. Regrettably, it feels like that attitude is only shared among friends. We could just as easily hop into a mini-helicopter, ascend as high as possible above a group of enemies, and then jump out while throwing grenades at the ground.

We could go climb up that bell tower and have a look around. There was no objective or set “thing” we had to do. I’m so used to inviting friends to a game in order to achieve something that having someone join up to just goof around felt strange. There are no special co-op missions upon which to embark or new areas you’re able to reach. You can still liberate towers and outposts, take on side missions, go hunting, engage in the random events that show up, and generally cause havoc. However, the rest of the world is still open. When a player joins your game, the main campaign missions become locked out. It took me a bit of time to wrap my head around Far Cry 4’s co-op mode. The second player is there because (ideally) you both feel like playing around in an open-world FPS sandbox. There’s the potential for the second player to bring back with him or her guns he or she hasn’t unlocked yet, but that’s not the reason he or she is there. Any such progress is only saved to the host’s account, so the second player would have to liberate or collect all those in his or her own game. What’s excluded from that list is any sort of progress within the game, i.e., towers liberated, outposts conquered, or collectibles gathered. This player brings with them all of the skills and equipment they’ve unlocked in their game, and gets to take back with them any experience, guns, skills, ammo, and cash they earn along the way. A second player can be added to your game at any time to play as the free-spirited Hurk, who appears briefly in the game to essentially say “you can play co-op now!” before going back into the shadows.
