

The campaign asks you to follow the orders of one or the other at points, but the narrative branches thus created merely take you to the same areas in different orders with slightly different combat criteria. Ghale, you see, is the son of the founders of Kyrat’s Golden Path resistance movement, now headed up by embittered progressive Amita and devout chauvinist Sabal (the political split there intrigues, but isn’t really explored). Sadly, protagonist Ajay Ghale is a stunted hybrid of pre-set persona and blank tablet, who spends most of the game being lectured about his destiny. Perhaps Min would be a stronger character if he had a hero as potent as Batman to define himself against. It's a refreshing switch-up but, as with the other boss fights, it's more of a change of mood than a real departure from the roaming, killing and looting that occurs in the world itself.

Immediately afterwards, you’re plunged into a workmanlike survival horror level in search of the materials for a grappling hook, then asked to sneak through a prison camp with naught but a handful of C4. Shout out in particular to Yuma, the ex-Triad boss and obligatory Scary Sexy Woman who - during one of the game’s druggy bits - crawls across a ceiling towards you in a fairly pointless nod to Trainspotting. It kills animals cleanly, allowing for double the pelts, and can be outfitted with explosive or incendiary arrows for more kick. Co-op partners can’t stray further than 150 meters from each other, but don’t worry - plenty of things can happen inside a 150 meter area. Story missions (many of which take place in areas outside the main world) aren’t available in co-op, but you’ll still get to assassinate base commanders, gather herbs for healing syringes, hunt animals for their pelts, nuke propaganda centres and topple walled fortresses. The world’s gleeful messiness also makes it a great fit for co-op, which becomes available a few chapters in.

Either way, having to offload the stuff continually is annoying. Perhaps it’s just a way of nudging you back to a base after a period of exploration. Perhaps this is a cunning critique of how other games stock ‘impoverished’ regions with treasure, lying around waiting for an industrious hero to pocket it. These simply fill up inventory space (bigger loot bags can be crafted from animal skins, as in FC3) till they’re flogged to a merchant. Besides cash, ammo and weapons, you’ll happen upon miscellaneous rubbish such as sporks, switchblades and condoms. Far Cry 4’s approach to loot can be mystifyingly awful.
