Far Cry 5 what a great game – and that's what frustrated me about it. Ubisoft's Montana-based action game makes some fundamental changes to the long-running series, with a clever structure that makes the experience feel truly open. No matter what you did, whether killing some drugged-out cult members or hunting wild turkeys, it contributed to your progress in a way that felt meaningful. Unfortunately, all of that was tainted by the story, which used the imagery of modern American turmoil to create an artificial sheen of depth. Far Cry 5 wanted you to think about cults, white supremacy, and religious extremism, but it never actually said anything. It was all just wallpaper.
Far Cry: New Dawn  You play the nameless security chief in a group that rides around the country, helping to build settlements in dangerous places. Hope County is particularly hazardous. New Dawn Fallout takes place in the child of post-apocalyptic future where nature has returned, so life is not as dire as in, say With this backdrop, a small settlement called Prosperity pops up, a refuge for those returning to the surface after years waiting for the devastation in underground bunkers. It's peaceful and friendly.
The scourge of Hope Valley is a couple of sisters commonly known as The Twins, who lead a violent gang that seems intent on terrorizing everyone and gobbling up what little resources remain. There's not much more to them than that. But the paint of depth actually makes them ideal Far Cry villain: the twins and their crew are irredeemably bad, so you do not feel bad killing hundreds of them. The goal, as in almost every game in the series, is not just to take the bad guys, but to expand your domain across Hope Valley. Prosperity is a relatively small community, and much of the game is spent on liberating outposts. As always, it's very satisfying watching the map – which starts out dark and dangerous – in your favor.
Far Cry 5 exploring the post-apocalyptic rendition of Hope Valley is eerily family. Farms and homes that you visit are now in ruins, sometimes hiding dark secrets or useful supplies. With its cult theme, Far Cry 5 what filled with doomsday preppers, regular folks who built bunkers anticipating the end of the world. They were a fun diversion in the previous game, but in New Dawn They are some of the most bountiful places to uncover. New Dawn is still teeming with wildlife: a trip on a mountain could be a skirmish with a cougar or bear, and there are plenty of deer to hunt and fish to catch. There are new, irradiated versions of normal animals; buffalo is not something I would recommend. Far Cry 5 "hired guns," where various AI characters serve as a co-op partner. There's a violent preacher, a sniper grandma, and, naturally, a very good dog.
I wish Ubisoft had gone farther with the post-apocalyptic theme. Far Cry 5 already took place in a typical small town turned into a warzone, and a few years after a nuclear bomb laid waste to it all, the place feels remarkably similar. The same goes for the story. New Dawn is a standalone game, but it's not a one-off experiment in the cyberpunk-tinged Blood Dragon or the Stone Age-themed Far Cry Primal . It's more of a small, direct sequel to Far Cry 5 . New Dawn looks and feels incredibly familiar, it mostly manages to get away from the narrative and thematic issues that plagued Far Cry 5 . It does not pretend to have anything to say. But it introduces some of its own problems. New Eden, The Violent Religious Cult New Dawn but this time as a child, gentler kind of cult. At one point you even work together. Given the events of Far Cry 5 it's unnerving to see the group mostly redeemed in the sequel.
That said, the post-apocalyptic theme does lead to some very cool events. There's a Twisted Metal -style vehicle combat arena, and a tense assassination inside a bullet farm prison. I really loved the strange and wonderful weapons you can craft; there's a sort of crossbow that saws saw blades, and a shotgun with a strange, yellow glow. Far Cry 5 's main villains, New Dawn Far Cry experience. The main issue, though, is that New Dawn gets away from the structure that made Far Cry 5 so memorable. In the previous game, your main goal was simply to create as much as possible, forcing the cult leaders to confront you. Missions or side activities like blowing up oil tankers or razing farms. Diversions had a purpose.
New Dawn is not quite that free. Instead, the way you upgrade Prosperity is by collecting ethanol which, conveniently, can only be found at enemy outposts. But you need a lot of it, and there are only a handful of outposts to conquer. The solution Ubisoft un liberate outposts, and then take them over again fighting tough enemies, acquiring more ethanol in the process. Not only does it make zero sense, but it proves to be incredibly tedious. Worse still, it's not optional;
Maybe I expected too much from what is ostensibly a small spinoff. But the idea of combining Far Cry 5's base game with a silly, violent, colorful post-apocalyptic setting seemed like the perfect recipe, one that would showcase the series for what it truly is: a big, dumb action game where you can do anything you want. Instead, New Dawn is an overly familiar experience that, while a lot of fun, gets away from it's best part of it's predecessor. Even the world ends, Far Cry stays the same.
Far Cry: New Dawn launches February 15th of PC, PS4, and Xbox One.