It's a new day, it's a new life, and I'm feeling good

Almost 20 years have passed since the events at the end of Far Cry 5 saw Hope County – SUPER MASSIVE BIG SPOILER THAT HAS BEEN SPOKEN ABOUT AD NAUSEUM IN THE BUILD-UP TO THIS GAME’S LAUNCH, BUT STILL –
reduced to a smouldering heap after a nuclear bomb signalled the end of
the world. Although, video games have taught us that the
post-apocalypse is an ideal avenue for highlighting how life can be
rebuilt after such a cataclysmic incident in an open world FPS.
Sometimes it can even prosper, in both the beauty of its surroundings
and the spirit of its people. The rejuvenated rural backdrop of Far Cry
New Dawn isn’t just a pretty aesthetic, though; the systems have been
reinvigorated, too.
Your HQ – unsubtly named Prosperity – is where the restoration effort
begins, because before you can rebuild the world by taking out those
who oppose, you must craft munitions and vehicles. There are no shops to
buy fancy new shotguns from or showrooms housing wheeler dealers eager
to hawk you a Volkswagen Passat you can’t afford, though. Instead, you
have your workbench to craft makeshift assault rifles and a garage to
cobble together new cars. There’s no shortage of materials sprinkled
across the map, either, so you’re rarely short if you just glance each
area you visit.
Constructing tin can playthings is a wonderful way to give weapon
obtainment some weight; you’ve worked for your new sniper rifle, so
you’ll damn well enjoy popping heads with it more than you would if
money had changed hands with some Axl Rose-looking fella behind a
counter. The saw launcher is the star attraction, here, seeing you fire
razorblades at your foes, bouncing off surfaces like a four year old
after slugging a can of Fanta: it’s fantastic. If anything, your arsenal
is a little too subdued, chock full of the cookie cutter arms rather
than more excellenty ludicrous murdering gifts. Bettering your tinkering
spots is paramount to progression, though, and that comes by way of
ethanol.
/https://s.videogamer.com/images/15d4/69357acc-37e5-4c71-acd8-252c6162d9c1_Far-Cry-New-Dawn_2018_12-06-18_003.jpg)
Ethanol is liquid gold in the countryside: it’s what’s used to buff
all sections of your base, including the aforementioned workbench and
garage. A superior infirmary ups your health; a greater training camp
improves your guns for hire pals; and an enhanced cartography shows
points of interest on your map – this is on top of the returning perk
system that gloriously rewards you with skill points from beginning to
end for effectively just interacting. With three tiers of upgrades to
each facility, you’ll want to grab as much ethanol as you can, and the
best way to do that is by taking out outposts.
A Far Cry staple, the core loop flourishes at these heavily guarded
stations. Achievable stealthily, as tension ramps up with every silent
takedown, and more often than not a story told in two parts after you’ve
been spotted and the alarm is raised. A successful mission means a
splash of currency for your camp, but the twist this time round is that
you can scavenge an outpost for more, relinquishing the site to
higher-powered enemies ready to take on once again. The more brutish
baddies, like your Frankenstein productions, are denoted by colour:
grey=level 1, blue=level 2, purple=level 3, gold=level
ohsweetjesuschrist. You want to partake in the vicious cycle and down
the more advanced adversaries, then, you better get assembling. It’s a
refreshing tweak that was necessary in a formula that was running a bit
stale.
A completely new inclusion, albeit one that doesn’t reinvent much, is
Expeditions. These arenas are detached from the main story by taking
place in other locations: a sandy desert, an abandoned amusement park, a
docked tanker. They're decent. Whilst the visual change is nice,
they’re effectively outposts you must infiltrate in order to grab an
item, and then escape. It’s just not as enticing when you’re absorbed in
the burnt-out pleasance of Hope County. Treasure Hunts, though. Now
there is where Far Cry New Dawn gives you the good stuff.
/https://s.videogamer.com/images/f018/e33fedc5-0612-4785-87e7-837ea528269e_Far-Cry-New-Dawn_2019_01-23-19_001.jpg)
Called Prepper Stashes in Far Cry 5, these are where developer
Ubisoft Montreal can play with the tried and trusted, offering more
puzzle-based play. You’ll scale the elevated remains of a derailed train
with your grapple, shoot targets to unlock doors, follow notes that
direct you up river. The only shame with these is that there are only
10. After completing the final one, I wanted more. Some of that
variation has seeped into the main missions, too, with gunplay –
granted, still what brought Far Cry to the dance and keeps its feet
moving – sometimes taking a backseat to a more alternative structure
when up against the Highwaymen.
Adorned with dirtbike duds and scowls, the Highwaymen, led by twins
Mickey and Lou, are drawn to Prosperity after hearing of your relatively
reclaimed riches. From the off, they simply want to know if you’re
problem solvers or problem makers: it’s simple, yet effective. The
sisters are suitably menacing, but do have a somewhat sympathetic
backstory that’s touched on briefly over the course of New Dawn. It adds
another wrinkle to what they’re doing, and would’ve boosted the
narrative further if it was fleshed out more. As this follows on from
Far Cry 5, there are plenty of characters from 2018’s series entry here,
too, with a varying degree of success; let’s just say I would’ve been
happy enough to see doomsday take a couple of the secondaries.
Far Cry has wrestled with the supernatural before, with fluctuating
results. I appreciate where it’s taken in New Dawn, however. They’ve
just gone ‘fuck it.’ About two-thirds through something happens that
gives you new abilities that are just… yeah. In many ways, it’s the
natural evolution of madness, and I for one am all for it. To delve in
any deeper would be to ruin it, but know that it’s insane and an
absolute pleasure. It goes a little too far by the end boss, which is an
affront to everything bosses in games should be in 2019, but what you
become is a delight.
/https://s.videogamer.com/images/6fe3/4941c409-584e-43e9-bfee-7ec50d17ca0b_Far-Cry-New-Dawn_2018_12-06-18_001.jpg)
For a while now, the Far Cry model has seen a sort of half-step
launch in between numbered installments – after 3, we had Blood Dragon,
after 4, we got Primal – but this is the first time the stopgap has
advanced the fiction of its predecessor. The issue here is that, as the
lack of a digit suggests, this is more Far Cry 5.5. As entertaining as
it may be in areas, there’s an air of fatigue blowing through the
rolling hills of gorgeous greens and pretty pinks.
Far Cry New Dawn can be boiled down to one simple question: did you
like Far Cry 5? If yes, play this; if no, probably skip it. Those in the
former will welcome the slightly adjusted recipe for destruction, of
which there’s still clearly an appetite for. Sure, it’s more midquel
than proper sequel, but the Treasure Hunts are still joyous, and the new
ranking and crafting systems freshen things up enough to make Far Cry
New Dawn a worthwhile reason to revisit Hope County.
Developer:Ubisoft MontrealPublisher: Ubisoft
Available on: PlayStation 4 [reviewed on], PC, Xbox One
Release date: February 15, 2019
0 Comments