![]() Nana, the grandma sniper, can pick off enemies through smoke and cover. Pastor Jerome, also from Far Cry 5, is back to deliver justice with a shotgun blast to your enemies’ faces. is a returning Gun and is as crass and funny as ever. These are class-based companions you meet through side missions that will fight alongside you and complement your playstyle. I spent a lot of time delaying the story because the outpost gameplay loop is so much more fun.įar Cry 5’s useful Guns for Hire system returns, with mostly new faces. ![]() At any time you can take a detour to scavenge an already-cleared outpost for resources, but when you’re done the Highwaymen will reclaim the outpost, this time with more advanced soldiers who bring even more of the precious ethanol you need to upgrade your base. There are few things Far Cry fans like myself love more than clearing outposts, and New Dawn smartly doubles down on that. Thankfully, New Dawn’s moment-to-moment gameplay does not disappoint. Plus, the final boss fight is as out-of-place as the double jump, without being fun enough to earn a pass. It makes me miss Joseph Seed’s manipulative, religious fanaticism, and I didn’t like what he’s reduced to when he shows up in this unnecessary epilogue. Even though their character design is badass, they’re pretty uninteresting, one-dimensional sadists. But while New Dawn delivers a double dose of crazy in twin sisters Mickey and Lou, they don’t hold a candle to the series’ more memorable antagonists. The template established by Far Cry 3 demands a psycho villain, and Ubisoft loyally follows it here. Frantically running towards the extraction point makes for some genuinely tense moments, and every mission is replayable with randomized item locations and escalating difficulty. Your mission in each is to find and steal a package, then make it back to your helicopter alive with every enemy in the area hot on your tail (they home in on the GPS signal from the package, so there’s no stealthing your way out of these). “While the main map is largely recycled, we do get a much-needed change of scenery in the new Expedition missions, which shuttle you away from Hope County to exotic locales like Alcatraz, an amusement park, and a crashed space station. Sure, why not? It may not be realistic (even by Far Cry’s action movie standards of realism), but this Blood Dragon-ish upgrade definitely makes getting around the rugged terrain of Hope County easier. That customization extends to your nameless, speechless character in some kind of absurd ways: You can spend perk points on a bigger inventory, greater lung capacity, or… a double jump? Yes, you control a human in the not-too-distant future America, and one of your perks is jumping and then jumping again while you’re in the air. ![]() If you choose to upgrade your armory, for example, you can quickly find yourself with weapons that are a higher level than your current enemies, making you feel like an overpowered Rambo-type character. You’re given a lot of freedom to invest your scavenged resources in your home base to upgrade everything from the available selection of weapons to health, and those decisions can meaningfully affect your playstyle throughout the roughly eight-hour campaign and its many hours of surrounding activities. It’s also fun to take a friend through in the two-player co-op, even if they missed Far Cry 5. Every so often I’d stumble onto a location that I remembered, and that familiarity is actually kind of cool. You start out in a different spot than you did in Far Cry 5, and the whole thing needs to be uncovered from fog all over again. But returning to the same map didn’t keep me from enjoying it. “That, along with the occasional graphical bug, is one of the features that makes New Dawn feel like a more “budget” version of Far Cry – which is probably why Ubisoft’s asking $40 instead of $60.
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