It took a few hours to amass enough weapons to feel “ready for anything,” but the careful balancing of Far Cry 6’s increasing power level versus my own meant taking someone down rarely felt tedious. Thankfully, you can turn the health bars off in the options menu (the HUD is fully customizable, down to the color of roads on your map), and it was good to see that FC6 includes a welcome suite of accessibility options. Enemies now have unique resistances and vulnerabilities to certain types of ammo, and that – combined with the health bars that appear over their heads like in New Dawn – had me concerned early on that every firefight would devolve into a frustrating ammo sink against a bunch of unkillable bullet sponges. I primarily swapped between the rocket pack and one that gave me basically ghost vision – yeah, there’s some supernatural stuff to find when you wander off the main story path – and take out enemies through walls, though others, like the self-reviving Medic pack were equally helpful when I chose not to have one of the Amigo animal companions at my side.Ĭhanging up your arsenal is a lot more important this time around, too. Each one has a unique function, be it a rocket barrage to clear out enemy strongholds or a salvo of poison bombs that can cause hallucinations and turn soldiers against each other. Rounding out your arsenal are Supremos, which are effectively Ultimate Abilities duct-taped to a backpack along with a bunch of depleted uranium. New Dawn is an enjoyable diversion while we wait for Far Cry’s next big thing. I could’ve done without the silly story and disappointing final boss, but Expeditions are a thrilling new mode, and the story missions are exciting more often than not. While it’s still super satisfying to clear a checkpoint without raising an alarm or even an eyebrow (this is how I spent most of my playthrough), there’s a very special brand of joy that comes from speeding down a highway trashing a convoy with mounted machine guns while blasting Ricky Martin, and the sizeable arsenal FC6 puts at your disposal makes going loud an especially appealing option this time around.Īs someone who loves the Far Cry formula and will take my fix wherever I can get it, revisiting Far Cry 5’s slightly reworked open-world map in New Dawn proves there’s still quite a bit of joy to be found in clearing outposts and generating as much chaos as possible, in single-player or co-op. On top of that, Far Cry 6 is the strongest the series has ever been when it comes to turning fleets of trucks, helicopters, and tanks into fiery metal scrap. They’re a good addition to the usual roster of “shotgun guy, molotov guy, and heavy guy” that gives you interesting reasons to prioritize your targets beyond simply “who might see or shoot at me next.” Enemy Captains can call in reinforcements or airstrikes to flush you out of your sniper’s nest, while Medics will revive wounded comrades and engineers will mount auto-turrets. It’s a little straight–laced, given the series’ origins, but it also provides more diverse and engaging encounters. While previous Far Cry games have mostly pitted us against pirates, mercenaries, and cultists (not to mention mutants, evil cavemen, and cyber commandos), Far Cry 6 makes its bad guys a properly organized and equipped army. While a lot of the success of the character belongs to Esposito for his work on the role, the cinematic animation team deserves a commendation for translating the minute details in his performance onto digital character models. It’s a shame that the very end of the story doesn’t provide a clearer resolution for the many conflicts introduced throughout – though Castillo remains a memorable antagonist until the bitter end. He’s a boy trying to reconcile his understanding that the impact of our actions on others is more important than our own intentions with his father’s vehement belief that noble ends justify despicable means, which creates some powerful (if one-sided) tension throughout. Castillo’s underlings aren’t necessarily anyone to write home about, running the gamut from “psychotic navy Admiral” to “psychotic air force Captain” to “psychotic propaganda director.” They’re all played well, but even the more interesting inclusions of a North American pharma tycoon and Yara’s own friendly neighborhood mad scientist feel like familiar entries in the Big Book of Video Game Bad Guys – especially when compared to Esposito’s Castillo.Įvery one of Esposito’s scenes is captivating, particularly during the exchanges with his son, Diego.
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