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Far Cry New Dawn: A Colorful Apocalypse, But a Shallow Experience
Contents
The Far Cry series, originating in 2004, has become known for its unique approach to storytelling, similar in some ways to the Final Fantasy franchise. Despite numbering five main installments, each utilizing a first-person shooter/stealth/exploration formula in an open world, the narratives remain largely disconnected. Two elements, however, bind them: the stark contrast between brutal violence and breathtaking landscapes, and the recurring presence of Hurk Drubman Jr.
Far Cry 5 (2018) subtly shifted this dynamic, juxtaposing rural American tranquility with chaotic gunfights. The game’s idyllic Hope County, Montana, provided a memorable backdrop. Now, Ubisoft has done the unexpected with Far Cry New Dawn, a direct sequel to Far Cry 5, exploring the aftermath of the previous game’s explosive ending – albeit with mixed results.
Hope County’s Nuclear Spring
Seventeen years after nuclear devastation, you play as the Security Captain of a reconstruction group traveling across a post-apocalyptic America. Silent, highly skilled, and immediately encountering the new antagonists, the Highwaymen, led by twins Mickey and Lou, you are thrust into a familiar Far Cry conflict. Their motives are simple: loot, pillage, and conquer.
Escaping their clutches, you meet survivors in the remnants of Hope County, and the familiar gameplay loop begins. Rebuilding the Prosperity settlement requires ethanol, used to upgrade facilities and unlock new weapons and abilities. Ethanol is acquired by raiding Highwaymen outposts and hijacking their convoys. Far Cry New Dawn retains the series’ core gameplay: diverse combat options, stealth approaches, and satisfying melee combat. The trusty shovel, in particular, remains a brutally effective weapon.
Far Cry New Dawn
With a map two-thirds the size of Far Cry 5‘s and fewer side activities, New Dawn introduces repeatable content. Expeditions, seven distinct missions outside Hope County, involve infiltrating Highwaymen bases and stealing supply packages containing ethanol. Both Expeditions and outposts can be replayed at increasing difficulty for more resources, providing a consistent source of upgrades. While outpost recapture isn’t new to the series, New Dawn’s escalating difficulty system, introducing higher-level enemies and more alarms with each recapture, adds a layer of challenge.
The RPG elements are streamlined. Weapons and enemies have three tiers, creating a clear progression system: Tier 1 weapons for Tier 1 enemies, and so on. Unlike Assassin’s Creed Odyssey, there’s no excessive grinding required. The ability to assassinate higher-tier enemies is unlocked through a single perk. The main drawback is the inability to upgrade lower-tier weapons, instead requiring crafting higher-tier ones from scratch.
Perks and Progression
While not as visually organized as Far Cry 5‘s perk system, New Dawn allows for more freedom in perk selection. Ammo capacity upgrades apply to entire weapon categories rather than individual types, and can be upgraded indefinitely. Certain abilities, like parachuting after fast travel, are now Prosperity upgrades, streamlining the perk system. Later, five “Elite Takedowns” unlock, including a double jump that enables creative aerial assassinations.
Far Cry New Dawn
A World Too Shallow?
Far Cry games are typically not known for their length. Far Cry New Dawn, clocking in at 8-12 hours, is even shorter. While understandable for a spin-off, the limited scope feels like a missed opportunity. The post-apocalyptic setting, visually striking, especially with its cobbled-together weaponry, could have benefited from a more robust crafting system. While scavenging is present, crafting is reduced to collecting resources and building pre-determined weapons. The lack of weapon customization further diminishes this aspect.
The Expeditions, while conceptually interesting, become repetitive. Despite varying map layouts, the objective remains the same: steal the package, trigger a timer, defend, escape. More diverse objectives, like vehicle theft or VIP assassination, would have significantly enhanced replayability.
Far Cry New Dawn
The Guns For Hire system rehashes characters from Far Cry 5 with minimal differentiation. The Judge is virtually identical to Jess Black, and Timber’s most unique feature compared to Boomer is riding shotgun. Limiting the player to one companion further highlights this shortcoming.
Narrative Shortcomings
Mickey and Lou, while not inherently bad villains, lack sufficient development. Their motivations, while explicitly stated, aren’t explored enough to generate genuine animosity. The return of Joseph Seed, now seen as a flawed prophet, and the introduction of his son, Ethan, also feel underdeveloped. The protagonist, a stranger to Hope County, lacks the personal connection to fully realize the narrative potential. Casting Deputy Rook or Carmina Rye as the protagonist would have significantly improved the emotional impact. Finally, the returning characters from Far Cry 5, relegated to minor roles, feel underutilized.
Far Cry New Dawn
Conclusion
Far Cry New Dawn offers a visually captivating post-apocalyptic world and satisfying core gameplay. However, its shallow narrative, limited scope, and repetitive elements ultimately hold it back. It feels like a missed opportunity to fully explore the potential of its setting and characters.
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