Far Cry New Dawn Review

Far Cry New Dawn ReviewFar Cry 5 launches less than a year ago. Following that and a who season on content released in the expansion pass, it has been just a few months since the last piece of new Far Cry content released to the masses and we’re here already with a whole new major release. Set 17 years after the events of Far Cry 5, New Dawn returns to Hope County which has been scaled back and changed in visuals due to the nuclear bombs that dropped at the end of Far Cry 5.

Given that information, it would be easy to assume that this is another bog-standard post-apocalyptic world covered in grey and brown. However, due to an event called “looming” colour spills through every facet of the world, characters, weapons, and more making it more of a “fun” experience. However, if you put a ton of time into Far Cry 5 or feel a bit too jaded by the structure, while changes have been made, it’s most certainly not enough to rejuvenate the franchise. As it stands though, it’s quite easily the most fun standalone Far Cry title in some time.

As with Far Cry games since Vaas from Far Cry 3, every new game brings new villains to simultaneously love and loathe. Mickey and Lou enter the protagonist’s life in similar ways: By carrying out unforgiveable acts against your friends that leads to your inevitable quest for revenge. It works, the characters are villainous but ultimately, we’ve been here before: killed friends and, in this game’s case, your home and community burned to the ground

The main crux of the game is to rebuild your base of operations from a small community to a thriving one, and return the inhabitants to prosperity. There is a main base level that can only be upgraded to 3 but there are also a number of other aspects to level up that offers you perks as well as unlockables along the way.

Levelling up everything is done by using ethanol which is the only real currency in the game and is used to improve your base. The main way to obtain ethanol is by clearing outposts which are probably the most enjoyable part of the game. The series has always been popular for their well-designed outposts but they’ve been expanded here by allowing the outposts to be taken back by the bad guys and allow you to take it on again with tougher ranked enemies, adding difficulty, rewards, and overall enjoyable gameplay.

Other than that though, everything is as you expect. The only difference here is the ranks. Everything features multiple ranks including weapons, vehicles, enemies, animals, and more to add some variety and a curve to the difficulty as the game goes on to keep things feeling a little more fresh than it really should be

Possibly the biggest positive is its brevity. It doesn’t overstay its welcome which is good because it very much feels like an uninvited guest to an already packed party. The main campaign can be dozen in half a dozen hours and the rest of the playtime really comes down to how much you can handle the formulaic structure that’s been in place for the past 3 or 4 games.

Despite my enjoyment of the different structure, style, and shortened length, my excitement, and even my tolerance for the current far cry core structure has run on empty. When I finally set this title down to start the review, I felt not inclination to pick it back up once this review is published. I am done with the outposts, crafting, personality-imbued villains, and overall world structure. When I was done with New Dawn, I thoroughly enjoyed my time with it, but I know this is the end of this series for me until the structure is changed drastically.



Owner of Game-Smack, Jason plays everything that's possible. Goal of Game-Smack: Overhearing a stranger "Game-Smack? I've heard of that. It sucks!"

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