Far Cry New Dawn has its own unique charms


At the end of Far Cry 5, the United States gets nuked. Seventeen years later, the region and residents of Hope County have endured and mostly recovered from the devastation anew. The vegetation is more abundant, society has been reshaped, and there is a hell of a lot more duct tape everywhere. Everything feels new and different--well, except for that fact that there's ruthless, tyrannical oppression taking over everything and it's up to you, and basically only you, to stop it. Some things never change. That's Far Cry: New Dawn--despite a few new novelties and a great mechanical twist, New Dawn feels exactly like what it is: a direct continuation of Far Cry 5.

Silently pick off an outpost with your wholesome grandma sniper or go in guns blazing with an indestructible pet warthog, and you'll earn precious Ethanol that's needed for base upgrades. Re-challenge that same outpost, and better rewards will be up for grabs, albeit with tougher opposition blocking the way. Whereas past Far Cry titles held back the reset option for the postgame, it's front and center here. The system meshes nicely with New Dawn's so-called "light RPG" mechanics. In short, weapons have four tiers, and the same goes for the Highwaymen who, at their highest rank, will come after you decked out in hilariously resilient extreme-sports armor. But the key word is light.

New light RPG elements make combat a little more dangerous and challenging, as you’ll now have ranked enemies, weapons and armour to deal with. But on the flip side, you’ll also have weapons and armour that you can upgrade in weird and wonderful ways to bring the pain to the Highwaymen and anybody else that stands in your way. Best and Cheapest Far Cry ND Credits For Sale - Mmocs.com.

Visually, it's a much more interesting title than Far Cry 5, and the post-apocalyptic nature of the map lends itself better to exploration. In the previous game you would rarely get out of your vehicle and stomp around on foot -- the map was little more than a number of locations connected by big open roads -- but here, there are ruins of the old world ripe for looting. Scavenging plays an important role in New Dawn as you accumulate crafting materials, but even though it's just the mindless gathering of springs, gears, and other easy-to-identify items, it's a compulsion that's difficult to ignore.

New Dawn draws out a generally linear path for me to follow by starting me in the bottom corner of the map, but random encounters make every sojourn its own adventure. It’s almost impossible to blink without being accosted by a slave trader or stray wolverine. My firefight with a group of Highwaymen once got interrupted by a rather perturbed grizzly bear that followed them as they fled onto a nearby roof.

New Dawn isn’t without its charms. The garish pink mutations of the flora and some fauna and the punk graffiti-chic of the BMX-clad Highwaymen make for a fun reskin of Hope County. The flooding and destruction of certain structures that appeared in Far Cry 5, like John Seed’s underground bunker, often creates environmental puzzles that force players to rethink their exploration. There’s even a late-game twist that imbues your silent protagonist with some additional, eccentric powers. But these elements are layered on top of a checklist of clichés from the series: from larger-than-life sadistic villains—this time the despotic twins Mickey and Lou—to some sort of hallucinogenic trip. Far Cry 5’s version of America may have been shaken up by nuclear bombs, but for New Dawn, it’s business as usual.

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