Far Cry 6 Leans Into New Dawn's Worst Qualities | Screen Rant

Ubisoft is known for sticking to some predictable formulas, and Far Cry 6 is no exception to that. The latest entry in the open-world series builds upon the games that come before it, particularly Far Cry New DawnFar Cry 6 embraces many of the RPG elements that the series has slowly been implementing over the years, but it may have gone a bit too far for longtime Far Cry players. Health bars, progression systems, and other unnecessary inclusions muddle Far Cry 6's combat - which is a shame.

That's not to say Far Cry 6 isn't fun, because it is. It's just a step back in a series that is normally known for an unparalleled level of freedom, and now feels bogged down in the name of "having systems." It's less of an emergent and dynamic game than previous entries, and many players may end up finding it more of an open world slog than they are accustomed to. Far Cry 6 still has a great map to play in, but it could be better. Part of the joy of the Far Cry series is being an apex predator with a near-unlimited number of tools at their disposal, whether that be a stealthy recurve bow or a loud and proud LMG. It's simple, but it can be freeing and chaotic.

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In Far Cry 6, there's an asterisk next to all of the fun. For certain enemies in Far Cry 6, the player has to juggle around different kinds of ammo types, which is incredibly annoying. In previous games, players had the ability to simply mow down enemies at will, and although some had armor and some should be approached stealthily, it just meant the player had to think smarter. Now, players must micromanage their different guns in Far Cry 6's menus mid-fight or before a battle to ensure they have everything they need to properly deplete an enemy's health bar. It's cumbersome and takes the simplicity out of the game.

This juggling act doesn't actually add anything the game, and for the most part Far Cry 6 is the same old system with strange, backward revisions. The combat isn't more layered or deepened - it's still the same combat players remember from previous Far Cry titles, but with more clunky ins and outs. At some points the game feels actively worse thanks to these new systems, and one can't help but wonder if they are included for no real reason other than the fact Ubisoft probably felt the need to change up Far Cry 6's gameplay enough to make sure it's not too similar to past games. This goes a step further - in the wrong direction, no less - with the fact Ubisoft stripped out the ability to pick up Far Cry 6's weapons off the ground.

Had this happened in a game like Far Cry 3 where the player character is an average person with no real experience with military-style weaponry, it might make sense. Jason Brody isn't going to intrinsically know how to handle an AK-47, so it may make more sense to ease him into it as the story progresses. However, in Far Cry 6 Dani Rojas is a guerilla fighter with a military background. Within hours of the game starting, Dani is blowing up entire boats and destroying bases. Clearly this is a character who knows their way around a gun.

A guerilla fighter, by their very nature, should also be scrappy and resourceful. If they run out of ammo, they're going to use the things around them - such as guns on the ground - to survive. By not allowing the player to pick up weapons in Far Cry 6, it not only feels disruptive to the narrative, but hinders the gameplay as well. Players are forced to stick with raggedy guns until they can earn enough money to buy more guns or find them in the open world, all while also having to save up for attachments.

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The currency system in Far Cry 6 also leaves a lot to be desired, as it (unfortunately) asks players to save up multiple currencies for different purposes. There's pesos, depleted uranium, and Moneda, all of which can be used to purchase different things. Perhaps this makes it easier to be able to buy or craft multiple things in Far Cry 6, so players can upgrade one item with one uranium and then buy a gun with pesos, but it just makes it feel like more of a grind.

At times, it feels like Far Cry 6 is actively trying to slow players down instead of empowering them. This is even more evident by the structure of the game's map, as it tries to discourage players from exploring it by creating level barriers. This was something seen in the recent Assassin's Creed games, but it feels even more out of place in Far Cry 6. The game even has anti-aircraft cannons that will shoot players out of the sky if they try to fly over the map, essentially preventing players from trying to do something as simple as a fly over from areas they haven't been to yet.

Since these parts of Far Cry 6's open world may be gated by a higher recommended level, it's unlikely many players will be able to (or will even want to) explore that area and destroy the anti-air canon. It's possible, of course, just much more of a challenge, and forces players who don't want that challenge to stay in the game's designated play area. All of this subtracts from the player's experience rather than adding to it, making Far Cry 6 ultimately feel like a regression of the series. Far Cry as a franchise has often displayed elements which contradict these changes at a foundational level, and that makes their inclusion here feel very anti-Far Cry in many ways.

With rumors of Far Cry 7 already happening, it remains to be seen what direction Ubisoft will take the series. Will it continue to double down on these elements, go back to basics, or do something entirely different like Far Cry Primal? If Ubisoft continues down this path, it needs to find a way to integrate these RPG mechanics in a way that works, or it could risk blending together too much with Ubisoft's other RPGs and losing Far Cry's identity.

Next: Why Far Cry 6 Isn't Available On Steam



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