I enjoyed the open-ended nature that challenges provide, and they helped nudge me out of the usual gameplay rut by encouraging the use of different weapons. Skill points are now doled out for specific challenges, like killing five enemies with a bow, distracting three guards with rocks, and hunting three deer. This is doubly true for how New Dawn handles ability unlocks. The crafting system works fine, but the actual weapons and items you’re crafting aren’t particularly exciting. The new crafting system and base upgrades are a new way of serving up the same old unlocks: upgrade the garage to spawn new vehicles, upgrade the infirmary to increase your health, etc. A new leveling system offers a few color-coded tiers of weapons and enemies, but the higher-level foes only sport more brawn, not brains – your best bet is still to pick them off with silenced shots or stealthy close-quarter takedowns. New Dawn completely rejiggers the series’ progression systems, but the changes end up being a wash. This introduces an intriguing push-your-luck element to replaying missions, but I wish the added challenge didn’t just boil down to enemies with bigger HP bars and more shields. Both expeditions and outpost missions can now be reset at a higher difficulty level for more lucrative rewards. They are a solid addition to the Far Cry formula, and I appreciate the variety they offer. Functionally, expeditions begin like outpost takeovers but end with a mad dash to an extraction point with hordes of enemies on your tail. These discrete side missions ferry you off to smaller locations to nab a bag of valuable resources. This was also true of one new addition to the familiar side activities, expeditions. It is a testament to the series’ strong backbone that even without a lot of new bells and whistles, I still enjoyed the majority of my time with New Dawn. Thankfully, the majority of your time is still spent exploring the world and taking down outposts, which remains a challenging and satisfying hook that propels along the experience, as do some memorable side missions. The gunner seat sequence, the hallucination sequence, the arena fight sequence – they are all here, and provoke little more than a sense of déjà vu. New Dawn’s story missions also feel overly familiar, and at times downright perfunctory. Their delivery is equally formulaic – you can expect the usual philosophical monologuing (though mercifully less frequent than Far Cry 5), the random displays of “shocking” violence in cutscenes, and the post-mission radio taunts that are never really explained how or why you’re hearing them. Unlike previous Far Cry antagonists, Mickey and Lou are irredeemably one-dimensional, their Very Bad personalities hinging on a solitary anecdote from their childhoods. Your job, as a good Samaritan with impeccable marksman skills, is a familiar one: wrestle control of the region back, one outpost and side activity at a time.įar Cry narratives have had their ups and downs over the years, but New Dawn’s story just feels creatively bankrupt. Unfortunately, Prosperity’s success quickly garners the unwanted attention of twin sisters Mickey and Lou, who control Hope County with an army of appropriately post-apocalyptic misfits. Set nearly two decades after the collapse of society that was prophesized by Far Cry 5 antagonist Joseph Seed, New Dawn focuses on a handful of survivors trying to rebuild a community in a makeshift base called Prosperity.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |