Far Cry 6 Review
Updated: Nov 20, 2021
In the midst of revolution, on the Caribbean island of Yara, a handful of individuals work to fight back against the violent, fascist and oppressive dictatorship spearheaded by Antón Castillo.
Playing as a relatively neutral character amongst the warring sides, Dani Rojas is quickly persuaded to join the fragmented guerrilla force to incite a revolution, adopting intricate and barbaric tactics to neutralise the enemy at any cost.
In probably the most gorgeous setting to date, this crazy new addition into the Far Cry franchise is addicting and chaotic, however, it’s still bulging with pointless expeditions, collectables and a tedious gameplay loop.
As the dates finally roll around, Ubisoft has inevitably released yet another instalment into the Far Cry universe – following recent titles like New Dawn back in 2019 and Far Cry 5 the year before that. While we may not have been screaming out for a new addition of chaotic, first-person looter-shooter action, it’s about time something like this hit the shelves.
With Warzone becoming staler as the days go on, New World appeasing those MMORPG fans, and Dying Light 2 recently delayed even more, it’s really a great time for a Far Cry to release – even with the clash of the highly anticipated Battlefield 2042 open beta weekend that was scheduled just days after release.
As this is a Ubisoft title, it’s obvious what you’re going to get. Mix that with the tried-and-true formula the open-world Far Cry games bring with them, including the guns, explosions and wacky characters, this really isn’t anything new in terms of game design; you’ve experienced it all before.
People love this formula, mind you, and while it has been a hot minute between outings, it is fun doing it all again. In saying this, at the same time, you are literally caught in this perpetual motion of liberating bases, hunting for collectables, shooting people in the face and crashing your car into just about every damn tree in sight.
There is only so much you can take, and after sinking countless bingeworthy hours into this game, I’ve seen and done it all. It’s a lot of what you’ve come to expect from Far Cry, re-skinned with some absolutely gorgeous textures probably taken from Assassins Creed Odyssey, an evil antagonist that’s hellbent on putting your head on a stick, and of course, the absolute mayhem and freedom to cause chaos that’s more synonymous with the Just Cause series.
Even though I was playing on a PS4 – hands up those who actually managed to nab a next-gen console all those months ago… I’ll wait – this game still looks incredibly gorgeous! From the dense greenery of the forest undergrowth to the dimly lit interiors and bustling townships, this is again an improvement on many of Ubisoft’s previous titles.
Obviously, this would run like a dream on a PS5 or Xbox Series X/S, and really, any beefy PC rig would greatly benefit from all the graphical options that are available to tweak to your heart's content within the first few options menus.
Even with my dated gaming platform and a mid-tier telly, it’s not to say that this wasn’t a wasted opportunity, as Ubisoft’s Assassins Creed: Valhalla set the bar high last year with impeccable scenes of sunsets glistening through the leaves of decaying trees or the sound of crunching snow as you move through it. And with this game, it’s less about the changing seasons or terrain when moving between different regions but more about the gleaming tropical paradise island that is Yara.
Yara itself – supposedly modelled around Cuba and its own revolution back in the 50’s – is a living, breathing island trapped in time, all thanks to Antón Castillo’s blockades, trade embargos and military interventions that have suppressed its locals and forced everyone to succumb to his totalitarian rule.
While this oppression is ugly as it chokes the island internally, Yara is such a gorgeous setting and juxtaposes the bloody war breaking out at its surface. This kind of tropical paradise hasn’t been seen in the franchise since at least Far Cry 3 and was the setting for the very first instalment into the series as well, and after spending two games in that fictitious Hope County, it’s nice to bask in the sun for a change.
There has been so much time put into making this game pop, and where it truly shines, graphically is when you’re perched high atop a mountain or have just ejected out of a shitty little helicopter, so you can soak in the full panoramic view of the island and gasp at just how much of it you’ll probably never see.
The draw distances are incredible, as the mountainous buildings of the capital Esperanza stick out like a sore thumb, blockade ships sit on the horizon ready to destroy any vessel attempting to leave, small bays and beaches littered with jetties, boats and avid fishermen, and the decrepit buildings overrun by plants and animals are just some of the exciting points of interest ready for you to explore.
The map itself is gigantic, claiming to be the largest Far Cry so far, and the handful of regions are beautifully detailed, but there is so much sand, endless road, grassy paths, trees and mountains, that, at times, you can’t really tell which region you’ve passed into until you have to bring up the map and get a bead on where you are.
It’s this need to fill a huge map with so much to do, but ultimately, you’re left with just that: filler. The open fields and roads are nice, especially when there are people about, working or fighting, and there are some great textures and effects within the enclosed spaces like caves and bodies of water, but for such a beautiful game, these positive features only make up for a small percentage of the overall engagement.
Aside from the map and the environmental effects, it gets a tad weird during cutscenes and human interactions. Voice acting is pretty well on point, with your character actually being present in sequences, even talking, which is reminiscent of Far Cry 3 and 4, and a lot of these cinematics take place in third-person, as Dani has an actual body and a personality.
The voices and personalities are endemic to the region, as their accents of blended Spanish/English is so well executed, and the accompanying murmurs from your character and the interactions with NPC’s really give a personal feel to what usually is just a set of hands holding a giant gun or stick of dynamite.
The motion capture is easily one of the most disappointing aspects of the whole cinematic experience. Giancarlo Esposito – the man behind the brilliantly villainous and stoic Gustavo Fring in Breaking Bad, Better Call Saul, and also Moff Gideon in The Mandalorian – is the best looking character, but at times, his and a lot of others’ faces are warped, out of synch and the eyes just look hollow.
This is always an issue with motion capture in games, and I think Ubisoft suffers a lot from it; Assassins Creed titles usually fall victim a lot. Whether this is strictly a PS4 problem, I’ll never know, but it’s certainly not as bad as the Mass Effect: Andromeda kerfuffle and The Last of Us series is such a perfect example of absolutely nailing motion capture and expressive emotions, regardless of platform.
The other performances are strong, look okay, sound really great, and the unique personalities keep the game vibrant and woke. As for weapons and combat graphics and sounds, it’s more or less flawless. Guns look great, with a variety of models and skins, as well as a ridiculous amount of gear to equip, which you can now view in third-person at settlement-like areas
Guns such as the AKM or MP-40 have weight behind them, and sometimes taking the silencer off a .308 or a larger calibre sniper rifle is so satisfying, hearing the round pierce empty air and smash into armour and kill one of the guards in an instant. Some of the other more novelty weapons, like a sniper with exploding rounds or a CD launcher, are just silly, but the effects and display of chaos that they produce is great to watch.
Grenades and explosions are hefty, while fire is ravenous, licking and crackling around you, spreading terrifyingly quickly, but it’s not as profuse as that in Far Cry 2. There are a couple of weapons that sound like potato guns and feel like they’re not quite working, but overall, most things sound and look great.
Viva La Revolutión
While the whole point of Far Cry is to run around a giant map like a lunatic, killing bad guys and animals with a crazy arsenal, all while evading the presence of some manic overlord hellbent on fulfilling their own vision of supremacy, there’s always some convoluted story of liberation and freeing the oppressed locals.
From around Far Cry 4 and Assassins Creed Origins, Ubisoft have adopted the method of introducing the maim antagonist early, revealing their evil plan and establishing them as a delusional, homicidal maniac with a handful of underlings – more like commanders/mini-bosses – that oversee different regions, and you must dispose of them first in order to lure out the final boss.
Here, Antón Castillo rules over all of Yara. He has the island state in a vice grip – unbeknownst to outsiders and rejecting any foreign interference. He has perfected a miracle cancer treatment drug called Viviro, which is inhumanely farmed using slave labour and toxic chemicals to turn the existing tobacco fields into the pharmaceutical product that will/has put Yara on the map.
Beside the self-proclaimed “El Presidente”, Castillo is grooming his young son Diego to inherit the throne upon his passing, essentially mirroring how his father before him ruled over Yara with an iron fist throughout the ’60s, and therefore the same regime is expected to be enforced by Diego.
Naturally, in a dictatorship such as this one, disdain for human trafficking, draft enlistment and genocide of the local population are all ingredients for an uprising, and scattered throughout the many regions of Yara, local guerrilla forces fight back against Castillo and his military force, Fuerzas Nacionales de Defensa (FND).
Upon escaping the capital Esperanza, your character, Dani Rojas – which you can choose to be either a male or female – loses a couple of their dearest friends to the army and also a direct interaction with Castillo, and you end up stranded just off the coast of Yara on Isla Santuario, only to be taken in by the resistance force, Libertad.
Libertad is led by Clara Garcia, an ambitious young woman who wants none other than to see Castillo in the ground, along with his fascist regime ruined, and a free and civil Yara, whatever that truly looks like. She’s literally only got a couple of main followers, as Libertad is only still gaining momentum, but the most important member is that of Juan Cortez, some kind of ex-secret service/mercenary who has an outlandish personality and an even more enthusiastic taste for tinkering.
Juan kits you out with some insane weaponry and gadgets and encourages you to find resources by taking out the FND anywhere across Yara and beyond, while Clara recruits you to exterminate Castillo’s forces on the Isle, and in return, you’ll get a boat that’ll take you away from the Caribbean and off to Mexico where Dani reckons they’ll be free.
This is essentially the tutorial section where you get acquainted with movement, Dani’s previous military training, activities and lootables, vehicles, Libertad’s goals and aspirations, and a potential purpose to actually follow these guerrillas and fight for freedom and revolution. This motivation isn’t really plausible when you find it out, and most of the time, you’re just playing the game for the sake of it. As you advance through sections of the story, though, Dani becomes one with Libertad and its other factions, in no real reasoning whatsoever.
Once you get into Yara itself, Clara gives you the rundown on the three separate factions she needs as allies in order to culminate their forces and swarm on the capital building and destroy Castillo and his army. It’s not easy, with at least two bad guys or girls that carry out Castillo’s demands in each region, and a subsequent guerrilla faction in each as well, who are all desperate for direction even though they don’t know it yet.
In Madrugada, Dani joins with the Montero family whose tobacco farms were taken over by Castillo and his army many years ago to cultivate Viviro, and the military draft saw local farmers driven to enforce and oppress their fellow locals under inhumane conditions, along with the toxic spraying of PG-240 that allows the crops to blossom into the miracle drug.
Helping the Montero’s rid their region of Castillo’s nephew, you form an alliance, and this is essentially what happens across the other two areas as well; you help an apprehensive faction to join with Libertad, and everyone plays happy families by the end.
In El Este, an exuberant war hero from the previous revolution that ousted Castillo’s father in ’67 named El Tigre wants nothing more than to help Dani and Libertad, but you need to impress other “Legends of ‘67” like Lucky Mama and Lorenzo Canseco before getting them and their forces on-side. There’s also some millennial-like street gang emerging in the region called La Moral who help out here and there too.
Lastly – even though these story arcs can be done in whatever order you please – over in Valle de Oro, where the drug Viviro is actually made, a group of influencers calling themselves Máximas Matanzas try to show others how harmful the drug is, using song and dance to essentially inhibit the spread of Castillo’s regime, and of course, you are there to execute the scientists and also the woman behind the external marketing and communications for Viviro.
Overall, the peripheral characters are good. There are plenty of unique personalities and enough differences in each one to tell what their goals and aspirations are for their people and their region while also sharing the main objective of seeing Castillo and his reign come to an end. However, there are some really annoying and just unnecessary people you interact with.
Take the people behind Máximas Matanzas as an example. Youtuber and someone’s opinion I actually value, Worth A Buy, made such a valid point about the existence of this almost pandering for the audience and generation we now live in. I don’t want to sound like an arsehole for agreeing with him, but these personalities wouldn’t exist in this video game if we hadn’t progressed as a society when the farthest thing from a guerrilla fighter made music to entice a revolution, open- mouth tongued their partner while on camera or was designed to wear provocative clothing and essentially be there to be sexualised. You’ll know it when you see it.
That’s not to say these characters are weak or portrayed poorly – they are some of the most badarse and dangerous people you encounter, all driven by the same cause – and you really only have to endure each region’s characters for a good 15+ hours each anyway.
For all the annoying and poorly written characters, there are equally exciting ones too. Your character Dani is actually cool. Finally putting a face to a voice and body, with third-person perspectives and dialogue that’s sassy and emotional, it offers all three dimensions of character building – they’re no Arthur Morgan, for instance, but it’s a healthy addition for Far Cry.
Juan is crazy. From how excited he gets when introducing you to new Resolver Weapons and Supremo Backpacks to his expertise in ingenuity. That, and he sounds exactly like Watto – that flying piece of shit that owns Anakin Skywalker in The Phantom Menace, and once you hear it, you can’t stop.
Obviously, Clara has depth as the Libertad leader, as do many other leaders across Yara, but of course, it’s always the bad guys that steal the show. From the likes of Vaas, Pagan Min or Joseph Seed, Castillo doesn’t quite live up to these previous antagonists, and what’s most disappointing is that through all his appearances on small televisions or his propaganda blasted on radios across the island, you really don’t encounter him more than a handful of times throughout the storyline for him to impact enough.
Esposito is great at portraying horrible villains, and he does that well, especially when it’s right in front of you, but getting caught up in all the other mindless crap you’re doing across Yara, this bad guy in particular – and some of the other characters too – get pushed slightly into the background. Therefore, you end up focussing more on what’s in the present, like ticking boxes, causing explosions and visiting locations on the huge map, rather than caring for the characters.
A game ain’t shit without good gameplay, and, story aside – which is kind of hit-and-miss anyway – this is super fun and satisfying to play. With some much-needed new additions to the combat system and weaponry, along with new methods of traversing the map, when you’re in the heat of battle, all your senses are heightened, although, with the map being so extensive and a massive amount of useless gear and guns, at times, it can feel like a chore.
As one of those completionists, I found in this game, I didn’t want to leave a region without getting rid of all that fog on the map and trying to reveal where all the caches, collectables, points of interest and enemy hideouts were. Typically, in a Ubisoft game, this comes by climbing towers or synchronising viewpoints, and that’s the first thing I do; make a beeline for those locations and get all the intel. Far Cry games have certainly moved away from this more recently, and a minor gripe I have is that it would have been nice to see them back in this title.
With so much space to roam around and with such a tiny character, I was surprised at how little the dark fog cleared when liberating an FND checkpoint, fast travelling to a new Guerrilla Hideout, or simply jumping from a helicopter and wingsuiting to the ground. It merely clears a small radius around the camp or the area you traversed, and for me, there were these curvy, slug-like imprints left behind on my map from where I’d driven a car from point A to point B, and I knew that there was probably some loot just outside that space, and upon realisation, there was no real motivation to come back and mow a line like I’m an OCD dad in the height of summer.
It’s a shame really because they’ve doubled down on the amount of loot, and you really don’t want to miss out on anything, especially when there’s a tiered system for gear and some enemies require a bit more effort to put down due to their level scaling and armour resistance. Fear not though, it’s not as harsh as the gate-keeping mechanic that was so frustrating in Far Cry 5 and New Dawn, and it is pretty easily navigated here.
Your loadout consists of a sidearm like a pistol or small calibre SMG and three main weapon slots that can be anything from AR’s to shotguns, bows to sniper rifles, but the newest addition, and probably the most experimental, is that of the Resolver Weapons. These are Juan’s contraptions and essentially guerrilla-styled weapons made out of random objects with such a deadly twist.
You’ve probably seen the disc launcher video online that plays the Macarena before it slices bad guys up, but there’s a harpoon gun that’ll impale enemies to most surfaces, a deadly little nail gun, an EMP blaster that helps disable tanks and helicopters, and my favourite, the literal fireworks launcher that adds a lovely light display before exploding on your enemy.
While these weapons are all quite fun to use and the novelty of it all is just a simple gimmick, their functionality is low, and it’s a full weapon slot that you could fill with something more practical like a gatling gun or a bow to go hunting with. There is an emphasis on playing your own way, and you’ll quickly discover what works for you.
The Resolver Weapons aren’t the only thing Juan has cooked up, and these brand-new Supremo Backpacks are another new addition that again requires game time to find out what you like and what works best in combat. These are probably the most exciting thing to hit Far Cry, as you gain charge for these backpacks that are on a cooldown timer, and you can unleash hell on multiple occasions during an encounter.
The most practical and efficient is the missile launcher that fires a volley of homing rockets at enemies and vehicles and is so effective when you’re feeling overwhelmed, while the perfect close-quarters backpack is the one that dispels fire in an AOE around Dani and singes all in proximity. Another lobs gas canister of PG-240 onto enemies causing them to cough and splutter while you then shoot them in the face, and there’s a couple of others, including a secret wallhack one that, coupled with a high-powered rifle, sees you able to shoot through any material.
Your throwables are also dictated by your backpack too, and by finding resources around Yara, you can unlock new gadgets and grenades and assign them as you like, keeping in mind, when you equip a new Supremo, you need to then equip new or existing throwables that is tedious and frustrating. It’s that balance between being comfortable with what works and deciding where to spend valuable resources on something that might not be of any real use.
Using the Supremos is fun, but I found myself forgetting they were charged, and by the time I realised, the encounters were over, and I was back on my merry way. They’re fascinating to use, and when in combat, they can certainly turn the tide when swarms of enemies are pressuring you, while at the same time, a helicopter is circling above. More often than not, it’s more effective to sneak in and pop targets off individually until you get that slow-mo and cutscene that the area is liberated.
The moment-to-moment combat is probably the best in a Far Cry game so far, even though it is exactly what you’ve come to expect and can get bland after the tenth or twentieth base you liberate. I found a silenced sniper I liked and just headshotted people until there were a few left and switched to my pimped-out SMG and went loud for a bit – and that was the majority of my playthrough.
Your quests and missions are typically dished out by the faction leaders around Yara, as well as seeking out or bumping into people that have exclamation marks above them. These then mark things like fishing and hunting locations, racing start lines, collectable caches, treasure hunts, FND bases, checkpoints and anti-aircraft destinations, and also side quests from random people in the world.
Everything is mostly a fetch/exterminate/liberation quest, but they all add to the overall story and downfall of Castillo, and the luxury of doing everything as you please is nice. I did get a bit sick of going in silent and sometimes just resorted to careering a vehicle into a few enemies and then going guns blazing, alerting reinforcements and dispatching them efficiently. This is where the gameplay really excels, and combat is most fun when you’re struggling to survive; shooting your way out of a situation is just so satisfying.
You’ll never take that away from Far Cry, and it’s stepped up quite substantially as the titles come out. The chaos you create is unique to your playthrough and style, and the customisability and arsenal at your fingertips is massive, too, with just about everything being modable and a gunsmith system that’s intuitive but situational.
You have to collect a bunch of different resources of about three different tier levels, from simple medicine, recycled glass, scrap, metal and whatnot, up to gun powder and supremo-bond, and the much rarer circuitry and composite. All of these and more are used to craft things from suppressors, sights, the all-important ammo types, or lasers, upgrading your Resolver Weapons and backpacks, as well as crafting mods to fit into their slots.
Now, these resources are literally your lifeline to excel and progress your gear and camps. It’s kind of stupid how much you can actually tinker with, like your car and its looks and weapons, the guns and armour, upgrades to your Guerrilla Camps and just about everything in between.
It’s so overwhelming the sheer number of mods and crafting capabilities. There are so many useless gear mods, weapon perks and even gadgets, and this makes exploring a little meaningless because what’s the point of spending 5+ minutes acquiring a pair of gloves that simply helps with armour piercing defence when you’re already decked out in clothes that enhance your endurance or weapon handling?!
Some of the perks available are also just poorly defined and don’t really add anything but filler. Sure, decreasing reload time is good, but when it’s just about the only option worth having, you’re not choosing it out of necessity or survival. And this is Ubisoft’s newest answer to a skill tree, and honestly, when you see how impractical a lot of the mods are, you’ll understand the yearning for a Path of Exile-like progression system.
Other new additions include a much more refined Settlement feature that was first introduced in Assassins Creed: Valhalla, where these home bases are a place to come back to and upgrade the buildings around it, do a bit of cockfighting or dominoes, tinker with your gear and get quests from story characters.
These safe zones allow for passive interactions in third-person – again, something brand new for the franchise – and with three main encampments across Yara, they all allow for two different buildings to be constructed. Doing this in a particular order drastically alters your access to different abilities and unlocks, and you need to read them carefully to reap the benefits.
From a little soup kitchen to a hunting or fishing lodge, these buildings aren’t that great and shouldn’t be high on the priority list as they really only give you a bow at max upgrade or a few buffs for gathering materials, and it’s the Bandido Barracks, the Hideout Network and the Garrison that offer so much more in terms of practicality.
Bandido missions are these interactive, scenario-based click and collect tasks on a cooldown and reward resources and sometimes gear or weapons. Upgrading the Garrison allows for even better gear with more mod slots and higher tier guns, while the Hideout Network is the first you need to build, giving you the wingsuit immediately and also purchasable maps highlighting guerrilla hideouts littered across the map for easy fast travel.
There are also these off-site Special Operations missions that are crucial for acquiring the more advanced resources for upgrading stronger weapons, and they have you venturing out into these massive, contained maps where you need to transport a radioactive device, kill a commander and then escape. It’s more complicated than that and incredibly challenging, but the rewards give currency for a Black Market vendor who sells pretty decent gear.
This vendor also accepts currency found throughout the end-game Insurgency mode where, after completing the campaign, more formidable enemies occupy sections of the map and post up in previously liberated checkpoints and bases, just to add more to the gameplay loop and essentially keep this game alive long after Castillo is not.
Therefore, all these new elements are pretty sweet, even if some are pretty hit and miss, but they all offer another dimension of gameplay. There is too much going on, really, in my opinion, and it’s pleasing to see more depth in a Far Cry game – they truly have come a long way – but when will these developers learn that less can actually be more?
If you’ve made it this far, thank you very much! There’s so much to talk about and so many things to see that’ll get you side-tracked from literally whatever you’re doing. From blowing up cars and trucks to a pleasant fish in a lake, this game has it all.
This certainly isn’t the best Far Cry game to release, but I agree with IGN that it’s “the best [it] has been in years”. The gunplay is super slick, and everything action-wise is near perfect. From sniping atop a building to then recklessly parachuting down and machete killing the nearest guard before disposing of the alarm and locking onto your next target – it’s all so much fun.
Fun is easily the most expressive adjective for this game, as the chaos you cause is just flat-out insanity, and your choices dictate every scenario and thus how much enjoyment you get out of your time in-game. From gameplay to graphics, this looks, sounds and feels spectacular. Water shimmers and gleams in the morning sun, and when the evenings roll around, and a thunderstorm rumbles in the distance, the blue markings of guerrilla paths snaking their way across Yara are always your safest method of traversal.
The many characters are sometimes poorly written, and their personalities are just cringe – it’s like millennials with guns, and all the social constructs existing in our society today need to be and must be written into a video game such as this. It’s not designed to be a social commentary, we just want to blow shit up and have our cute little sausage dog companion spoil us with face licks.
With all the new things implemented into the game, some are handy and exciting, adding fun elements, while others are simply useless and irritating. The companions, or Amigo system here, has you commanding such animals as a deadly crocodile or a manic chicken, but sometimes they get in the way, or you forget to use them, and it’s these AI systems that aren’t quite as spot-on as they should be.
Enemies are pretty dumb and easy to breeze through, but when you do get overwhelmed and die, respawning is punishing, sending you back to the start of a mission or safe zone, and you have to start all over again. Not to mention the friendly AI, who literally ran us into a mine in one of the first missions, and I just sat there dead and dumbfounded.
NPC chatter is kinda cool, from complimenting you on your companions or your gear, and then the battles that break out between FND and guerrilla forces which you can pretty easily just crack a bag of popcorn and watch them shoot each other for ages.
Some enemies are bullet sponges with the requirement of different ammo types to take them down easier, but it’s not as problematic or puzzling as I think they intended it to be. I was level 10 in under 20 hours, explored pretty well all areas, and most combat encounters weren’t challenging, so I think the scaling system is relatively non-existent, and I would have preferred more of a challenge.
The biggest disappointment overall is the enormous amount of gear, weapons and collectables, and most of them are just redundant. The gear is somewhat standard, having a handful of tiers and increasing mod slots, but if you find one with a decent initial perk, there’s no real reason to trade it out with another. You want to explore the world and all those damn FND and Libertad caches simply because of the chance it might be something better, but I mean there’s just no real incentive or time to waste doing that.
Regarding weapons, there are several unique variants of each one that have predetermined attachments and mods that are good to play around with if you haven’t got the base model, but then when you do acquire it or purchase it from a vendor, you can more often than not just fashion that into something more superior. The mods aren’t really helpful and only give a perceived effect, but again, it is up to the player how they deck out their arsenal.
If you’ve played a Far Cry game in the last few years, you’d find the formula getting progressively staler. While this title does just enough to entice with new toys and features, at the heart of it, it’s still just as boring and repetitive as all the others. A huge map to explore doesn’t always equal more engaging gameplay, it just means more room to fill with trees, water and air, and while it’s nice to look at, it’s not exactly what you want.
Personal preference comes in a lot more here, and your patience for inventory management and swapping gear and weapons out to suit the situation takes away immersion. The game is really fun, don’t get me wrong. You will enjoy it, but for how many hours, that’s up to you to endure. If you liked previous titles, then this is a lot of the same, just with a nicer skin on it, and everything that makes this franchise so good is done exceptionally well.
Cover image credit to: https://www.epicgames.com/store/en-US/p/far-cry-6
Copyright © Will Boddy 2021