Why Far Cry 6 Didn’t Feel Like Far Cry?

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When Ubisoft announced Far Cry 6, I was really  skeptical about it. But the skepticism mainly   came from my experience with Far Cry 5 and New  Dawn. With the former having one of the best   villains in the series to the latter featuring  some of the worst decisions in the franchise’s   history. Decisions such as the inclusion of  RPG mechanics and underwhelming antagonists...   All of these points had me worried about Far  Cry 6. I thought to myself: How can Far Cry 6’s   villain beat the likes of Joseph Seed from Far Cry  5 or even Vaas and Pagan Min from older games?   But, seeing a great actor such as Giancarlo  Esposito taking the role of the game’s main   antagonist had me really excited! I thought  this was going to be the next best thing that   has ever happened to the franchise. And to be  fair I wasn’t the only one to think like that,   as other gamers across the  internet thought so as well.   Time has passed and the game was released in  late 2021. My fears turned out to be true. It   felt like the “lead development team” behind  the game, which is now Ubisoft Toronto instead   of Ubisoft Montreal, had no idea what Far Cry  is about despite their previous experience   with the franchise. When playing Far Cry 6,  No matter what angle I looked at the game,   there was always something off about it and  after spending much-needed time in the game,   I’m going to tell you, Why Far Cry  6 didn’t feel like a Far Cry game.   Far Cry 6 detached itself from previous  games by removing some of the factors   that made those games unique. Factors such  as the presence of a persisting villain.   If I was going to point out what exactly made Far  Cry 3’s antagonist memorable, I would say it was   Vaas’ insanity speech, or In Far Cry 4, Pagan  Min’s ruthlessness along with his manipulative   powers made him special. Even in Far Cry 5 Joseph  Seed’s son of the god cult leader behavior made   a terrifying figure out of him in my eyes. The villains in the older games would either   appear before you and threaten to kill you  directly or most of the time, they would   talk to you over the radio. So, you could always  feel their presence throughout your journey. Every   single one of them knew our protagonists  by their names, recalled their actions,   and warned them about their future steps. Each antagonist had that “it factor” in them.   They’d always make you question your choices and  ask yourself “Whether you’re the bad guy or not?”.   They could easily go under your skin and act as a  constant threat. But when it comes to Far Cry 6,   none of those factors exist. The only thing I can  say about it is that Anton Castillo was a dictator   in the most generic way possible, portrayed by the  same dude who played Gus Fring in Breaking Bad.   He is the most boring villain in the entire  franchise and the saddest part, is that it’s   not because of Giancarlo’s acting, since that  is the only good part about this character that   remains underutilized to the end. Anton Barely  exists in the game’s world. While you can see his   statues scattered across the world, most of the  time you’re hearing his speeches from speakers,   and occasionally when you wreak enough havoc,  you get to see him in a couple of cutscenes,   which isn’t directly occurring during the gameplay  and you don’t even get to fight with him either.   His story is always told through a third-person  lens in a separate cutscene which takes away from   the immersion and the atmosphere of the game.  You can’t feel the depth of his threats while   he is sitting in a church talking to his son  about how Castillos are lions and the people   of Yara are a bunch of Sheep. Anton acts as  if he doesn’t know anything about Dani Rojas,   the protagonist of the game and the only person  responsible for uniting everyone to overthrow   his regime. He cares more about Clara Garcia, the  leader of a guerilla group known as Libertad, than   the actual person responsible for his downfall. Aside from Anton, most of the other villains are   incredibly bland and are portrayed in the most  cartoonish way possible. Far Cry 6 shoves a long   list of villains in your face and the game  could work even with 2/3 of its “Bad Guys”   completely gone. The disappointing part is  that villains such as “El Doctor” or “Bembé”,   the most Far Cry-esque characters of this  game never get enough time to develop.   Instead, other villains you barely interact  with are under the game’s focus... Most of   the time I didn’t even care about them and  just pushed myself to take them out for the   sake of story progression. To make things even  worse, none of the huge cast of villains ever   interact with one another... You’d expect them  to either help each other or learn how to defuse   the ever-growing threat of the guerillas in  their own region. This makes every single   region of the game feel self-contained and  disconnected from the rest of the world.   The same thing applies to the support  characters as well. There are far too   many of them, most of them are extremely  forgettable, and they use lots of MCU-style   humor. It would have been okay if these “jokes”  were only limited to Juan; but no, there are other   cringe-worthy characters that steal the spotlight.  This thing single-handedly prevented the   game’s atmosphere from remaining dark and gritty;  Something Far Cry 6 tries to sell to you in the   first few minutes of its opening gameplay. Instead, the whole story feels like a parody   of what a dictator regime would look like! I  believe when it comes to supporting characters,   missions, and stories, the Máximas Matanzas group  storyline was the worst compared to other factions   despite the point it tries to make. The guerilla factions also suffer from   the aforementioned self-contained problem  as none of these groups are willing to help   Dani or other factions regain control of  another region from Castillo’s forces.   By now I mentioned Dani’s name a couple of  times, and let’s say I’m glad that Ubisoft   went back to the voiced main character style; as  this was one of my biggest gripes with Far Cry 5’s   silent Deputy. Let’s face it, The Deputy never  had enough depth to his character compared to   other silent protagonists such as Gordon Freeman  from Half-Life 2. So, making him totally silent   felt ultimately wrong, especially when other  characters asked questions from him, but he would   only stare back with no actual response… Dani on the other hand always reacts to   everything. The voice actors of both male and  female versions have done a great job portraying   feelings, and to add even more personality  to the character, Dani might sing from time   to time. However, changing the perspective of  cutscenes from first person to third person,   deprived the intimidating feeling  of interacting with characters   for the sake of a cinematic experience. Dani’s overall backstory justifies some of the   actions the protagonist takes, but when it comes  to the finale, the story rushes to its closure,   everything starts to fall apart, and the abrupt  ending makes everything seem pointless. Dani   doesn’t have many choices in the story sequences  and even in the rare few moments that the game   allows you to choose, your choices do not affect  the story in any meaningful way. The best example   would be the McKay mission; where you get to  kill him or let him escape. The outcome for   choosing either of those options is limited to the  reward you’re getting for completing the mission!   This could’ve been solved in creative  ways. Imagine if killing him would lead   to a different outcome for La Moral group,  or if we look at the bigger picture, imagine   if capturing every outpost would actually grant  us a different ending. Of course, in that case,   the map size should’ve been reduced, since  it’d become extremely tedious otherwise. But   at least in that way, there’d have been more  incentive for players to capture those bases   and gave them more reason over simply  unlocking a new point to fast travel…   Also, you’re supposed to feel like you’re  trapped in a harsh world with limited technology,   an extremely low number of supplies, oppressed  environments, and the constant presence of the   oppressors. But to my surprise, controlling Dani  makes you feel like Rambo or an unstoppable tank   that can solo the entire universe with a gun and  a knife… Therefore, I strongly believe that the   alternate ending where Dani goes to America is the  canon ending of the game as it avoids almost every   problem the game has and seems to be the most  reasonable outcome from the story’s perspective.   Since Ubisoft Toronto doubled down on some  RPG mechanics, enemies now have health bars   above their heads. There’s also an active  level scaling system which grows higher   as Dani levels up. You can also use multiple  different ammo types, unlock armor set skills,   and craft a new tool called Supremo. Despite  all of that, Far Cry 6 lacks a proper skill   tree system which is one of the major drawbacks  of the game compared to the previous ones.   To make it worse, it seems like the  developers really didn’t think it   through while they were implementing these  systems. The clear case for that is that I   managed to beat the game from start to finish  with the early game weapons and armor set;   as I didn’t find any incentive for changing them. There are also different ammo types in the game.   For example, you can craft Poison rounds, Soft  Target rounds, Blast rounds, and more but crafting   armor-piercing rounds is enough to beat the game  from start to finish without issues. This means   even if you go to a higher-level area,  while enemies get spongier than usual,   it’s still possible to easily take down enemies  with these bullets by targeting their heads.   This ultimately renders the “build system” which  comes with the armor sets, useless. For example,   there’s a poison build that does a lot of damage  to enemies, but why would you waste your time to   unlock every piece of that armor set when  you can easily one-shot every single enemy   in the game from the beginning? All of This begs the question,   why did Ubisoft even bother with the level  system to begin with? Did they really think   the combination of these mechanics is a  better replacement for the skill tree? Also,   while you can choose the “Guerilla difficulty”  which forces you to use the game’s many different   systems, no matter how hard you turn your  game, the AI is so dumb that no amount of   minimal HUD elements or ammo scarcity can fix it. The Open World in Far Cry games were never small,   But Far Cry 6 goes all out to feature the biggest  map in the series. Yara is a tropical island with   lots of jungles, villages, towns, and an actual  capital city which is a first for the series. But   due to the sheer size of the game, there isn’t  much to do in the city and it feels very rushed.   This city is also another factor that alienates  the game when we compare it to its predecessors.   Since every previous Far Cry game took place in  a mysterious, wild, or uncharted piece of land,   seeing a civilized country like Yara with cities  and highways doesn’t sit right with this game.   Someone at Ubisoft really thought bigger is  better, so they tasked the team with making   a huge world with less interesting stuff to do.  This single design choice had drastic consequences   that affected the gameplay in unpleasant ways. Firstly, it’s not fun to move around the map for   multiple reasons. Running and walking around is  painfully slow, so you’re left with transporting   options such as horses, vehicles, and aircraft. In terms of performance, there aren’t major   differences between cars. There are tons of  checkpoints on the road that either require   you to capture them, or slightly change your way. However, choppers and airplanes are genuinely the   best way to travel around the map, but there’s a  catch. To use them, first, you need to take down   anti-aircraft guns. And each region is packed  with AA Guns and if you don’t destroy them,   they will shoot your aircraft down… unless you’re  flying very close to the ground. This mechanic   by itself is very clever since it creates an  incentive for the player to explore the land, but   it turns into a staggering chore rather quickly  due to the number of AA Guns you have to destroy.   Secondly, the game immediately screws every  single traversal mechanic with another odd   design choice. In almost every open-world game,  and I don’t necessarily mean the Far Cry series,   the player must first discover a key location  to be able to teleport back to it later on.   Therefore, a first-time discovery is mandatory in  every game. But this is not the case with Far Cry   6 as you can purchase hideout maps and fast travel  to them without ever setting foot on any of those   lands before! You can even air-drop Dani on some  of those hideouts and use the wingsuit mechanic   to get to your desired location quickly without  the need for any vehicle or aircraft! This way   you don’t even need to destroy the AA guns… Amigos are the companions you can summon to   help you through the game, but I don’t really  understand Ubisoft’s angle with this companion   list. There’s zero human companion that you  can unlock and the list includes a rooster   that can attack and kill enemies. If this  game had taken itself a bit more seriously,   things would’ve been in a much better state…  But it’s worth noting that except for Chorizo,   I hated these companions so much that  I didn’t bother using them at all.   The game also lacks some of the memorable missions  that made the series stand out. There used to be   missions in the past games where your character  hallucinates and you’d do tons of weird and fun   stuff. Sadly, there’s only a small glimpse  of them left in the game and even then, they   aren’t as cool as the ones in previous games. I remember in prior games; Hunting specific   animals would allow the protagonists to craft an  important upgrade that would either increase the   size of their pockets or improve their equipment.  In Far Cry 6 however, the lack of a proper hunting   system bothered me a lot as you don’t need to hunt  animals for those reasons. Killing them would only   allow you to trade their meat or skin with  crafting material such as circuit boards.   And you can shoot the animals with any weapon. As  long as you have unlocked and upgraded the hunter   lodge building, there is no need to be worried  about damaging the animal meat with your bullets.   The fishing mechanic is extremely simplified but  at least it’s a different mechanic compared to   animal “hunting” system. But let’s be honest, the  mechanic was already introduced in Far Cry 5. So,   I guess we should just be happy that  this one wasn’t cut out or changed.   The final nail in the game’s coffin is the endgame  content which is called “Insurgency”. No matter   how many areas you liberate during your normal  playthrough, as soon as you finish the game,   a weekly quest begins and resets the state of the  game’s map and makes Castillo’s loyalists take   back those regions you have already liberated and  you have to fight back and recapture them again!   By now we learned that there’s no need to use  better equipment. Hunting and looting materials   are pointless, and there’s no need to drive  or fly around the map. If I wanted to sum up   Far Cry 6’s open world in two words, I’d call  it an “Anti-Exploration Game”. This is a video   game that actively tries to prevent players from  using its mechanics, and everything is rendered   useless within minutes of their introduction. Far Cry 6 doesn’t Feel Like a Far Cry game,   because it deliberately removed all of the  factors that made the older games fun. Instead,   they are replaced with soulless RPG systems,  a boring but visually stunning world,   and lots of questionable design choices. There are far too many characters in Far Cry   6. The lead bad guy is a forgettable villain  which is a waste of the actor’s potential.   There are lots of goofy things that break the  immersion and don’t fit the overall theme of   the game. While in previous games, the goofiness  was usually found in a character such as Hurk,   this time around it’s all over the place. If you enjoyed the previous games,   I don’t recommend playing Far Cry 6. I’d go as  far as to call this game a Just Cause sequel   since it shares more similarities to that  franchise instead of the one it represents.   While it is important to implement new changes  to keep a long-running series stay refreshing,   it’s a hard task that can end up disrupting  the game’s image and identity, and result in   losing fans. Let’s hope Ubisoft fixes these  issues in the next entry of the franchise.   Thanks for watching! Feel free to Subscribe, like,   and share your opinion in the comment Section.  Till the next one, I’m The Phoque, signing out...
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Channel: The Phoque
Views: 97,828
Rating: undefined out of 5
Keywords: Far Cry 6, Far Cry, Ubisoft, Open World, Shooter, Game, Gaming, Action RPG, Action Adventure, Far Cry 6 2024, Review
Id: stklFIu8eoI
Channel Id: undefined
Length: 17min 1sec (1021 seconds)
Published: Wed May 15 2024
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