After their long hiatus between Far Cry 2 and Far Cry 3 it doesn’t seem like Ubisoft is willing to let the series breath for much more than a year between releases. For some of the instalments this has been great, like the much loved Blood Dragon (which I’ve strangely not reviewed but I did complete) but it has cast a dim view on others like Far Cry Primal. With the wild success of Far Cry 5 it seems like Ubisoft was wanting to strike while the iron was hot and pushed out Far Cry: New Dawn as soon as they were able. Indeed New Dawn feels a lot like an overgrown DLC more than it does a full game, what with it borrowing so heavily from its predecessor and not adding a whole lot more in the mix. Still it was a mostly competent game in its own right, even if it was quite short by Far Cry standards.
17 years after nuclear war laid waste to the world in what has become known as The Collapse the survivors have emerged from hiding and are seeking to rebuild. You, known only as the Captain, are part of a travelling team of specialists that are helping everyone out in any way they can. One day you’re approached by someone from Hope county, Carmina, who’s settlement has come under attack from a gang of bandits called the Highwaymen. You agree to help however the gang gets wind of your impending arrival and derails your train before you can arrive. So begins your struggle to restore peace to Hope county, a task that will surely take more from you than you ever thought you could give.
The Dunia engine looks as great as ever, this time around with a more vibrant and saturated colour palette that instantly reminded me of Blood Dragon’s overblown visual aesthetic. This is very much contrary to the usual visual style that accompanies post apocalyptic games and honestly I quite like it. Sure, there’s times when it looks like someone let their toddler do the texture work, but it is both interesting and visually diverse. Interestingly it seems whatever optimisation problems were in Far Cry 5 at launch are gone as there was no need for me to tweak any settings in order to get solid performance and gorgeous visuals. Granted though the level of detail and pop-in was quite noticeable from a helicopter so it could just be better default selections than anything else. Still Far Cry maintains the standard it has long set for itself and brings a new visual flair to the post apocalyptic world that I’m sure will be replicated by others.
Where Far Cry 5 swing the pendulum more towards streamlining and simplification of the series’ core game mechanics New Dawn instead moves the needle back the other way a little whilst keeping most of the optimisations. The basics are still the same: limited weapon loadout, capturing outposts, crafting, etc. however the implementation of each varies somewhat from what Far Cry 5 did, enough so that it does play out like a very different game. There’s also some interesting mechanics that are included to keep you playing longer like infinitely upgradeable talents. recapturing outposts that get harder each time and a type of mission called expeditions that has the similar “harder each time” mechanic. It definitely seems like Ubisoft expected players to blast through the story and then continue to grind on these things for hours afterwards but, honestly, I don’t think anyone will see the appeal.
Combat feels a bit wonky as something weird has happened to the hit detection. Quite often shots that seem perfectly placed will miss, seemingly for no other reason than the game just didn’t think you were shooting at what you were looking at. It seems to get better with the higher end weapons so it’s possible there’s some stat I didn’t see which was affecting my aim in a way I wasn’t anticipating. Regardless the game doesn’t really educate you about anything like that so the first few hours are likely going to be spent wondering why you’re missing half your shots. Thankfully though headshots are a one hit kill, provided you have the right tier of gear for the enemy you’re trying to kill. You’ll also need a certain level of gear to even damage certain enemies, something that doesn’t become quite apparent until you run up against someone who seems impervious to all your bullets and only goes down to grenades. Thankfully the crafting mats for those are plentiful otherwise there would’ve been quite a few frustrating missions.
The crafting system goes back to its roots somewhat with animal skins now converting to various different crafting components that you’ll need to make the higher end gear. This does mean that hunting is no longer something you do when you’re strapped for cash; no you’ll need to go out and seek certain prey if you want to have the mats necessary to craft what you want. This wouldn’t be so bad if the maps didn’t really seem to lead you to the animals they say they do, quite often you’ll just end up in a barren area trying to figure out where the animal could be hiding. You don’t need to hunt of course, you can find most mats in chests or if you’re so inclined spend actual real money on buying them, but it is the fastest method by far. As someone who did enjoy hunting high end prey in the previous instalments I didn’t mind this so much although I would like the maps to be a little more reliable.
Further progression comes in two forms: ye olde talent tree and upgrading your own settlement. You’ll likely fill out the talent tree rather quickly thanks to all the points on offer from various activities: looting shelters, doing challenges and plain old levelling up. Of course the reason there’s so many points on offer is because some of the talents can be upgraded infinitely although I’m sure they reach diminishing returns at some point. I unlocked the whole tree without too much difficulty although to be honest I was just spending them at the end as I didn’t really need anything more beyond about halfway through the game.
Upgrading your base gives you access to various perks, most of which are quality of life improvements but others unlock the higher tiers of gear and vehicles that you’ll likely be lusting after. To get these upgrades you’ll need ethanol which comes from a variety of sources but the main one is from capturing outposts. After you’ve captured them once though you can scavenge them in order to bump them up a tier which, if you then go and capture again, nets you even more ethanol. Doing it with no alarms nets you a small ethanol bonus, which is pointless for the first level honestly, but doing it undetected nets you 50% more. For the tier 3 outposts this can be quite a lot, making getting those last tier upgrades quite easy. Of course doing that is easier said than done as the enemies at the final tiers can see you a mile away. Definitely a good balance of risk vs reward anyway.
Whilst there’s still some notable jankiness around, the combat being the worst of it, a lot of the polishes and bug fixing that went into Far Cry 5 have made their way into New Dawn. Even attempting some of the old physics tricks that would create some rather hilarious moments resulted in nothing much of anything happening. Disappointing in one respect but progress nonetheless. Some of the missions with unique mechanics (like the one where you travel north) were a little hit or miss, none of them requiring me to restart the mission but did point to those special instances not getting as much love as the base engine might have. So overall, given that New Dawn and Far Cry 5 likely share a lot of things under the hood it’s good to see progress in one translating to the other.
PLOT SPOILERS BELOW
The story unfortunately doesn’t really stand on its own feet, needing to borrow heavily from the previous game and unfortunately not adding a whole lot to it. The main antagonists in the game are laughably shallow, only managing to get any semblance of a compelling backstory quite late in the game. The strongest character in the whole game is Joseph Seed and that’s really only because he was already so well developed in the previous game. Far Cry isn’t typically renowned for having a deep and compelling story but they’re usually at least got something compelling to drag you along. This time around though? I struggled to even remember some of the character’s names when writing the review and one of them is on a sign in a screenshot I took.
PLOT SPOILERS OVER
Far Cry: New Dawn keeps true to the series’ formula, delivering competently in that regard, but doesn’t do much more than that. Some of the changes feel like a nod back to previous games but the bulk of it is following the trend that the last few games in the series have set down. There are some things done right, like the fantastical visuals and the trickle down of improvements from Far Cry 5, but other than that there’s not much more to talk about. I can only wonder what this game might have been like if it was an expansion or DLC to Far Cry 5 instead of a standalone title as it’s not really a game for those that haven’t played it. Far Cry: New Dawn goes down then as a slight misstep from Ubisoft in the series, certainly not a fall from grace but a small smudge on an otherwise solid recent track record.
Far Cry: New Dawn is available on PlayStation 4, Xbox One and PC right now for $68. Game was played on the PC with approximately 11 hours total play time and 59% of the achievements unlocked.