Sunday 12 March 2023

Far Cry 6 Review

 Hello Everyone. I recently completed Far Cry 6 and want to talk about it. Spoiler warning


The premise of the game is that you play as Dani Rojas, an orphan turned guerilla fighter after a forced conscription attempt. The game is set in the fictional country of Yara that seems to be inspired by Cuba. Yara is ruled as a dictatorship by "El Presidente" Antón Castillo who is also raising his son Diego to follow in his footsteps.


In terms of gameplay, the game is very similar to prior Far Cry games. It's a very familiar loop of an open world FPS sandbox where you use all manner of guns, vehicles and equipment to conquer outposts in a freeform manner that the Far Cry games have been employing since 3. The main new differences is a sorta of "pseudo-RPG" system where enemies and equipment can have levels and that different gear affects your stats differently. 

I kinda like this approach. It's not so heavy handed that it turns the game into a full on RPG and risks slowing down the pace. But it does require the player put more thought into how they approach situations and how they build Dani. For example, you can have multiple loadouts for different situations. I made a stealth build where Dani has a headband that refunds Ammo if you get a headshot, a vest that slows enemy detection speed, gloves that allow him to booby trap alarms and shows that increase crouching speed. I also made a fire resistant loudout, a loadout that packs mostly explosive equipment and a general fighter loadout that lets me melee kill enemies even if I'm detected and can carry 2 manual heals.


In addition, ammo type is now a consideration as different enemy types are weak to different kinds of ammo. Regular enemies and animals die faster to soft round ammo. Armoured Enemies shrug off soft round ammo but can be damaged by armour piercing ammo. Certain vehicles can be best damaged by Blast Ammo. You also have poison ammo to confuse enemies into fighting each other and incendiary ammo to set things ablaze.


You can mod guns to be able to carry and swap between different ammo types (which does require crafting components that ask you to go engage in side content) so once you reach a certain point in the game, you can be decently equipped for firefights. The system does encourage the player to get a read on the enemies they are currently facing and be somewhat prepared beforehand. Like, if you see you're shooting at an armoured enemy, you might be better off switching to armour piercing rounds. And if you're facing mixed groups in the open, that rush of improvisational gameplay that is quite fun in Far Cry often occurs.


The enemy AI isn't very bright. Guards can be quite easily confused by distractions and guards getting sniped. It's a far cry from something like Metal Gear Solid V which had guards properly react to your stealth moves. But at least guards are challenging to fight. They had good aim, can take a few shots, and can overwhelm you easily. Dani doesn't have that much health even with good gear so gunfights are always intense and fun affairs. I died a lot in the game and it was fun to try again with a different approach.


I feel this is why Far Cry always had the most fun "outpost clearing" gameplay of Ubisoft's franchises. In something like recent Assassin's Creed, you can easily climb your way into a fort or outpost, climb out when something goes wrong, and can use eagle vision to easily tag most enemies beforehand. In addition to how skewed combat was in your favour, outposts didn't feel very intense. In Watch Dogs, you can use cameras and the 3rd person perspective to easily scope out what's ahead, making it much harder to get jumped.


I feel Far Cry always had a nice balance of systems here. Since you can't freely climb everything, it means you actually need to be somewhat creative in entering an outpost. Like finding a broken fence, or bushes you can climb or parachuting in. This also means that escape isn't easy. So if something went wrong and elite enemies started surrounding you, it really felt more intense in a very "I'm trapped in here with you" situation. Plus, you can use the smartphone to scan and tag some enemies beforehand but you can't tag every possible enemy. So you can't be too complacent as the risk of a surprise enemy is always there.


Of course, there are some cracks in this. The Perception Grenade can quickly reveal all enemies in an area, even through cover and has a fantastic range. I decided to only use this for firefights instead of stealth and it improved the experience. Another issue is that smaller outposts like checkpoints or small camps lack much of what I praised earlier about larger outposts. Since many of these are like, parts of the road and such, it can be easy to enter, escape and regroup, kinda deflating some of the stakes of the encounter.


But when these systems work, they work quite well. One of my favourite moments in the game was one mission relatively early on when I had to download some files from a large building. It was fun stealthing through it. I eventually got spotted and the gunfights ensued. But the game has a notoriety system where if you engage in a large enough firefight for long enough, Castillo's elite guards get sent after you. These guards pack full body armour, are supported by helicopters and endlessly respawn. These guards got triggered and it was a novel situation. I was constantly being hunted and hounded by these enemies as I had scurry between rooms, either by running through the hallways (which were crawling with elite guards) or climbing around the outside and dodging helicopter fire. My Ally, Chicharron, kept getting downed every time I revived him. And every time I started a download, the elite guards would come in to prevent it, and I'd have to flee and let them cancel the download.

I burned through nearly all of my ammo and supplies, but found a solution where I went near the other side of the building and spammed the ability where if you stealth kill an enemy, you can then throw a knife at a nearby enemy to instakill them to temporarily clear out some of the enemies to get some ammo, before running in to the computer and starting the download and having a rough stand as enemies kept entering the place. I managed to use what few grenades and mines I had as traps to hold out long enough to complete the download. I then jumped through a window and had to flee through the nearby forest, stealing a car along the way all while being pursued by the elite guards and their helicopter before finally escaping them.


While yes, I could have just died and restarted the checkpoint for an easier time, this whole ordeal was such an awesome blend of freeform stealth, gunplay, improvisation and tactics.


Another similar sequence happened when I accidentally started one of the co-op missions early and solo. These missions typically expect the player to be well geared and familiar with the systems. I was going into one with basically starting gear. And it was quite the experience needing to sneak through and past areas because of how easy it could be to get overwhelmed in firefights. Your minimap doesn't work in these missions. You have to navigate by following signs and compass indicators as you need to navigate through an occupied amusement park. Plus, halfway through the mission, you get this chemical called pg 240x and have to bring it all the way back to the start of the mission. However, if you are standing in sunlight, this overheats the chemical. If the chemical overheats enough, it explodes, killing you. Standing in the shade keeps the heating from going up and dunking the chemical in water cools it. So now you have to navigate the entire large area backwards and have to keep an eye out for shade. Many places where you can find water pumps are also guarded by enemies so you have to either stealth in and wash the chemical without getting spotted or engage in firefights with the added pressure of sunlight.


Once I made it back to the start of the area, I had to survive one final wave of enemies. This mission (along with the scenario mentioned above) really made me feel like a scrappy underdog guerrilla scavenging and using any resources I could find to stand a fighting chance. I died a lot in this mission and it took me around 2 hours to clear it but it was really fun. These scenarios do become more rare as the game goes on as you get enough high quality gear and weapons that, at worst, you feel on par with your enemies rather than the underdog.


Another cool thing about the game is the companions you can find. The game calls them "Amigos". From a crocodile named Guapo that can self revive himself, to a rooster named Chicharron that can go toe to claw against soldiers to a mythical panther named Oku that can stealth kill enemies and scare them. Even Boomer from Far Cry 5 makes a return (wait, didn't he die in New Dawn?) renamed to Boom Boom. You can also improve the companions abilities by having them perform x number of actions. For example, Boom Boom can improve his ability to take damage from enemies if you can get him to tag 50 enemies. And you can improve his range at which he targets all targets if you can get him to tag 25 animals.


Personally, I did find this rather tedious. Some of the requirements don't naturally occur in regular gameplay or are unclear so you have to grind them to really get them and/or the benefits weren't that useful.

 

For example, the Amigo Chorizo has an upgrade where he can dig stuff out of the ground. To get this upgrade, you need to use his ability where if you are damaged and you pet Chorizo, you get some health regen, 36 times. But during combat, Chorizo is focused on distracting enemies so you can't reliably take damage, then get Chorizo to heal you in a reasonable timeframe. Plus, you can use a manual heal in a pinch which means you then can't trigger Chorizo's buff. I found it was easier to just keep setting myself on fire on the side of the road which resulted in me taking a controlled amount of damage without spooking Chorizo so I could grind the ability. I feel just having 10 or 20 max times you need to do something to be enough.

Another is Boom Boom. One of his abilities is that he can obtain ammo from enemies you kill. I figured this would be great since, I could keep shooting enemies and not have to worry about exposing myself to restock. I journeyed with Boom Boom for an hour, shooting up every group I would come across and noticed Boom Boom wasn't picking up any ammo. I discovered that he only collects pistol ammo. Which really limits his usefulness. He also wasn't great at tagging enemies. I found I often had to wait for him to get quite close to an enemy before he'd tag them. By which, I could have already tagged and killed all the enemies in the area.

The side quests these Amigos have to unlock them are really cool though. But I feel aside from Guapo and his self revives/good damage/good health, and Oku and his good stealth takedowns and fear system, most of the other amigos weren't as useful as I would have liked.

 

-Traversal and Puzzles:

 

Another thing I really like in Far Cry 6 is movement, traversal and the puzzles associated with them. One of your main tools is a grappling hook that you can use to climb up, descend and swing across gaps with a sorta realistic physics and movement system.  The game has these optional missions called Treasure Hunts that have some creative premise, story and puzzles that require you to actually think about how to solve them. For example, one of them was about these explorers searching an ancient cave for a treasure and all dying mysteriously. Their electrical and wiring equipment is spread out all over the place so many bodies of water will electrocute you if you step into them. So you have to jump, swing and zipline and drop from wire to grapple to navigate the cave. Providing a nice set of timing and planning challenges. Another one has you investigating a secret abandoned underground nightclub. There's another electrocuted body of water. But here, it's in the form of a mini waterfall. So you have to position yourself in such a way with your grapple at an angle so when you start swinging, you go around the waterfall and can then jump to the next ledge.


I remember I was playing Horizon Forbidden West before Far Cry 6 and one of my biggest criticisms of that game was just how boring the puzzle/traversal rooms were. You just press a button and Aloy would automatically zip and jump to where she has to go. There's no thought or challenge required. Far Cry 6 feels like a breath of fresh air and what I wish Horizon Forbidden West had. Honestly, it's kinda a shame that Ubisoft have been removing radio towers from all their games now. Because Far Cry 6 and its traversal and puzzle missions have been so fun that I would have loved to see some interesting puzzle towers.

 

One feature I do wish that was expanded more is the social stealth/disguise system. In Far Cry 6, since you are in areas with civilians, you can holster your gun and pretend to be a civilian. And this will generally cause guards to become suspicious a lot slower. Some missions can have Dani disguise himself as a guard or drive/use cars and trucks pretending to be a guard. Some guards can be bribed to give you info on where some supplies are kept.

It would have been cool if you could do more of these things organically to complete missions and outposts. As an example, some missions in the game ask you assassinate a specific figure. What if you could disguise yourself as a guard and, as long as you don't blow your cover and know where to go, could use that to get to him and shank him and then leave without being seen? Or if you grabbed a guard (either by sneaking up behind them. Or if in a firefight, shooting them in the leg to incapacitate them) and then could interrogate them for info on where the target is or could coerce them to open doors and provide codes to you? What if you could take a few cues from the early Assassin's Creed games and use your Bandito recruits to help you out in the field? Like you could order a group of Banditos to act as snipers on a spot, or disguise themselves as guards and "arrest you" so you can be escorted into a place? I feel this might be unbalanced but have any death of a Bandito significantly affect your Bandito reserves and have all these abilities be on a cooldown so you have to be smart about using them.


Speaking of which, Far Cry 6 has a sort of "Assassin's Creed Brotherhood style recruit" minigame where you can send Bandito recruits you find in the field and in side missions off on a text based "choose your own adventure" style mission where they can return with resources. You select a mission which gives a rough idea of what it entails, what rewards are there and what skills a recruit leader should have to do well. Then, after however many real time hours pass, you can then issue orders for what the recruits should do next in that mission. For example, in a mission where you need to send recruits to steal some supplies, there could be an option to either hide for a while (with a 80% to succeed and only losing 1-3 recruits along the way), create a distraction (with a 90% chance to succeed and costing you 30 gasoline) or directly fighting (with a 90% chance to succeed and losing 3-5 recruits along the way). Repeat this however many times until the mission is completed or needs to be aborted.

I like the concept and some of the rewards. Some of the dialogue for the social media and "being hip with the youth" missions are hilarious. And there is some strategic elements to it. Some of which you can influence based on how you upgrade certain camps. But as a whole, I dislike the execution here. It gets tedious whenever I boot up the game and the first thing I need to do is fast travel to a camp so I can go through 3-5 sets of menus playing a basic text based "choose your own adventure" 8 times just so I can get 500 coins, a couple useful gunpowder items for crafting and some new recruits. 

Compare this to Assassin's Creed and Metal Gear Solid Peace Walker/V. In those games, you just sent your recruits on missions. Different missions may have had different costs in terms of what additional resources you also had to send and you could customize what squads you sent. But overall, it was a really quick affair. You could probably send all of your recruits off on missions in under a minute. Far Cry 6 tries to make the process more involved but also makes it more tedious and repetitive as well as feeling disconnected. Your Banditos don't help you in the field that much.

 

 

There are also 2 minigames you can do in camps. The first is Dominoes. Which honestly, I have no idea how to play. Maybe I should have paid more attention when I was playing Clubhouse Games on DS since Dominoes was one of the games I always skipped there.

The second is cockfighting. This plays like a really basic fighting game where you have a light attack, a heavy attack and a charging attack. You also have a dodge. You also have a meter that fills as you take damage and when it's full you can do a super attack that does a lot of damage but can be dodged as well. Cockfighting is only available in one of the camps, has 3 tiers of difficulty that require you to pay to enter. You can also use roosters you collect from the open world as your fighters.

Cockfighting is weird. I did feel a little uncomfortable while playing it. It is animal abuse (which is weird given Dani engages in wanton murder). But at the same time, aside from these 3 fights at one camp, that seems to be all that cockfighting has to offer. I was expecting there to be some long questline where you travel the map and face harder and harder cockfighting masters and have to collect stronger roosters with their own pros and cons and unique traits. Like how Gwent worked in Witcher 3. But no. Even the roosters you collect seem to be interchangable. So this would be like if Gwent in Witcher 3 was relegated to just, 1 NPC you could do a few rounds with in Novigrad and that's it.

If I didn't know any better, I would offer the conspiracy theory that Ubisoft intentionally did the bare minimum for cockfighting, in part because it isn't an amazing minigame worth dedicating too many resources to, and in part to drum up attention for Far Cry 6 through the controversy. No such thing as bad publicity I guess?


I mentioned this earlier but there are 3 camps in the game. One for each of the 3 main areas and storylines of the game. Each camp has a minigame, a workshop, a place for you to go on co-op missions, and a choice of 2 specialized facilities you can choose to build. For the first camp, I chose to build a facility that gave me access to extra fast travel points and one that gave hunting resources. For the second camp, I chose the one that improved bandito operations and gave more weapon resources. For the last camp, I built the only faciluties that were left for the game to make me build. One to improve fishing resources and one to improve cooking.


I'll be honest. I'm not too impressed by this system. I get that it wants the player to explore and feel like they're progressing every time they reach a new camp and get access to new facilities. But I don't know, it feels kinda drawn out in some cases. Like, once I bought all the fast travel tips, the fast travel facility only then became useful in offering minor buffs like restocking ammo whenever fast travelling. I have no interest in fishing so I only invested in it because it was the last one left. I guess the upgrade to be able to fish by just shooting the fish instead of manually reeling for them is neat? I guess what I'm saying is that even when they are technically useful, they don't feel like you unlocked something important?


In camps you also have the option to play co-op missions. And like I said earlier, these co-op missions are great. They drop you into an isolated area that's still really open. Said area is crawling with enemies. Your map doesn't work in these areas so you have to navigate by your compass and looking at the in-universe signs and tourist maps. For example, one of the areas is this former amusement park and you need to navigate to the end of it. So there are signs for visitors that show the map of the area and you have to use those to navigate there and back. And there is tension on the way back because of the need to stay in shade and find water which puts you in conflict with enemies as they typically hang around areas with water. There are also difficulty levels that unlock as you level up which up the kinds of enemies you face and how quickly the chemical blows up in sunlight. These get really intense and can make you feel like that scrappy early game guerrilla. The main issue I found was the multiplayer portion. There is no browser or quick matchmaking so you can't quickly see if someone else is looking for a session and join them. The game does have a "search for match while you play" which says it will drop you into whatever session is available but I found no luck using it. I guess that is to be expected. Far Cry 6 is a 2021 game. It is funny that when I was playing Assassin's Creed Unity back in 2020 and needed to do some of its co-op missions for the platinum trophy, it was really quick and easy to find players to play with using the quick game feature despite Unity being nearly 6 years old at the time.

 

There is also a NG+ mode and a bonus hardcore difficulty that cranks everything up. There is DLC, some of which is paid and some of it was free. The Stranger Things mission in particular was great in how atmospheric and novel it was.


Beating the game also unlocks this "insurgency mode" where you re-capture certain points of interest to reveal a leader who you must then assassinate.


One aspect of the game I didn't expect to enjoy but was absolutely engrossed by was the story. Far Cry 6 actually has a really good story. I was surprised given how kinda lacklustre 5 was.


Spoiler Warning:


The protagonist Dani, is really well written. Unlike past protagonists, Dani is a native to Yara. This allows him to interact more with other characters in a more personal way. Like, he relates to Matias' struggle since both of them have been stuck in Yara under Anton's rule. He looks up to the Legends of '67 since those are heroes to him. He even sings along to the radio in Spanish. At the same time, the story doesn't shy away from the fact that Dani is kinda a mass murderer and not exactly someone who would be a good leader for Libertad once Anton is dead. And Dani has the self awareness to see that.


Yara itself is also an interesting and consistent character. A major plot point of the game is that Anton is pushing the manufacturing a Viviro, a medication that can treat cancer that is found in Yara's tobacco products. This process gives cancer to the poor people exposed to the manufacturing and growing process. The 3 different major areas of Yara are each responsible for a different part of that process from the tobacco that is grown, to the plants that refine and manufacture the Viviro and pg 240x. This makes the areas of Yara feel more connected to each other and the overall story. In addition, since Yara is analogous to Cuba with its economic blockades, there's a mix of technology and architecture. You have 1950 and 1960's cars mixed with present day smartphones and social media to Rambo and Star Wars pop culture. It's a unique setting for a video game.


The villains are also really well done. I mentioned Anton but Sean McKay also kills it. He's a Canadian businessman working with Anton. McKay is smug, sarcastic and sassy when he is in control. When Dani first meets him and calls him a "Yanqui", McKay responds with ""I'm a Canadian asshole, actually. We're like Americans, except we say sorry as we slide the knife in" before sending his goons after Dani. Later, when Dani destroys many of his facilities, he throws a tantrum. It's really satisfying seeing him like this. Then, later, when he regains his cool he tries pleading with Dani. He points out how his business is actually improving the quality of life in Yara. That if it weren't for him, Yara would be in a far worse state. He even brings up his own past and how he "gets what Dani is going through". How his family immigrated to Canada and how Canada has also pulled many acts of cruelty to "get ahead". McKay literally tells Dani to "look up what my country did to the Indigenous people". I was absolutely shocked a game, a Ubisoft game, no less, would ever mention that. I remember reading before Far Cry 6 came out that it would be a political game since that's the only way of doing the subject of a revolution justice. And it seems the game is doing that.

The cherry on top is that once you do finally confront McKay, Dani's ally and Libertad's Second in Command, Juan. Tells Dani not to kill McKey since they made a deal. Juan points out that after they kill Anton, Yara is going to be a mess. Working with McKay gives Libertad the funding to help people afterwords and you are given a choice whether or not kill McKay.


This is something I really like about Far Cry 6's narrative. It isn't afraid to start showing some shades of grey. Libertad's leader, Clara, points out to Dani that even once they kill Anton, then the "real revolution begins". Yara is going to face issues of stability and Civil War. The next president won't last 6 months. Many of Libertad's other generals show some of the failings of the group. Juan engages in illegal and black market trading, both for his own selfish gains but also to fund Libertad. He even tells Dani he does this away from Clara so Clara's reputation is sullied by his actions. La Moral, The Monteroes and Maximas engage in some brutal and over the top acts of violence that even Clara points out is hurting innocents.

Anton himself also leans into this. I like that he isn't some wacky dictator that's evil and power hungry for the sake of it, but someone who sees himself as making the hard decisions to try and have Yara survive even if that involves slave labour and a dictatorship. Anton even says "Yara is on fire. Free elections don't put fires out" to counter Clara when she brings up the lack of democracy. Even Clara acknowledges that.

Anton is a fantastic villain. Yeah, he doesn't interact much with Dani so his screentime is relatively limited. But he makes the most of his screentime. In one cutscene, his nephew who is one of his military commanders, comes and tells Anton how he killed the leader of the Monteros. Anton, through Diego, informs him that many of his soldiers and farmers come from the Monteroes area and greatly admire and support the Monteroes. This shows how Anton not only has sound military knowledge but also knowledge of Yara's culture and demographics. And how he's teaching that to Diego. In another cutscene, an American reporter is interviewing Anton about how Vivero is made with Slave Labour. Anton points out -1- how hypocritical it is to say that given the US started with slave labour to not only "get a head start" but keeps slavery going by calling it "prison labour" and pretending they abolished slavery and -2- How hypocritical it is to say that given how so many of the products they already use are produced with slave labour and that nobody cares when they receive it. People don't complain their T-shirts are made by children in sweatshops after all. To top it off, once the reporter reveals her father has stage 4 cancer, Anton has Diego give her a box Viviro which she accepts without a word despite earlier chastising Anton for producing Vivero with slave labour. This is great because again, it shows that Anton does have a consistent motive for his actions and that it is rather difficult to criticize him without being hypocritical in some way as many people benefit from his actions or similar ones everyday.

Anton even accepts that he is a monster and has done some messed up stuff rather than rationalize or excuse it. In the trailer, he explains that to Diego. And in the game during the dinner scene with Dani where he insists on the truth, he doesn't object when Dani calls him a monster.

I also really love Diego's character here. He was raised from birth by Anton, who didn't even want a kid, but felt it was necessary since Anton was dying from Leukemia and needed an heir who could continue to govern Yara like him. Anton's own father was ousted in the prior revolution and Anton was made to work in the tobacco farms that gave him his cancer. He has that knowledge and wants to protect Diego from that. Diego is a confused and conflicted kid. He loves his father but sees the atrocities he does. But at the same time, kinda sees why and how he needs to do them. Especially given their lives now depend on it. He's confused because he doesn't know what he wants and is unsure of himself since he never had a "normal life". His relationship with Dani only adds to this conflict as he doesn't want Dani to die given that Dani both spared and saved him. But knows that Dani and Libertad are technically his enemies since they want to kill both him and Anton.

The story does a great job in showcasing how Diego is pulled in all these different directions. You're really left guessing what will be the outcome of the boy where "the fate of Yara lies in his heart". Especially as it shows in a subtle way how Antón comes to see Diego’s confusion.

The ending does a great job tying all this together. Even though Libertad wins, because Anton killed Clara, it is bittersweet because now it is less likely things will turn out better for Yara. 


In Far Cry 6's story, a common motif was that Clara brings up that "taking down Castillo is just the first step. We gotta rebuild and heal Yara afterwards. That's the hard part". Clara is also the only other person that gets why Dani cares for Diego. She even brings that up as a reason for how they should coexist. That Diego isn't the enemy. Hell, even Anton technically isn't really their end goal. It's freeing and improving Yara.

Basically, Clara is the heart and soul of Libertad and the only person that sees the humanity in their mission. Even Juan brings this up. That Clara is "the opposite of Juan" and that there are "way too many Juans, Antons and even Danis in the world. But there will never be enough Claras". That's why Juan even does his illegal trading away from everyone, including Clara. Because he knows that would ruin Clara's reputation.

When Clara dies, the heart of Libertad died with her. Yeah, Libertad is still strong and skilled and smart. But they now lack the compassion and vision of Clara. In the ending, Dani sorta realizes this. When only he (and technically also Lucky) cared for the dying Diego, Dani saw that Libertad now lacks the heart and compassion to truly improve Yara like how Clara would have done. That's why he rejects the offer to be the leader despite the support of everyone. Because Dani has the self-awareness to see he isn't much better than the other leaders of Libertad, and he sure isn't close to being Clara.

The ending effectively is bittersweet in the sense that yeah, Libertad did win, but without Clara as the leader, things are less likely to really improve (I mean, they weren't guaranteed to improve even when Clara was alive. Clara herself admits to that. But the odds were still better at least).

The epilogue does sorta ruin this moment given that it has Dani and Juan being all buddy buddy and talking about how fun it would be kill the insurgents. Kinda ignoring that the whole prior scene was about Dani becoming somewhat disillusioned with Libertad without Clara.

 

Looking online, I saw many people feel this ending left a bit of a sour taste in their mouths since it felt odd for Libertad to suddenly be so callous towards Diego after being so friendly with Dani. 

I think that feeling is because Far Cry 6 has 2 difficult and kinda conflicting goals for its writing. The way it tries to resolve them depends on the audience (and the fact it kinda stumbles in places). The first is that it wants things to be more grey rather than black and white. I already wrote earlier on how the game shows the different sides of Libertad and Anton. 

But the writing's second goal is to make Libertad relatable, cool and likable. You kinda want to root for them to win. You have Maximas just wanting to do a concert and being denied free expression. You have Paolo expressing how even once this revolution is over, his revolution isn't since he's trans and Yara doesn't support that. You have La Moral being Uni students who have seen how their country was changed. The Monteroes are these independent farmers who just want to live their own lives etc.

But the conflict here is where Far Cry 6 draws the line? As different people will have a different idea to where it should be and feel the story feels inconsistent. Like, if you feel the story focused too much on making Libertad cool and likable, then the ending where they ignore Diego feels inconsistent since you wouldn't feel that greyness that the story wanted to do. I feel this is something the game's writing stumbles with. It sometimes forgets that it has to show Libertad's failings and instead tries to make them seem cool. The Epilogue in particular highlights this since it shows Dani and Juan being cool even though the whole scene before it was Dani becoming somewhat disillusioned with Libertad without Clara.

 

 

Still, In conclusion, I feel Far Cry 6 is a pretty good game. It doesn't do much new but is still a fun time as it continues the Far Cry formula. The story is really good and is a strong part of the experience. I recommend the game and enjoyed my time with it.

If you've played prior Far Cry games and want something new, 6 won't be for you. If you want more Far Cry (in a more refined and interesting form), then 6 is for you.

Here's hoping that in 4 years when Far Cry 7 comes out, it takes some cues from New Vegas and Borderlands. Give me a Far Cry game with the dynamic sandbox of Far Cry 6, the choice and dialogue system of New Vegas, and the enemy variety and RPG systems of Borderlands and I'll be set.