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‘Far Cry 6’: Six tactics of the new installment to take the franchise in a different direction

The new ‘Far Cry’ aims to turn upside down a franchise that, together with the ‘Assassin’s Creed’, is the great standard-bearer of technological muscle and the ambition in terms of scale and playable freedom of the French company. ‘Far Cry 6’ proposes an adventure on the island of Yara, indiscriminately inspired by Cuba, and plunges us into a looming revolution against the dictatorship of the satrap Antón Castillo.

As always in the ‘Far Cry’, the enormity of possibilities at our disposal in the game can be a bit dazed. The question is: beyond miles and miles and jungle, countless configuration options, emerging narratives and tics of the saga (from charismatic villains to infinite jungles) … What’s new in this ‘Far Cry 6’? Is it true that it is a full stop for the series? Without wishing to be exhaustive, we have listed some of the proposals that seem most original and distinctive to us. This is not all that Yara offers, but some original points from ‘Far Cry 6’. Is it enough to start a revolution?

To configuration by arsenal

Our character, Dani, is customizable to some extent. It is no longer a tabula rasa to which to apply aspect (in fact, we can only choose if it is a man or a woman) and make it evolve as a combatant. That evolution comes through weaponry. That is, the experience points and skills apply to weapons: we will have access more often than usual to work tables where to thoroughly configure our arsenal, and that is what will define us as players.

This is a feature stolen from the last games in the series (especially the ‘New Dawn’ that worked as a sequel to ‘Far Cry 5’), and which is reinforced here with the Supreme. The Supremos are special backpacks that start with the typical mass of explosives with which to shoot down helicopters, but they get more and more creative, with super-healing options, going into trance states that make us almost untouchable, make enemies face each other or damage electronic devices. There are seven in the game and they make it clear that chaos and destruction are paramount in development.

More chaos than ever

One of the most notable characteristics of the game is the ease of generating chaos, which connects the approach of ‘Far Cry 6’ with another saga, even more insane, which also started as a relatively conventional game on a paradise island and that was going crazy with the sequels: ‘Just Cause’. Like there, the game provides the player with the possibility of generating almost continuous pyrotechnic anarchy thanks to key elements of the mechanics as “solve”, that is, improvise improvements in weapons with everyday items.

Get ready to turn an old record player into a deadly projectile launcher or wield devastating weapons with names like Zeusito or El Susurro, of course, but that’s just the tip of the iceberg. The emerging narrative (in the form of pure madness) takes a thousand forms, although we have a weakness for trainable, cuddly and, yes, improvable animals. With names like Guapo or Chorizo ​​-possibly our favorite virtual dog in recent years-These animals serve to sow confusion and panic among enemies. The Chicharrón fighting cock is especially scandalous and unpredictable, therefore, the best pet.

Fc6 Screen Flamethrower 200712 945pm Cest
Fc6 Screen Flamethrower 200712 945pm Cest

The villain gives the chest do

As has happened since ‘Far Cry 3’, the villain focuses much of the attention. Since Vaas Montenegro, we have had nemesis like Pagan Min or Joseph Seed. Of all of them, perhaps Giancarlo Esposito’s Antón Martín is the least charismatic, and The hyped story with his rebellious son, the theoretical future heir to Yara’s empire, is not so crucial in the game as we were given to understand, possibly because the actual referents are clearer than usual.

Even though he is the least interesting of all these villains, Antón Martín continues to be one of the engines of the game’s plot and has the enough charisma to maintain the player’s antagonism no matter how much they deviate from the main missions doing the goat through the jungle. Although undoubtedly the most attractive is the promised future DLC that will allow us to embody the three previous villains in an extra mechanics roguelite.

Four large areas

Exploration is once again essential to break through the game, since In our wandering through the various parts of Yara we will find metal pieces that will help us improve our weapons. It is essential to collect them to improve our arsenal, and therefore to trace all the corners of the scenarios but it is also that in this ‘Far Cry 6’ the exploration is more intuitively attractive than ever.

Part of the fault may lie with the four areas into which Yara is divided (to which is added the initial Sanctuary Island, which serves as a long tutorial in which to become familiar with the game mechanics), sufficiently diverse and completely open once we leave the initial section. There is the capital of Yara, Esperanza -the place that most reminds of Havana, and perhaps the most disappointing space in the game by proposing an open city … with a multitude of closed spaces-, the East, the Gold Valley and the region early morning. Between everyone they provide enough variety of environments and spaces for the game to give the welcome feeling of being alive.

Fc6 Screen Cgi Still Diego 200712 945pm Cest
Fc6 Screen Cgi Still Diego 200712 945pm Cest

Strategic touch

Although what we have seen so far gives the feeling that we are thrown into an open and absolutely overwhelming environment, the game is well designed in terms of progress for us to understand intuitively. Although as we have said the character improvement touch is centralized in the arsenal, we can also optimize Dani’s equipment with slots for head, chest, etc., where we can design protections and advantages in combat.

In the same way the armament also favors, as is usual in any sandbox, that we face the action as we want. The possibility of creating silent weapons, or marking the objectives to follow them with ease, to give just two examples, opens up a whole panorama of plans at your disposal that will allow you to adapt the game to the style you want.

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One more step in the search for the total sandbox

Often the games of the genre give the impression of being a succession of missions more or less distributed between main and secondary where we have open environments to explore and customize characters and abilities, but in reality – without leaving Ubi, it happened for example in the last ‘Watch Dogs’- we often come across open environments with guided tours. The expertise of the studies is deployed precisely when they are able to dose all the flood of information that the players need without eliminating the feeling of total freedom, and in cases like ‘Far Cry 6’, where we witness the germ of a revolution, of chaos and lack of control.

In ‘Far Cry 6’ the crazy point of weapons and vehicles (robbing the army of heavy combat vehicles is a very tempting possibility, for example) is combined with frankly fun entertainment (at the top, cockfighting) , which establishes the idea of ​​a living world and that does not force the player to follow pre-established paths. Although there are still elements to take care of and polish (from the occasional bugs, inevitable in a sandbox, to less polished mechanics, such as stealth), and although the game often reveals its intergenerational condition, Ubi’s effort to take the genre one step further is evident and enriches the whole. Now, to mess it up brown.