For the first time in the Far Cry franchise, there is a game that is an actual narrative sequel. The game feels like more Far Cry only smaller and it’s priced accordingly. If you’re unfamiliar with the Far Cry franchise, it’s a first-person shooter open-world RPG (boy that’s a mouthful) made by Ubisoft. So to be reductive, it’s a Ubisoft open-world game but the combat is first-person shooting.


Spoilers for the ending of Far Cry 5, the game ends with a nuclear bomb being dropped and the whole world caught on fire. It’s winds up being a terrible ending but it does have a decent set up for a sequel so here we are.

The game is set 20 years after the nuclear bomb was dropped and the game starts out and Hope County is a primarily peaceful place. People are living in a small town, working together and trying to help one another out. But as the saying goes, all good things must come to an end and 2 sisters decide to take over the county with force. The sisters are young so this is the only world they know and they’re power-hungry and can take over with little resistance.

This is where the player character comes into play, you’re a volunteer mercenary, going around the country and trying to help where you can. When you get to Hope County, you realize it is a real shit show and they need your help.

The story is nothing spectacular but it gives you a good enough reason to run around and kill people.


One thing that Ubisoft games don’t get enough credit is their gameplay. Sure their open-worlds feel samey but the combat is very different and it’s usually fun to play. Far Cry: New Dawn is no different, it’s a well-made shooter.


The shooting feels good, not Doom or Destiny good but better than average.


One of the things that I really enjoyed about Far Cry 5 were these puzzles houses. Kind of like Breath of the Wild with the shrines, they are puzzle houses just kind of sprinkled throughout the world. I find this stuff a lot of fun because I enjoy the smaller scale, simplified puzzles but it also shakes up the gameplay and gives you something else to do.

Mission/Level/World Design

The game is a big open world and you can kind of do whatever you want. What I enjoyed about this open-world compared to other Ubisoft games is, this when you first open up the map it’s blank. So whats recommend is picking a direction and going that way. As you’re running along, you’ll maybe stumble upon a camp and talk to a person and then they’ll say, “I heard something funky was going on at the old mill.” Now the map has been populated with a quest so you have an idea of where you can go next.

It makes the whole world feel more organic, more lived-in and less video-gamey. Rather than looking at a map, seeing a bunch of question marks and then running around to the question marks, it just feels like you’re naturally stumbling upon things.

The one downside to this is, its not a new formula for the franchise. Far Cry 5 had a similar system so this time its not a new thing but rather a refinement on a previous iteration.


It’s a shorter open-world game, it’s probably around 12 hours. It’s a good length considering I just played Far Cry 5 about a year ago. I didn’t need or want another 20-hour experience.

Recap: The Good



World Design

Recap: The Bad

It’s more of the same

Recap: The Okay


Recap: Final Thoughts

The game is alright, it doesn’t do anything particularly special or unique. It’s just another solid Far Cry game. It’s one of the those, in between average and good but it’s more average than good so the final rating is Average.

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