For the unfamiliar, these outposts are enemy encampments that can be cleared out in whatever manner you prefer. The infamous outposts make yet another return, so a lot of your enjoyment will be based upon whether you still like liberating them the same way you’ve been doing it for the past seven years. It’s an open world first-person shooter with missions to complete, collectibles to find, and side-quests to check off your list. The moment to moment gameplay is almost identical to the last four games in the franchise. The highwaymen enemies that blare their bass-heavy music feel far more derivative, but they do mesh well with New Dawn’s look and feel. ![]() ![]() Snow white deer also roam the landscape which give everything a more beautifully serene feel whenever guns aren’t being fired. It still takes place in Montana’s Hope County, but man-made structures are dilapidated and overgrown with tall grass, lush foliage, and piercingly pink flowers. Post-apocalypses in video games are far from novel, but New Dawn depicts a landscape that’s full of life and vegetation. New Dawn’s direct sequel approach does allow for a setting with a strikingly unique aesthetic. You see them a few times whereupon they do something revolting to establish that they’re bad, and they’ll randomly chime in on your radio just to remind you that they’re still there. The new antagonists aren’t much to speak of either. The stage was set for a narrative that wasn’t bogged down in the previous game’s plot, but New Dawn feels the need to conclude too much of what was set up in the last entry, which slows some story portions down to a crawl. The story doesn’t have the delusions of grandeur that made Far Cry 5’s plot so off-putting, but it also doesn’t go much of anywhere or say much of anything in its roughly 8-hour runtime. You control an individual lovingly referred to as “captain” and are tasked with combating the war-crazed highwaymen and building up your home base as a bastion of hope and peace in a tumultuous time. The events take place seventeen years after Hope County, Montana was struck by an atomic bomb at the end of Far Cry 5 (spoiler alert), and the nuclear winter that immediately followed has since subsided. New Dawn continues the bad narrative losing streak, but it’s usually merciful enough to not spend too much time on it. ![]() ![]() Instead of pushing the boundaries of what a Far Cry game can be, New Dawn settles for being a typical spin-off with a few neat new ideas that don't have as much impact as you'd hope. The saw launcher is a symbol of what this game could have been. All that promise quickly dissipates when you go through the other craftable weapons and realize all that’s there are the typical pistols, shotguns, and sniper rifles as in every other game in the series. It sets the stage for what you might expect to be a fully-fledged Far Cry game that’s willing to toy with established norms for the sake of zany and unexpected fun. It’s one of the first weapons you get your hands on, and it’s a lot of fun to play around with. This saw launcher propels circular saw blades that automatically ping-pong between any nearby enemies, and these blades can even be ricocheted off walls for some stylish kills. After its obligatory scripted opening that introduces the twin antagonists, you’re tasked with building an aptly named saw launcher. Far Cry New Dawn begins almost immediately with a smug misdirection.
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