You’re given a lot of freedom to invest your scavenged resources in your home base to upgrade everything from the available selection of weapons to health, and those decisions can meaningfully affect your playstyle throughout the roughly eight-hour campaign and its many hours of surrounding activities. If you choose to upgrade your armory, for example, you can quickly find yourself with weapons that are a higher level than your current enemies, making you feel like an overpowered Rambo-type character.
That customization extends to your nameless, speechless character in some kind of absurd ways: You can spend perk points on a bigger inventory, greater lung capacity, or… a double jump? Yes, you control a human in the not-too-distant future America, and one of your perks is jumping and then jumping again while you’re in the air. Sure, why not? It may not be realistic (even by Far Cry’s action movie standards of realism), but this Blood Dragon-ish upgrade definitely makes getting around the rugged terrain of Hope County easier.
Ubisoft describes New Dawn as “a light RPG,” and the RPG elements are very light indeed. Yes, numbers fly out of enemies when you shoot them and there are a few escalating levels of enemy difficulty (i.e. how big a damage sponge they are) which is good to know. But you don’t earn experience points or level up, because that progression is handled by gathering and spending resources in camp.
The template established by Far Cry 3 demands a psycho villain, and Ubisoft loyally follows it here. But while New Dawn delivers a double dose of crazy in twin sisters Mickey and Lou, they don’t hold a candle to the series’ more memorable antagonists. Even though their character design is badass, they’re pretty uninteresting, one-dimensional sadists. It makes me miss Joseph Seed’s manipulative, religious fanaticism, and I didn’t like what he’s reduced to when he shows up in this unnecessary epilogue. Plus, the final boss fight is as out-of-place as the double jump, without being fun enough to earn a pass.
Thankfully, New Dawn’s moment-to-moment gameplay does not disappoint. There are few things Far Cry fans like myself love more than clearing outposts, and New Dawn smartly doubles down on that. At any time you can take a detour to scavenge an already-cleared outpost for resources, but when you’re done the Highwaymen will reclaim the outpost, this time with more advanced soldiers who bring even more of the precious ethanol you need to upgrade your base. I spent a lot of time delaying the story because the outpost gameplay loop is so much more fun.
Far Cry 5’s useful Guns for Hire system returns, with mostly new faces. These are class-based companions you meet through side missions that will fight alongside you and complement your playstyle. Hurk Jr. is a returning Gun and is as crass and funny as ever. Pastor Jerome, also from Far Cry 5, is back to deliver justice with a shotgun blast to your enemies’ faces. Nana, the grandma sniper, can pick off enemies through smoke and cover. Timber, your scout dog, will tag nearby enemies and crafting materials for you.
Speaking of guns, while much of your arsenal here are colorfully junked-up cosmetic variations of familiar pistols, shotguns, and sniper rifles, there are a few delightful new weapons. Most notable is the Saw Launcher, a crossbow modded to fire saw blades that ricochet off surfaces. At its highest level, you can one-shot almost anything that gets in your way, including the new shield-carrying enemy types, which makes it a must-have.One of my other favorite things to do in Hope County is the Treasure Hunts, which are fun environmental puzzles that take the place of the Prepper Stash puzzles of Far Cry 5. Following the cleverly placed clues for valuable rewards is absolutely worth it.