
It certainly wasn't worth my attention inside the game.īut if you've played previous Far Cry games, you may already assume the narrative-worst with this series and instead hope that this sequel cranks up the massive-island battling opportunities to the point you can mash the "skip cut scene" button and have fun anyway. In my head, I've already started cataloguing every emotionally numb, head-scratching narrative turn I faced in this four-hour demo, and I'm not convinced that explaining each of those beats at length is worth your reading time.
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I'm working from a deficit in guessing how the full package plays out, but I already suspect that Esposito's solid acting and legitimacy will continue to get in the way of FC6's hankering to descend into dumb, dumb, dumb. Meanwhile, everything posed from Dani's perspective can't make up its mind: should Far Cry 6 be bludgeoningly serious or distractingly cheeky? Harrowing murders and ripped-apart families suggest one extreme, while giddy nihilism and comically large flamethrowers point firmly in the opposite direction. His valuation of all other civilians' lives is comically nil. To the plot's credit, we've been fast-forwarded to the part of the story where Castillo has tricked enough of the party faithful into aligning with his murderous regime-you don't have to look far in history books to see how accurately that checks-but FC6's plot-filled opening has no interest in establishing how Castillo ever became beloved. While Far Cry games' villains haven't necessarily been the epitome of nuance, Castillo is easily the series' corniest one yet, saved (almost) by Esposito's adept performance. The game immediately lands on the wrong foot in terms of tone. Players must typically move by foot, four-wheeler, boat, or other modes of transport between massive forests, expansive shorelines, and run-down cities, all while battling whatever megalomaniacal leader is dominating said remote locale. In FC6's case, that's open-world, first-person gunplay. Espositoįor the uninitiated: every new Far Cry game, much like games in the Final Fantasy series, changes the location and characters while otherwise sticking to a familiar gameplay core. At this point, I'm more concerned about uninspiring new loadout systems, a narrative tone that can't make up its mind, and an absolute yawn of a return to the Ubisoft open-world bloat of old. The issues didn't end with game-breaking bugs and wonky AI, which may very well be resolved on, erm, October 7. I couldn't help but feel like hundreds of Ubisoft staffers' efforts to create a beautiful and convincing pseudo-Cuban adventure wound up squeezed into a single, tiny clown car of a package. The demo I played was equal parts massive and unwieldy. This kind of access differs from the carefully selected "slices" we sometimes play in preview events, as those are meant to show an unfinished game in its best light.īut after going hands-on with Far Cry 6 for nearly four hours, I was reminded why game studios are sometimes cagey about prerelease reveals.
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Roughly six weeks before Far Cry 6's upcoming launch on PC and consoles, Ubisoft elected to unlock the entirety of this first-person shooter's opening beats for a press-only, hands-on demo.
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The trailer for Far Cry 6 featuring a very familiar voice for modern TV fans.
