Far Cry 6 PS4 Review – Spoiler FreeOriginally Posted by Gaming Route
Far Cry 6 is filled with wasted potential due to bugs and the inconsistent excessively long story., but if you are a hardcore Far Cry Fan, I would recommend you to buy this game, but if you do not like previous Far Cry games or haven’t played them, I would not recommend you to buy it now I would suggest you to wait for a sale or something like that but if Ubisoft fixes most of the annoying bugs I experienced during this game it would have been a way better experience I really got angry when I lost my progress of 3 hours, but hey at least you can skip the cutscenes a lot of games on the last-gen did not offer that.
Review: Far Cry 6 is a bland entry in a series in need of revolutionOriginally Posted by VGC
For a game about overthrowing a dictator, absolutely nothing Far Cry 6 does is revolutionary.
In fact, it’s an incredibly dated entry into a series in desperate need of the same kind of franchise saving resurrection that Assassin’s Creed received a few years ago. The island of Yara is a visual treat, but it’s a facade that barely disguises a game that feels, from a gameplay perspective, like it could have been released nearly a decade ago.
Far Cry 6 feels like the last of these games that they can make like this. The series has shown so much promise in the past, but Far Cry 6 is a greatest hits of all of its worn-out genre tropes, that occasionally pause for a dull, nasty story and a wasted appearance by Giancarlo Esposito. (...)
Open world games have expanded endlessly, without almost any of them bothering to fill that space with anything meaningful. Did Far Cry 6 need to have so many identical checkpoints littered around the map? Did it need the world to be littered with anti-aircraft guns that further restrict your already hampered movement? Or are these things, like so much in Far Cry 6, a hold over from when these games had maps that didn’t take 3 working days to traverse?
There are literally characters at almost every hideout that stand with a clipboard in their hand, pointing you in the direction of one of these distractions, presumably because it’s clear that if you didn’t have that, you’d spend 100 hours trying to find them all. If you require a context-less NPC to funnel the player towards content that’s not that rewarding in the first place, it probably could have been cut.
Not to mention the late game objective during which Dani literally comments about how annoying and tedious what you’re doing is. How that wasn’t a moment for the developers to stop and wonder if the game was a bit repetitive alludes us. This moment is closely followed by one of what feels like 600 “protect the computer” sequences, the team behind Far Cry 6 seemingly missing the meeting after Destiny where we all agreed that isn’t fun.
From the tops of hills and while flying through the sky, Yara is a stunning, colourful paradise. It’s like you’re playing through a rum advert. The colours shine through the environment in such a way that it can look like a completely different game depending on the time of day. But, when you’re actually driving through it, there’s very little personality.
Outside of a few towns that you briefly visit, it’s surprisingly lifeless for a region on the brink of revolution. The areas that are interesting are littered with guards that make exploring them a tedious task of sneaking around them, should the temperamental stealth system actually function as intended. More often than not, they’ll be alerted and soldiers will appear from all angles like they were hiding in the trees.
The gunplay is fine, but due to how easy it is to access weapons that would cause U.N. intervention if they were used in real life, like rifles that shoot balls of pure electricity, or a fireworks cannon that hits more like an atomic bomb, there’s no point using them. You so rarely get to the point where you need to pull out weapons other than your ridiculous ones, that we started forcing ourselves to use the bow, desperately trying to invoke the kind of Far Cry we were looking for.
The story is at its best when Giancarlo Esposito is on screen, but it’s disappointingly rare. For a series that makes their villains their mascots, to the point where the antagonists from 3, 4 and 5 are set to return in DLC for 6, Castillo ends up making the least impact of the group. The conclusion to his story is also incredibly disappointing, and wraps up far too quickly considering the tedious build up that preceded it.
Far Cry 6 was an opportunity for the series to grow up. After New Dawn, there was a consensus that the days of littering a map with cut and paste objectives, dull open-world fluff and annoying “quirky” characters were past us. But Far Cry 6 has all of those things. You could tell us that this game was released in 2014, and outside of the incredible environmental design and the stunning lighting, we would probably believe you.
The gunplay is fine, and what you’re doing isn’t offensively bad, it’s just all so, so bland. For a world that’s so vibrant, and starring an actor that can bring so much to a project, it’s almost unbelievable how little Far Cry 6 capitalises on it.
If you’re interested in another Far Cry game that does the Far Cry stuff the way it’s been doing it for 10 years, you’ll probably have a good time, but if you’ve already hit your limit with this kind of game, Far Cry 6 is the ne plus ultra of why open-world game design is so badly in need of a revolution.
'Far Cry 6' Is Creatively and Morally Bankrupt. This isn’t a review of ‘Far Cry 6’ because, honestly, I can’t play this **** anymore. I just can’t do it.Originally Posted by Vice
I made it five hours into Far Cry 6 before I hit Alt+F4 and walked away. It’s not as if the game had a dearth of things to do; just the opposite.
I had made it to a major outpost in the Western expanse of Yara, a Caribbean island that’s a thinly veiled stand-in for Cuba, when I was confronted by a new set of systems and upgrade paths. Icons flickered on the UI calling me in half a dozen different directions. I needed to collect loot and crafting materials to upgrade the camp to make it easier to collect loot and crafting materials, I could also send lieutenants on errands to gather loot, I could spend time learning about cockfights, pet a cute wheel-chair bound dachshund and unlock a new quest line, or push the main story forward.
It felt like an exhausting chore list. I needed gasoline and metal to construct the buildings. Constructing these buildings would unlock new systems including a cantina where I could trade in fish and animal meat to gain temporary buffs. If I wanted to make the most of the fish meat, I would first need to use more gasoline and metal to construct the fishing hut to find the best spots. I closed the game.
Over the weekend, I attempted to go back a few times but I never made it past this camp and its list of activities. It’s not worse than past games, it’s very much the same. That’s the problem. (...)
I have pushed myself through several Far Cry games now because it always felt as if there were something there, just under the surface that I couldn’t quite reach. Fighting religious extremists in Montana is an appealing concept that Ubisoft didn’t pull off. So too with all its other Far Cry games. With their big maps, sprawling story, and big themes the series tricks the player into thinking there’s something interesting going on.
In reality, beyond the lushly-designed jungles, explosive firefights, and even beyond the confused and distasteful political dimensions, Far Cry 6 is just a storefront designed to sell you crocodile skins at 5 bucks a pop.
---------- Post added 07-10-2021 at 14:31 ----------
Far Cry 6 is gaming’s processed foodOriginally Posted by VentureBeat
The processed-food industry and gaming industry have a lot in common. They are both extremely secretive, and they both use the science of brain chemistry to drive the design of their products. And that leads us to salty, sugary snacks that never quite satisfy but that we cannot stop eating. And it also leads to games like Far Cry 6 that we cannot stop playing.
Ubisoft has spent years perfecting a design process that is meant to overwhelm players. In the way that food companies mix together sugars, fats, and salts to engineer an addictive response, Ubisoft mixes together progression, unlocks, and map distractions to produce a similar effect.
But making people want to play a game isn’t inherently a bad thing. Where Ubisoft is trending into problematic design is when it seems to prioritize this bliss point response to the exclusion of all else.The science of addictive food is about blasting you with flavor and mouthfeel all at once and then letting that dissipate in an instant. If a chip has a powerful cheese flavor and loud crunch and then seems to dissolve in your mouth, you’ll likely find yourself reaching for more and more.
Ubisoft games approach design in the same way. Each new quest gives you a burst of dopamine as you chase down something new, but then the quest themselves melt into a gray nothing that is hard to distinguish from one another.
And isn’t that how we talk about these games? It’s always about how the developers overloaded the map with icons. Rarely do I hear someone talking about the details of any of those missions.
Of course, none of this makes Ubisoft especially evil. Capitalism incentivizes creators to exploit others to maximize a return on investment. And we should expect more developers to turn to this under a system that lacks public funding for art like games.
But it’s also risky for Ubisoft because, unlike processed foods, games are expensive. Players don’t want to think of these $60 or $70 purchases as disposable dopamine delivery devices. If Ubisoft leaves behind the substance, it could find consumers ignoring its gaming Cheeto Puffs for companies that are trying to deliver something more nutritional.

Reply With Quote