On top of that, Far Cry 6 is the strongest the series has ever been when it comes to turning fleets of trucks, helicopters, and tanks into fiery metal scrap. They’re a good addition to the usual roster of “shotgun guy, molotov guy, and heavy guy” that gives you interesting reasons to prioritize your targets beyond simply “who might see or shoot at me next.” Enemy Captains can call in reinforcements or airstrikes to flush you out of your sniper’s nest, while Medics will revive wounded comrades and engineers will mount auto-turrets. It’s a little straight–laced, given the series’ origins, but it also provides more diverse and engaging encounters. While previous Far Cry games have mostly pitted us against pirates, mercenaries, and cultists (not to mention mutants, evil cavemen, and cyber commandos), Far Cry 6 makes its bad guys a properly organized and equipped army.
Even after this many games, the job of turning all the red dots on your map into blue ones is still a good time, whether by sneakily silencing every enemy guard or by going the less subtle route of throwing bullets and Molotovs at them until no one is left. Far Cry 6 doesn’t buck that trend – the flamethrower definitely hasn’t gone anywhere – but the latest installment does manage to smooth over a lot of the bumps that have cropped up in the past few games, and in doing so becomes the best the series has been in years – but it also misses some steps, especially with its updated inventory system, and that creates some new problems along the way.įar Cry 6 once again sees you trapped in a huge open world controlled by a charismatic madman, this time on the fictional island nation of Yara. Is it a hard–boiled story of survival, or a goofy physics playground with pet bears and flamethrowers? The answer has usually been “a bit of both,” and that’s not necessarily a bad thing.
The Far Cry series has long experienced something of an identity crisis.