Review of Far Cry 6: If the villain is outstanding enough and the content is rich enough, that's enough

Before starting the article, I would like to draw the conclusion that "Cry of the Lonely Island 6" is the most comprehensive, diverse, and entertaining work in this series.

It's not that I can't give a different evaluation, but rather that several key open world series games under Ubisoft, Assassin's Creed and Cry of the Lonely Island, have found it difficult to achieve any earth shattering changes. After all, considering factors such as sales, the development team is unlikely to make a big cut in the basic gameplay. If it were to directly switch to level style or over the shoulder shooting, many people would say that this is not "Cry of the Lonely Island" at all. Therefore, at most, it is to try adding new gameplay gradually while keeping the basic game unchanged, rather than changing the original design.

So when it comes to the game "Cry of the Lonely Island 6", it is still a game that follows this development philosophy, equivalent to selling "New Year's goods" every year. If you still hold the view of "playing too much, not playing too much" towards Ubisoft, then "Lonely Island Cry 6" perfectly meets this expectation.

No longer the protagonist of the tool man

The story of Far Cry 6 takes place in a fictional country called Yala, ruled by dictator Anton Castillo. Under high-pressure policies, there will inevitably be resistance. The player plays the role of Danny Rojas, a member of the Free Armed Organization, who wants to unite with the three major resistance organizations distributed in the three provinces of Yala to carry out a revolution, overthrow Anton's dictatorship, and become the master of the country.

The island of the 3rd generation, the snow capped mountains of the 4th generation, and the countryside of the 5th generation have all come along the way, and the stage where the story takes place is not considered a mainstream region. It is precisely this isolated atmosphere that fits the name "Far Cry". The new work directly focuses on the entire country, and its map area clearly becomes the largest in the series. When I realized that the area I had been exploring for two hours was just a small island in Yarra, I felt as shocked and powerless as leaving Norway and coming to England in Assassin's Creed Hall. I was both amazed that there was still such a vast world to explore, and helpless that there was so much content, it was difficult not to worry about gradually getting tired in the later stages of the game.

In the past few games of "Cry of the Lone Island", the protagonist was not considered a character with an independent personality, but more like a tool to advance the process. Jason, the third generation, is still a relatively independent person. Although he still has a tool like nature, the game at least gave him a choice in the end; Ajie, the fourth generation, was played around by two groups of people on the Golden Road; The fifth generation rookie was led by the Holy Father's nose, without any independent opinions.

Fortunately, Far Cry 6 finally gave me a rather interesting protagonist, Danny Rojas. He originally intended to escape from Yala by boat with his companions and start a new life in the United States, but was suddenly disrupted by a military attack. Danny was forced to find the Free Armed Forces and helped them with a few votes to deal with the army. At this point, if players do not want to continue fighting and killing, they can directly choose to take another boat to the United States.

If you decide to continue joining the resistance organization, you need to help the Free Armed Forces persuade the three major organizations to join in the three provinces. These three organizations fell apart due to years of repression, and Danny had to help them complete various tasks to strengthen their scale - although there were still some tools, due to one factor, the meaning of being forced to work was not as strong - because the cutscenes in "Cry of the Condor Heroes 6" became third person.

In the past, the cutscenes in "Cry of the Lonely Island" games were almost always experienced by players from a first person perspective, and the amount of information received was extremely limited, making it difficult to showcase the surrounding things through captivating perspectives. After changing to third person, the most intuitive feeling is that we can finally see the protagonist's face frequently. His words and expressions can convey more of the character's emotions, and he is no longer just a runner who takes on tasks. He would mock his companions for their mistakes, drink all night for victory, and occasionally come up with some hilarious lines - at the beginning of the game, holding his passport to the United States, Danny's first sentence was, "They spelled my name wrong.".

When playing cutscenes, the game's screen ratio will change to 21:9, which is not limited to first person and allows for more diverse camera choices, often resulting in more cinematic perspectives. On the stage of the concert in collaboration with the ultimate slaughter, the gameplay was extremely skillful and sharp. This change in perspective did not diminish my sense of immersion, but rather brought a unique comfort.

Fried Chicken Uncle, so handsome

Okay, I know that players are actually more concerned about "Chicken Uncle" Giancarlo Esposito, so let's talk about his performance.

The standout characters in the "Cry of the Lonely Island" series have never been upright characters, while the villainous boss is the character that players love to discuss during their leisure time. Anton Castillo, played by Giancarlo Esposito, is also a charming villain. He is ruthless in his actions and ruthless in killing enemies without mercy; He is a strategist who knows not to let the most prestigious leader among the enemies be harmed to death; He is a strict father and shows no mercy towards his son Diego Castillo; He is also a romanticist who wants to transform the architectural layout of the capital so that the Yarra people can see the sunrise at the end of each horizon.

Anton is indeed a terrifying dictator, and Yara is filled with concentration camps persecuting slaves. In order to experiment with new drugs, he can instruct the execution of inhumane human trials. Faced with questioning from American journalists, one can still use the former slavery system in the United States to counterattack the other party without changing their face.

All of this is even more impressive due to Giancarlo Esposito's outstanding performance, with every line and every gesture showcasing his powerful aura. Even if his facial features are not finely portrayed, his performance has not been inferior.

Unfortunately, the character Anton did not appear in Gameplay. He and his son only existed in cutscenes (at least the bosses in the previous games were really beaten), and in the first three-quarters of the game, he only appeared at the beginning of the game and after the leaders of three provinces were killed. His roles were not too many, and he only appeared multiple times in the final few missions, giving a sense of absurdity of "you hit your landlord, I will be my emperor".

Perhaps due to the harsh ending of Horcrux 5, the story of Horcrux 6 ended cleanly, and Giancarlo Esposito's performance added extra points to the ending.

Below Anton, there are several main bosses distributed in three provinces. Similar to the open world games launched by Ubisoft in recent years, each region has at least one big boss, and killing him is considered to reclaim the region. However, unlike in the past where completing a specified number of tasks can trigger regional boss tasks, Cry of the Lonely Island 6 will use storyline development to drive players step by step to complete the main quests. Through these missions, both the villains and members of the resistance organization have successfully demonstrated their charm. It doesn't make me feel like I was forced to do the mission to kill the boss, but rather to truly overthrow the rule step by step. The thrill of the final level even made me dream back to German Headquarters 2.

The most important thing is that the inexplicable design of using regional reputation to trigger main quests in "Cry of the Lonely Island 5" is finally gone! You don't have to worry about fainting and being kidnapped by the boss halfway through the side quests. At least the 20 hour process of the main storyline did not make me feel particularly tired, and the outstanding performance of the character allowed me to watch the ending all the way to the Lion King Tower in Anton.

The battle still smells like that

To be honest, the combat features and improvements of "Cry of Lonely Island 6" have already been discussed in previous trial reports. It inherits the RPG elements added to "Cry of Lonely Island New Dawn" and undergoes lightweight processing; Completely remove the skill tree and replace it with module assembly on the equipment; Breaking the enemy backpack enhances the character's own strength, equivalent to a brand new ultimate skill.

Can you say that these changes will significantly affect the gaming experience of Lonely Island 6? At least in my opinion, it's basically not there, it still has that taste.

Since the third generation, I have been following a stealth route, using a Silent Sniper, Silent Submarine Gun, and a Reverse Bow to kill all the way to the end. My skills have also been developed to be able to blow out the heads of armored soldiers with one shot as much as possible. As a result, in "New Dawn of Lonely Island", Ubisoft directly incorporated RPG elements from other series of works, adding level and grade settings to both enemies and weapons. It was a bit unpleasant to play - shooting a sniper rifle at the head of a high-level enemy without being able to instantly kill them. So what is the significance of this FPS's exhilaration?

In the 6th generation, RPG elements are still retained, but the actual impact on the game is no longer as obvious. The game only retains level elements. Players need to improve their level by completing tasks, occupying defense bases, and other means, not by killing enemies; The level of an enemy is related to the area they are in, and the level of the area will continue to increase as the plot progresses, without players reaching a level that can completely crush the enemy.

The player's weapons and armor in five positions are divided by star rating. The higher the star rating of a weapon, the more accessory modules and buff modules it can equip, but the impact on the numerical value of the weapon itself is not significant. The accessory module is a traditional weapon with multiple components, including up to four parts, which can be equipped with different bullets, silencers, scopes, and laser accessories; The Buff module, as the name suggests, is a device that simply enhances the performance of weapons. These modules are universal among weapons of the same type, so as long as one is made, it is sufficient. The number of armor in the game is fixed, and there will be no equipment brushing situation, and each type of armor provides a completely different buff, allowing players to make targeted choices.

Breaking the enemy backpack and wild path sub weapons are new elements. In addition to having different ultimate skills, breaking the enemy backpack can also be equipped with Buff modules to enhance performance and enhance player firepower. Although the backpack can only carry four types of throwing items, the impact is not significant; Wild path weapons and unique weapons are special weapons that cannot be modified with modules, and their collection significance is greater than the actual use.

The level difference still has an impact on the game. When playing the main quest in the first area, the game guided me to go to a fourth level base to do the mission. I used a weapon equipped with a silencer to shoot the head of a person who was not wearing a helmet, and even left him a trace of health... However, throughout the main storyline, I only encountered situations where I went beyond the third level to fight monsters at this time. If the level difference was within two levels, I would be able to shoot my head and kill in seconds. Whether or not a headbang will instantly affect the enemy is still related to the bullets in the player's weapon. Enemies without armor must be dealt with with lethal shells, while those with armor helmets and the like must be replaced with armor piercing shells to fire. So follow the main storyline of the game and don't worry too much about frequent situations where you may end up with a headshot.

There are changes in map exploration, but there are also minor issues

In order to prevent players from running to high-level areas and getting beaten, the game has added enemy anti-aircraft gun elements. Usually, once we discover a new stronghold, we can parachute or fly a helicopter straight to the target. The existence of anti-aircraft guns imposes restrictions on this method of freely navigating the map, requiring players to move from the ground to the vicinity of the anti-aircraft guns to destroy it in order to open up the airspace. This also limits the player's range of action to some extent, with both advantages and disadvantages.

In addition to these contents, the designs used in the previous installments of Lonely Island 6 and other Ubisoft open world games also include:

  • The expedition of "New Dawn of Lonely Island" → the special operation of "Lonely Island 6", completing tasks in the given map, currently only two have been unlocked, and the remaining four will be unlocked after sales;
  • Endgame element "Black Fang" in "Blockade 2" → Endgame element "Rebel" in "Cry of the Lonely Island 6";
  • Ghost Action Breakpoint: Enemies appear in the form of fog on the mini map and need to be observed before turning into red dots. Inherited from Lonely Island Cry 6;
  • The task instructions and instructions are similar to the immersion mode in recent Assassin's Creed games. Given the instructions and scope, players can find them themselves;
  • The treasure hunt mission is the same as in Cry of the Lonely Island 5, and even the icons have not changed.

What I was most looking forward to before the release of Lonely Island 6 was actually the city map that appeared in the trailer, after all, the previous series had been set in the wilderness and there were few large-scale city maps. The capital map of this work is of a large scale, with intricate buildings connected by overpasses and cables. Exploration is no longer limited to ground areas, and many buildings can be climbed up. When fighting enemies, I can also use the height difference to catch them off guard, which basically meets my expectations.

The design of the defense base in the game (equivalent to the enemy fortress strongholds in previous games) is somewhat similar to sandbox infiltration games like Assassin, where many bases can be infiltrated using different methods. The first base encountered in the main storyline can be occupied by diving up from the basement, climbing the city wall with hooks, or protruding from the front, bringing a feeling different from previous works.

However, I would like to mention a phenomenon that I personally cannot understand. In areas outside designated enemy strongholds such as non bases, anti-aircraft guns, and checkpoints, if there is a large gathering of enemies (such as a small town in a main mission), players will quickly refresh the same number of enemies in place after clearing all the enemies. They will patrol and chat as if nothing had happened just now, and all the original enemy corpses will disappear. The scariest thing is that they will all be reborn by the player's side - I have encountered a moment when my position on the mini map was surrounded by red dots and suddenly surrounded by enemies.

I have only seen this kind of design in some side scrolling games before, such as "Karbi Star" and some "IGA City" works. When you put them in "Cry of the Lonely Island 6", it is unbelievable: when you clean up enemies and prepare to pick up garbage and touch corpses, everyone will be resurrected in place after a few seconds.


After playing for nearly thirty hours, the feeling I felt from "Lonely Island 6" was similar to that of works before the 5th generation: looking down at Yala from a high altitude in a flying mouse suit; Hunting and fishing for a dragon; By the way, helping the people of Yala beat up the dictator doesn't make much difference. Like all other open world games on Ubisoft, it was fun at first sight ->played for a while and found out that things were still the same old tricks ->felt tired ->abandoned the pit ->wanted to go back to the pit after a while ->picked it up and played until it got tired.

Fortunately, the main storyline of "Cry of the Lonely Island 6" was enough to attract me to rush to the end in one breath, and Giancarlo Esposito's outstanding performance was worth the ticket price. As long as you are a fan of "Cry of the Condor Heroes", the 6th generation can still bring you the most familiar shooting and exploration experience, with a huge amount of control. Coupled with the comfortable 60 frames and excellent visual performance of the new generation console, it is no problem to say that "Cry of the Condor Heroes 6" is the best work in the series.

No introduction yet....

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