Far Cry 6: Management DLC Assessment

Far Cry 6: Control DLC Review

I by no means actually thought of Far Cry a collection that was ripe for the roguelite therapy, and Far Cry 6’s Management DLC doesn’t do a lot to persuade me in any other case. This looping gauntlet offers an fascinating exploration of one in every of its extra advanced villains, Far Cry 4’s pink-suited Pagan Min, however Management’s small-scale open world doesn’t ship the identical free-form enjoyable as the bottom sport (and even different expansions from Far Crys previous).

The idea can be acquainted to anybody who’s seen Inception, Dreamscape, or actually any even mildly sci-fi-adjacent TV present or film in latest reminiscence – you are taking management of Pagan whereas trapped in a jail of his personal thoughts and should full a collection of trials to assist restore his “sanity” (or, maybe extra precisely, his delusional self-image). To take action, you will want to gather the three shards of his golden masks (sure, it’s a bit on the nostril, I do know) from across the bizarro model of a Kyrati valley that has change into his unconscious dwelling. It is not clear whether or not this can be a hallucination throughout his demise throes or simply some kind of bizarre dream (although, if I bear in mind appropriately, canon lore is that Pagan survives on the finish of Far Cry 4) however the idea appears like a pure extension of the trippy sequences which have change into a collection staple.

The world itself is a neon-splattered journey down reminiscence lane for followers of Far Cry 4 – from the floating temples and big gold statues that command the map’s yellow brick highway golden pathways, to the stylized recreations of recognizable areas like Pagan’s royal palace or the dilapidated dwelling of FC4 protagonist Ajay Ghale’s mom. Whereas it will possibly definitely really feel such as you’re seeing a number of recycled materials, the design group undoubtedly nailed the look of this psychological monument to Pagan’s hubris. That also might have devolved into an in any other case forgettable slog between fight encounters, however what really sells the delusion is the return of voice actor Troy Baker because the starring villain and a intelligent, insightful script from the story group helmed by Nikki Foy.

I got here away with a way more nuanced view of Pagan Min.


It’s fascinating to get a way of how Pagan Min considered the occasions of Far Cry 4, particularly in distinction to all of the hours I spent listening to his propaganda broadcasts in 2014. Management might have accomplished with a extra in-depth refresher on what truly occurred on the finish of that sport, however it does a very good job of delving into the significance of the household drama that preceded it and Pagan’s sense of self. All of it makes for an fascinating exploration of the villain’s true nature, made much more ambiguous by the ever-more-unreliable narration you get from Pagan in dialog along with his inside demons (that are a few of Baker’s finest moments, although his supply is constantly nice all through). There could also be some points of his character which can be clearer than others – he’s undoubtedly nonetheless a narcissist with a aptitude for the dramatic – however after the roughly 5 hours it took to roll credit the primary time, I got here away with a decidedly extra nuanced view of the character that went past the stereotypical “charismatic psychopath” I remembered.

Exterior of its story moments, nevertheless, Management stumbles a bit in Pagan’s luxurious loafers. Its tackle the roguelite method is fairly customary: you will have one likelihood to finish all three fight trials, then survive the ultimate problem. If you happen to die, you begin once more with nothing – although you need to use forex (on this case, “Respect,”) that you simply purchase throughout runs to buy persistent upgrades that can make you stronger and your restricted arsenal extra highly effective in your subsequent attempt. It’s an fascinating use of Far Cry’s mechanics in concept, however the constraints demanded by the roguelite idea imply that this DLC leans closely on pretty fundamental gunplay and little else, which is not essentially Far Cry’s strongest swimsuit.

That signature ‘Far Cry’ sense of freedom is basically lacking.


That signature Far Cry sense of freedom and the power to strategy its open-world programs with all kinds of ways are nearly solely lacking right here consequently. There are solely 9 weapons, all of which (save to your pistol) should be unlocked by finishing challenges throughout the map (which I’d guess is roughly 1 / 4 the dimensions of Far Cry 6’s Yara). These unlocks are persistent, which is useful, however as soon as I used to be in a position to begin a run with an assault rifle, grenade launcher, or what may be Far Cry’s slowest shotgun, I used to be properly sufficient outfitted that I by no means felt compelled to unlock any others. You possibly can nonetheless freely discover and sort out any exercise in any order, together with the three most important targets that unlock its closing problem, however your choices whereas doing so finally really feel fairly restricted. You possibly can’t manipulate any wildlife, and with no automobiles to talk of you’ll be able to actually solely select whether or not to run in weapons blazing or to attempt to maintain issues stealthy – and that’s provided that you handle to roll one of many randomized weapon loadouts that occurs to come back with a silencer.

Each IGN Far Cry Assessment

Like many roguelites, you begin with a bare-bones arsenal and use forex looted from chests or defeated enemies to unlock upgrades and tools that persist all through every run. A few of these are actually priceless, like letting you carry further therapeutic kits, unlocking gear just like the grappling hook and wingsuit, or supplying you with the power to maintain a few of the forex you earned on a run after you die. Others, although, appear hardly worthwhile by the point you financial institution sufficient money to unlock them. Positive, I might spend 6,000 factors to unlock ATVs close to protected homes, however at this level, I’ve already found all of the teleporters that zap me across the map. The most effective use of money was at all times unlocking an additional power-up slot for the buffs that drop from chests and enemies across the map, however there are solely 8 of these, so finally my improve choices grew to become loads much less thrilling.

What finally left me satisfied that the roguelite format was a poor match for Far Cry was its lack of selection. It took me 4 or 5 cycles to finish my first run, and given the repetitive nature of its open-world actions and the recycling of the few “boss” characters (on the bottom problem, you’ll face one in every of them a minimal of 4 instances with little to no variation) that you’re going to encounter all through every run, I sadly discovered myself missing any actual drive to revisit a lot of Management.

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