Farms and homes that you visited in the previous game are now in ruins, sometimes hiding dark secrets or useful supplies. However, doing so will leave it open to being reclaimed by the Highwaymen and thus, even more Ethanol if you can retake it again.If you played Far Cry 5, exploring the post-apocalyptic rendition of Hope Valley is eerily familiar. You can either attack and claim an Outpost and bank a limited amount of Ethanol, or scavenge it outright for even more. The need for resources also plays into Outposts, creating a pleasing balance of risk and reward. These can be amping up your Cartographer (so you can find more resources on the map), improving your Infirmary (so you can increase your base health) or purchasing new makeshift weapons and vehicles. You can even trade animal skins for more and more resources. Now, rather than forcing you to collect cash you’ll inevitably blow on new weapons, every trip to a new location, Outpost or Treasure Hunt (a simplified version of Far Cry 5’s Prepper Stashes) gives you the opportunity to make useful upgrades. The Expeditions aren’t anything revolutionary, but they offer a welcome change of scenery from the recovering wasteland of Hope County. The big currency is Ethanol: a fuel worth its weight in gold, which enables you to upgrade the various parts of Prosperity (your new safe haven, and the former site of John Seed’s ranch). You’ll find yourself building makeshift guns and cars, should you level up your workbench and find enough resources scattered about the map. This being the post-apocalypse and all, survivors make do by reconstructing weapons and vehicles from spare parts. While crafting has always formed a big part of the series, it sees one of its most fun applications here in New Dawn. You can still employ stealth to deactivate alarms and clear areas silently, but there’s a real improved sense of tactical play when things go loud. Having enemies with higher ranks of difficulty forces you to adapt to each scenario, focusing fire on tougher enemies before clearing out the fodder. Much like everything else in New Dawn, combat has been tweaked rather than overhauled, and those small changes end up changing the feel of gunfights – especially those set in Outposts and other foe-filled locales – for the better. Outposts are back, but the salvage mechanism means you can perpetually keep reclaiming them with tougher enemies and greater reward. With the return of the Guns For Hire and Fangs For Hire system (Far Cry’s AI-controlled companions who assist you in battle), these mini escapes are brilliant fun and is just the kind of complicated silliness the series can do so well when it’s not trying to be overly arty or unnecessarily grim. Most require you to enter a location, secure a package and fight off waves of enemies while a helicopter slowly makes its way to pick you up. While these locales aren’t particularly huge in scale – ranging from beached warships to abandoned amusement parks – the intense battles you’ll encounter in each make for some of New Dawn’s strongest moments. While Hope County has been re-purposed for New Dawn’s alternate future, Ubisoft Montreal has made up for the truncated map with its Expeditions: a series of missions that take you away to myriad locations around the United States. A silent crossbow that launches circular saws? This is just one of many makeshift weapons you can build from scratch, if you have enough resources.
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