Gameternel Far Cry: New Dawn Review

Nov 18, 2025
Far Cry: New Dawn is exactly what you expect it to be: the continuity of the series, with small incremental improvements, some minor innovations and the most boring story possible. And it’s the biggest criticism I have to address to this entry: the twins are just useless. Their story doesn’t interest me, nor does it move me. The only desire I had during the whole game is to be in front of them and shoot them. It’s funny to see how much Ubisoft knows what it does in every mechanical aspect of the game: everything works well, everything keeps getting improved and they even take the time to test new features and see what sticks. But the stories, oh my. And it’s the exact same with Joseph Seed in this very game, too: was I really supposed to be on his side and support him or at least agree with him, especially after Far Cry 5? I frankly don’t get why Ubisoft needs to add these mystical or magical features in the series. It doesn’t add as much as they hope, I feel like, plus it brings so many unanswered questions. So it’s always very frustrating to see that much good content and then… pftt. A weird or expected ending. I’m even wondering what game villain is the worst in the series: is it Pagan Min or the twins? Their problem is not that they’re not credible, it’s that we don’t really care about them, we just know that we have to end up killing them. Pagan did not want to be mean, he had to the war climate that infected his country; what about the twins? We didn’t explore at all their motives for being ruthless, except that they wanted to be like their dad. Ugh… Wasted potential. And it’s really my own big drawback with New Dawn, it goes for everything: Joseph Seed’s story, Ethan Seed’s, the twins and the powers we get from the New Eden. But besides that, I enjoyed my time in this new map. As always, I admired the stunning visuals and the vivid colors; the map was actually smaller than previous entries, but it was as dense if not more, so it was perfectly fine for me; the return of the M-79 launcher made me very, very happy. Speaking of guns, I enjoyed very much the gun level progression. I did not unlock all guns at all levels, but those that I unlocked, I felt like I earned them and that they made more damages. But it’s not the only thing that has levels: ennemies, animals and outposts do, too. For the former, it just make sense, nothing revolution here. For the animals, it made elite-level animals hunting very fun once I was well-equipped. For outposts, I saw the interest of doing that, but I wasn’t motivated enough to re-do them all until I had beaten all outposts all all difficulty levels. But that made me think more than once that these Far Cry maps are really, really perfect for multiplayer action and that, since Far Cry 5 I’d say. Another thing I appreciated very much: knowing precisely how many collectibles I have to collect yet in each subzone. It tingled my collector sense, so it made me locked in and motivated to grab them all, especially with the help of Timber the dog, that made it much easier. Overall, it was a good little game with a shorter lifespan and nice visuals. Do not play it for the story, especially if you expect it to be something captivating and meaningfull.
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