It’s understandable given Collapse’s decidedly smaller scope, but I definitely missed some of the exploration, activities, and vehicles that are staples in Far Cry. There’s also a lot to be desired from the open-world sandbox in Collapse, which is fairly small, can be fully explored in a handful of hours, and has quite a bit of empty space you’ll mostly just run through. That’s again due to the odd choice of making Joseph repentant, because if you were to try to write dialogue that incorporates that story with your actions it would come out something like “I can’t wait to repent for my unforgivable sins, but first let me ride my parachute down to a zipline then land on someone’s face to perform an exaggerated execution.” One big one is that a lot of the silly, tongue-in-cheek flavor that usually accompanies a Far Cry campaign has been replaced with a pretty serious tone that feels a little disconnected from a lot of the zany combat and exploration activity they have you doing. If there were new bits of story to unlock or some fresh encounters to tackle on harder difficulties I might have more incentive to keep playing, but aside from the tiny Easter egg you unlock after completing it on the highest difficulty, there’s really no reason to do so. And the only incentive for doing so is becoming more powerful… so that I can continue to complete the same content even more times. That’s a serious problem because every playthrough after my first has been a monotonous slog through the same content with the only difference being my ability to artificially inflate the difficulty with some tanky, highly lethal enemies. Read the full Far Cry 6 Pagan: Control DLC review However, its roguelite elements are a bit too restrictive, and its missions and battles much too repetitive, to make battling Pagan Min’s inner demons a devilishly good time. Troy Baker reprises his performance as the self-obsessed King of Kyrat, which is enjoyable throughout, and the story provides some interesting new perspectives on one of Ubisoft’s most iconic villains – it even adds some interesting details to the series’ lore. The strength of Far Cry (especially in 6) has always been its dynamic, open-ended approach to gameplay, and while there are echoes of that in the Control DLC it’s curtailed enough that it feels like a more basic FPS.
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