Hand me a gun, point me at the evil dictator, and let me tear through paradise: that’s the winning formula for most games in the Far Cry series. It's a very successful and engaging formula, at first. With the prospect of blood on the sand and mayhem in the streets, the promise of a trustworthy game engine and fine-tuned gameplay mechanics, I find myself going into each new installment excited about the setting and villain.
Somewhere along the way I even convince myself that it's this Far Cry, this one, that'll see the return of the innovation the series was originally commended for. And yet, somewhere right around the middle, it always falls apart. By the time each game's ending approaches, I realize that it's my apathy for strongholds and side missions that have become the true antagonist, and that the only reason I'm pushing through is to arrive at a resolution, to see the revolution through. In a series whose most famous quote comes from the act of doing the same thing over and expecting a different result, I ask: Why do I do this to myself? With Far Cry 6, that reason has finally become abundantly clear: I just want more violence.
Related: Far Cry 6 Should Have Stayed On The First Island
Far Cry 6 is a bloodbath, set on the fictional island of Yara that has seen some exceptionally messy coups, uprisings, and civil wars that set the tone for an entire generation. It’s a blood-drenched background, and now as Dani Rojas, you are running around Yara killing indiscriminately. It doesn’t pay to show mercy in this country and every ounce of combat is vicious. Melee attacks splash red everywhere, bullets puncture bodies and cause horrible gasps, as the screams of someone set on fire echo off the Yaran architecture. Even if
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