ROLE PLAYGROUND | Far Cry 5 is a great action game with a slight tonal problem
After a charged open, the meat of the game doesn't quite match the intensity, but that's not too bad, right?
I'm going to say it: I have barely played the Far Cry series. I own both Far Cry 4 and Far Cry Primal, and both have been recommended to me multiple times, but I have never had the time and I haven't been super interested. The little that I have played has left me slightly impressed - with each game's focus on immersive landscapes and hunting - but I'm mostly pretty ignorant to the series' tropes. Still, nothing about these games really stuck out to me - they always seemed like straight forward action games without a lot of substance.
When I saw Far Cry 5, I was surprised. They shirked their exotic locations and larger-than-life villains for something a little more homegrown - a massive, militaristic cult which has assumed control over Hope County, Montana. It's not a groundbreaking idea, but even I was surprised at the slight political stance that the series seemed to have taken. Of course, after playing the game, I am a little less impressed, but we'll get to that later.
THE GAME
In Far Cry 5, you take control of an unnamed Junior Deputy who has been tasked with apprehending the charismatic and psychotic leader of the cult of Eden's Gate, Joseph Seed. However, things do not go as planned, and you end up separated from your team and thrown right in the middle of a war zone. You are eventually picked up by a man named Dutch who tasks you to help lead a new resistance against the evil cult.
How do you do this? You take the territories from Seed's evil family, and take Hope County back.
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