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Depending on which side of the Golden Path Ajay outlines, it dictates the future of the country, but personally, the best ending leads Ajay to the very reason he came to Kryat: his mother's shrine. His acts of evil were often so easily complimented by his sheer charisma that it would force laughter, not any sort of negative emotion.įar Cry 4's Pagan Min wasn't as over the top in the same manner as Vaas, but his brutal rule as dictator came with a surprising twist: he had been preparing the country for protagonist Ajay. For example, while Vaas was truly demented, there is a complex story of his fall from the Rakyat, the corrupting nature of his sister Citra, and his rise under Volk's empire. The problem is that, for all intents and purposes, the two characters take an "evil for evil's sake" approach to the narrative, which no character before had. Mickey and Lou were the new antagonists, characters who were doomed since day one to compare to previous antagonists. This resulted in its mostly mixed-to-positive reception, but there is one place that many agree it fell completely short of its predecessors. For example, many were upset about how it abandoned Far Cry 5's weapon customization system and the game's inherent narrative dissonance, while others found the gameplay and chaotic fun factor charming. The premise alone is interesting, but it dropped the ball in a few places. Taking on a new role post-The Collapse, players are able to see how Joseph Seed's prophecies in the original eventually play out. Overall, if Far Cry 6 manages to nail these things, it'll be a strong next-generation start for the franchise.Far Cry New Dawn players may have had some gripes with the game, which is technically both a spin-off and a direct sequel to Far Cry 5. As the old idiom goes, "if it ain't broke, don't fix it." Far Cry 6 should take the best of both worlds, combining the classic story structure found in New Dawn and older games, but make sure that the story is on-par with Far Cry 5 as well. On the other hand, New Dawn presented a straightforward story structure that came to be expected of the series, yet it's overarching story, perhaps because of Mickey and Lou, was not that invigorating. This was repetitive, and while not overall damaging, it was detracting.
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Essentially, players would need to complete side activities in specific regions until their character was kidnapped and something would happen causing their release. Far Cry 5 had a great story, intriguing gameplay, but the overall design of the missions was enough to turn off some players. Perhaps the biggest lesson Far Cry 6 can learn from its predecessors, Far Cry 5 and New Dawn, is the overall structure, but a middle ground. They really had no depth and committed evil for evil's sake in other words, the Far Cry 6 villain should take more after Joseph Seed than Mickey and Lou, replicating success and learning from mistakes. The antagonists of New Dawn, Mickey and Lou, were the opposite though. This added a new layer to the character, perhaps giving him more depth than others, and is something Ubisoft should replicate. This idea that his insanity was actually based in something took Seed to a new level, leading fans to be happy with his surprising return in New Dawn. Seed created a legacy, put his family first, and had conviction in his beliefs (that turned out to be right). Far Cry 4's Pagan Min and Far Cry 5's Joseph Seed are still good sources from which Far Cry 6 can learn, but aside from Vaas, perhaps Ubisoft should look closely at Seed and New Dawn's Mickey and Lou. An attempt at this can be seen in every game, although arguably, none are able to live up to Far Cry 3's Vaas Montenegro.
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Ubisoft once perfect the open world action-adventure formula with its past games, namely by focusing on an interesting and eccentric villain to push it forward.