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Far Cry 5: Lost on Mars Review — A Whole New World


Far Cry 5 seemed to be a polarizing game — not on the semi-political setting, so much as where it stands with regard to the series in the large. Sure, I loved all the changes that shook up the series’ formulation : some non-reliance on mini-maps, dedicated companion use, and a US-based site. But many gamers were yearning for something more iconically Ubisoft, perhaps even more Ubisoft Towers (even though the constant criticism). In steps Far Cry 5: Lost on Mars, the latest Sci-Fi flavor of this game’s eclectic DLC package and one which will surely keep you entertained.

Contrary to the main, Earth-faring game, Lost on Mars is interstellar. Taking place from the very intro in the Red Planet, players can choose the mantle of Nick Rye — Far Cry 5‘s aviator-clad aviator — as he is teleported from Hope County. Instead of the overgrown areas of Montana, players are greeted to cold space channels, bare dustbowls, and (possibly ) the person accountable: the series idiot having a heart of gold, Hurk.

The mile-high view of the narrative is a AI on Mars has abducted both Hurk and (through his suggestion) Nick to attempt to power on the complete AI system. With a prospective invasion of Mars-based arachnid critters about to invade the planet, the computer maintains that the AI is the one thing capable to conserve humanity. To switch on these computers, Nick and Hurk will monitor down Arachnid queensand kill them, and utilize their resources to electricity nearby channels.

While Hurk has made an appearance in every mainline Far Cry game (not including Primal) because Far Cry 3, Lost on Mars presents him in a new light: decapitated. Surehe isn’t deceased and is still wise-cracking about collectible “alien jizz” and how he wants to find his lost pecker, however, Hurk is always a constant delight. Specifically, his rant about why he is so responsible had me in tears. When asked why he believes he is competent enough to become a Godparent into Rye’s child he belongs with this rant:

Who’s ’s responsible than me? WHO’S more responsible than me? With good power comes great responsibility. You’ve noticed my calves. They seem like god darn Christmas hams. I’m a really powerful man, which in turn makes me very accountable, Nicholas.

Hurk’s redneck idiocy is constantly well-written and never dull, and he plays off Nick excellently. At no stage did I miss my avatar (not that Ubisoft actually gave us an excuse to). If only the actual story itself was composed in addition to the dialog.

That last point is just one of the more infrequent issues I had with Lost on Mars. Sure, I wasn’t expecting a SOMA-caliber story on the Far Cry 5 DLC incident, however, Ubisoft Shanghai took an odd middle ground stance that felt uneasy. On the other end, there is enough narrative points to help keep you progressing throughout the six-hour experience. On the other hand, they miss the mark on a tongue-in-cheek “that it ’s so awful that it ’s great ” storyline. If you go in with a minimal expectation, you won’t be discouraged — despite the grandiose feel it seems to be setting up.

Outside the narrative, there are distinct changes (or even reversions) that the DLC makes to the Far Cry 5 formula. First of all, Ubisoft Towers are rear . Whether you’re a lover of the gameplay or maybe perhaps not, the inclusion of jetpacks assists spice this up, developing a pair of platforming puzzles that sense less clunky than that which ’s discovered in standard Far Cry mechanics.

Past towers, you’ll find a few more new components which rounded the “Mars” established experience. Like we mentioned before, jetpacks really are a huge boon to gameplay. Adding a way to hover above enemies along with a tactical exit, I almost want they found a means to make it back to the main game. Meanwhile, your toolbox has been revamped to include space-themed weapons. Besides everything being , there is no reloading required, and there is a new category of space lasers that quickly turned into a favorite among different alternatives.

That’s not to say that every new layout option in this game is smart. While there are obviously going to be fewer people on Mars, it might have been cool to have an Arachnid companion or perhaps a way to personalize Brobot and choose their loadout.

Besides the companion system, there is a new mechanic who stepping on brown dirt (discovered all along Mars) will trigger an onslaught of Arachnids. While Ubisoft expected to make the whole world sense platformy, more often than I felt helpless in combat — especially in places where I had no other option than stand directly in brownish dust. There’s some interesting “the ground is lava” scenarios this could have set up, but more often than not I was only running away.

Last but not least, there’s a pretty vast gap when it comes to overall quality of assignments. There are some that are outstanding, maybe offering some of the trendiest scenarios from the series in general. More frequently than not, the game falls right into checklist land with hardly any things differentiating one job from another. The game doesn’t outstay its welcome (clocking in about five hours long), but by the end I was just hoping to observe the ending more than enjoying my moment.

While it may be a shallow five-hour romp, fans of the first can get their kicks while turning some extraterrestrial beings to exploding cows. And isn’t that all anyone is truly asking for?

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