The Last Jedi Director Confirms He’s Still Working On New Star Wars Trilogy

A rumor popped up today that claimed Rian Johnson would no longer work on the previously announced new Star Wars trilogy. However, that’s a bunch of baloney.

Johnson himself clarified on Twitter that he’s still working on the new trilogy of Star Wars movies that will follow Episode 9 later this year. “No, it isn’t true,” he said of the rumors.

The rumour seemed to stem from the site SuperBroMovies. Responding to the origin of the rumour, Johnson said he’s shooting down the rumor “with all due respect to the movie bros, who I’m sure are lovely kind bros with good fraternal intentions.”

Discussing the new trilogy last year, Johnson said the films will feature “new characters, new places.” He said Lucasfilm president Kathleen Kennedy responded positively to his ideas. While Johnson will oversee the story for the three films, he may not direct all of them.

Johnson directed 2017’s The Last Jedi, which was the second of three films in the new trilogy that began with 2015’s The Force Awakens and wraps up with this December’s Episode IX. The Last Jedi made more than $1.33 billion at the worldwide box office.

In addition to the new trilogy of Star Wars films, Johnson is writing and directing the mysterious movie Knives Out featuring Daniel Craig, Michael Shannon, Chris Evans, and Toni Collette.

Jump Force Review – A Little Too Shonen

Jump Force is a celebration of 50 years of Weekly Shonen Jump manga, featuring nearly four dozen fighters from 16 of the magazine’s most iconic stories. Bandai Namco’s arena tag-team fighting game borrows plenty of elements from its source materials, for better and worse. Although Jump Force’s campaign story drags on for way too long and ignores what could have been interesting character interactions in favor of repeated excuses for everyone to punch the crap out of each other, its combat is an enjoyable dance between two teams of fighters–thanks to the game’s excellent mechanics and flashy visuals.

In Jump Force, you’re an ordinary human who’s caught up in a warzone when the Dragon Ball, One Piece, and Naruto universes collide into our world and bring their assortment of heroes and villains with them. After being mortally wounded by Frieza, you’re resurrected as a hero capable of learning the powers, skills, and abilities of Shonen Jump’s characters, and you decide to join Goku, Luffy, and Naruto’s Jump Force of allies in order to fix everyone’s broken world. What follows is a fairly stereotypical shonen affair, with your character growing stronger over time, enemies and friends switching sides, and a mysterious evil working behind the scenes. Like most fighting games, there’s not a single problem you don’t ultimately just fix with your fists, from deciding team leader to knocking sense into those who have been corrupted by the same evil forces responsible for everyone’s worlds colliding with one another.

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There’s a decent story in Jump Force, but it’s buried beneath a second act that goes on for far too long. After getting acquainted with your new allies, the game tasks you with responding to threats around the globe, as well as the recruitment of any additional heroes who’ve managed to stumble into our world from their respective universes. Character models during cutscenes are all rather cookie-cutter, as everyone stands in the same position throughout the story, only stiffly moving their mouths and occasionally blinking. The actual story moves with the same awkwardly slow pace, and it doesn’t explain what’s going on with everyone’s worlds or what the villains’ motivations are until the third act, so you play through most of the game without any idea as to what you’re really fighting against. Not being able to skip cutscenes is also rather annoying, as exiting out of a mission for any reason–such as buying more items to use in combat–has you watch the same 40- to 90-second scene again.

There are brief snippets where you can see how a side story might have helped flesh out the characters, which in turn could have been a good incentive to keep pushing forward through the campaign. For example, Boruto recognizes a sadness behind the eyes of My Hero Academia’s Midoriya and confides with the young hero that he knows how hard it is to live up to the ideal of father figures. But the game breezes past moments like this in order to get to the next fight.

Thankfully, those fights are a blast to play. Every combatant comes equipped with an assortment of attacks, blocks, grabs, counters, and dodges that operate in a rock-paper-scissors system. Combat is fairly accessible, and it doesn’t take long to understand how the basic mechanics work. However, with over 40 playable fighters, it takes time to get a handle on the entire roster’s assortment of strengths and weaknesses, giving you plenty of reason to keep playing. Each fighter has four distinct and unique special attacks as well. Even though these special moves can be broken down into one of seven different types–short-range, dashing, counter, area-of-effect, long-range, shield, or buff–each fighter handles quite differently. If you’ve read the manga that these characters come from, you already have a fairly good idea as to what most of these iconic moves are and how they behave, but you’ll still have to practice with each fighter to get a grasp of what every move can do.

Every attack, basic or advanced, can be avoided in some way–whether via blocking, dodging, or countering–so most fights are tense, with each side looking for a way to bait their foe into opening themselves up for attack without putting themselves at a disadvantage. I’ve had fights where, after 30 seconds of back-and-forth, both sides are one strike away from defeat, and the battle continues for another full minute of counters, perfect dodges, and last-second blocks. It’s empowering to finish off your foe with a perfectly executed combo or snag a victory when all hope seems lost. Each win feels like it needs to be earned, and this encourages you to explore the varied movesets of each fighter, experiment in how attacks might be chained together, and deduce your go-to characters’ weaknesses in order to avoid defeat.

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This is especially true in regards to the campaign, as you’re allowed to customize your character with any four special abilities you want. You can also choose your character’s gender, body type, voice, and skin tone, as well as dress them with an assortment of hairstyles, make-up, jewelry, and clothes, allowing you to build your perfect protagonist. Completing campaign missions earns you in-game currency, which you can use to buy new outfits and items. Cosmetics won’t affect your character, but it’s still fun to put together outfits and it’s a welcome distraction when you need a moment to step away from the steep challenge of the late-game battles.

Once you’re done with Jump Force’s campaign, there’s still plenty to do–even if not all of it is worthwhile. Free Missions are the game’s version of a challenge mode, but it’s not all that different from the handicaps placed on you in late-game story missions. The same can be said for Extra Missions mode, which you can play if you need a little extra in-game cash for that smokin’ pair of black pants you’ve been eyeing for your character or if you want to expand your level cap.

However, a lot of fun can be had in Jump Force’s competitive modes. You can play online or off, with both friendly and ranked matches in the former. Online is where your skills will be put to the test, meaning it’s also where you’ll find the game’s best fights. Jump Force also allows you to practice against a computer while you wait for the game to find you an opponent, so you’re not just waiting on a loading screen, which is a welcome touch. Ranked Play provides the most challenging combat in Jump Force by far, but earning higher titles–and thus bragging rights–by defeating more skilled opponents is a compelling goal to work towards.

Each win feels like it needs to be earned, and this encourages you to explore the varied movesets of each fighter.

It’s awesome to see Jump Force’s roster of playable fighters include so many characters from Shonen Jump’s history, even the ones from manga that aren’t as mainstream but no less important, like JoJo’s Bizarre Adventure and Saint Seiya. That said, there’s a disappointing disparity in the number of male and female characters, especially when Dragon Ball, One Piece, and Naruto contribute to nearly half the roster and only have two women between all three of them. Shonen Jump has always been geared towards young boys, but that doesn’t mean its manga hasn’t had great female fighters. Including Dragon Ball’s Piccolo over Android 18 and Naruto’s Gaara over both Sakura and Hinata is odd, as is leaving out Black Clover’s Noelle, Yu-Gi-Oh’s Anzu, My Hero Academia’s Uraraka, and Boruto’s Sarada.

Jump Force is a worthy celebration of the legacy of Shonen Jump manga, but it honors its source material a little too well with how filler-heavy the middle of its story arc is. However, even if the game rarely provides a clear motivation for stopping evil other than good must always oppose it, the act of stomping out villains in Jump Force’s frantic bouts of tag-team arena combat is an enjoyable test of strategy. And with over 40 characters to master, there’s ample opportunity to develop new strategies and reach greater feats of combat prowess in online multiplayer.

Jump Force Review – A Little Too Shonen

Jump Force is a celebration of 50 years of Weekly Shonen Jump manga, featuring nearly four dozen fighters from 16 of the magazine’s most iconic stories. Bandai Namco’s arena tag-team fighting game borrows plenty of elements from its source materials, for better and worse. Although Jump Force’s campaign story drags on for way too long and ignores what could have been interesting character interactions in favor of repeated excuses for everyone to punch the crap out of each other, its combat is an enjoyable dance between two teams of fighters–thanks to the game’s excellent mechanics and flashy visuals.

In Jump Force, you’re an ordinary human who’s caught up in a warzone when the Dragon Ball, One Piece, and Naruto universes collide into our world and bring their assortment of heroes and villains with them. After being mortally wounded by Frieza, you’re resurrected as a hero capable of learning the powers, skills, and abilities of Shonen Jump’s characters, and you decide to join Goku, Luffy, and Naruto’s Jump Force of allies in order to fix everyone’s broken world. What follows is a fairly stereotypical shonen affair, with your character growing stronger over time, enemies and friends switching sides, and a mysterious evil working behind the scenes. Like most fighting games, there’s not a single problem you don’t ultimately just fix with your fists, from deciding team leader to knocking sense into those who have been corrupted by the same evil forces responsible for everyone’s worlds colliding with one another.

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There’s a decent story in Jump Force, but it’s buried beneath a second act that goes on for far too long. After getting acquainted with your new allies, the game tasks you with responding to threats around the globe, as well as the recruitment of any additional heroes who’ve managed to stumble into our world from their respective universes. Character models during cutscenes are all rather cookie-cutter, as everyone stands in the same position throughout the story, only stiffly moving their mouths and occasionally blinking. The actual story moves with the same awkwardly slow pace, and it doesn’t explain what’s going on with everyone’s worlds or what the villains’ motivations are until the third act, so you play through most of the game without any idea as to what you’re really fighting against. Not being able to skip cutscenes is also rather annoying, as exiting out of a mission for any reason–such as buying more items to use in combat–has you watch the same 40- to 90-second scene again.

There are brief snippets where you can see how a side story might have helped flesh out the characters, which in turn could have been a good incentive to keep pushing forward through the campaign. For example, Boruto recognizes a sadness behind the eyes of My Hero Academia’s Midoriya and confides with the young hero that he knows how hard it is to live up to the ideal of father figures. But the game breezes past moments like this in order to get to the next fight.

Thankfully, those fights are a blast to play. Every combatant comes equipped with an assortment of attacks, blocks, grabs, counters, and dodges that operate in a rock-paper-scissors system. Combat is fairly accessible, and it doesn’t take long to understand how the basic mechanics work. However, with over 40 playable fighters, it takes time to get a handle on the entire roster’s assortment of strengths and weaknesses, giving you plenty of reason to keep playing. Each fighter has four distinct and unique special attacks as well. Even though these special moves can be broken down into one of seven different types–short-range, dashing, counter, area-of-effect, long-range, shield, or buff–each fighter handles quite differently. If you’ve read the manga that these characters come from, you already have a fairly good idea as to what most of these iconic moves are and how they behave, but you’ll still have to practice with each fighter to get a grasp of what every move can do.

Every attack, basic or advanced, can be avoided in some way–whether via blocking, dodging, or countering–so most fights are tense, with each side looking for a way to bait their foe into opening themselves up for attack without putting themselves at a disadvantage. I’ve had fights where, after 30 seconds of back-and-forth, both sides are one strike away from defeat, and the battle continues for another full minute of counters, perfect dodges, and last-second blocks. It’s empowering to finish off your foe with a perfectly executed combo or snag a victory when all hope seems lost. Each win feels like it needs to be earned, and this encourages you to explore the varied movesets of each fighter, experiment in how attacks might be chained together, and deduce your go-to characters’ weaknesses in order to avoid defeat.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

This is especially true in regards to the campaign, as you’re allowed to customize your character with any four special abilities you want. You can also choose your character’s gender, body type, voice, and skin tone, as well as dress them with an assortment of hairstyles, make-up, jewelry, and clothes, allowing you to build your perfect protagonist. Completing campaign missions earns you in-game currency, which you can use to buy new outfits and items. Cosmetics won’t affect your character, but it’s still fun to put together outfits and it’s a welcome distraction when you need a moment to step away from the steep challenge of the late-game battles.

Once you’re done with Jump Force’s campaign, there’s still plenty to do–even if not all of it is worthwhile. Free Missions are the game’s version of a challenge mode, but it’s not all that different from the handicaps placed on you in late-game story missions. The same can be said for Extra Missions mode, which you can play if you need a little extra in-game cash for that smokin’ pair of black pants you’ve been eyeing for your character or if you want to expand your level cap.

However, a lot of fun can be had in Jump Force’s competitive modes. You can play online or off, with both friendly and ranked matches in the former. Online is where your skills will be put to the test, meaning it’s also where you’ll find the game’s best fights. Jump Force also allows you to practice against a computer while you wait for the game to find you an opponent, so you’re not just waiting on a loading screen, which is a welcome touch. Ranked Play provides the most challenging combat in Jump Force by far, but earning higher titles–and thus bragging rights–by defeating more skilled opponents is a compelling goal to work towards.

Each win feels like it needs to be earned, and this encourages you to explore the varied movesets of each fighter.

It’s awesome to see Jump Force’s roster of playable fighters include so many characters from Shonen Jump’s history, even the ones from manga that aren’t as mainstream but no less important, like JoJo’s Bizarre Adventure and Saint Seiya. That said, there’s a disappointing disparity in the number of male and female characters, especially when Dragon Ball, One Piece, and Naruto contribute to nearly half the roster and only have two women between all three of them. Shonen Jump has always been geared towards young boys, but that doesn’t mean its manga hasn’t had great female fighters. Including Dragon Ball’s Piccolo over Android 18 and Naruto’s Gaara over both Sakura and Hinata is odd, as is leaving out Black Clover’s Noelle, Yu-Gi-Oh’s Anzu, My Hero Academia’s Uraraka, and Boruto’s Sarada.

Jump Force is a worthy celebration of the legacy of Shonen Jump manga, but it honors its source material a little too well with how filler-heavy the middle of its story arc is. However, even if the game rarely provides a clear motivation for stopping evil other than good must always oppose it, the act of stomping out villains in Jump Force’s frantic bouts of tag-team arena combat is an enjoyable test of strategy. And with over 40 characters to master, there’s ample opportunity to develop new strategies and reach greater feats of combat prowess in online multiplayer.

God Of War Wins Game Of The Year At DICE Awards

The 22nd D.I.C.E. Awards took place in Las Vegas tonight, and Sony’s God of War was a big winner. The PlayStation 4 exclusive took home nine total awards, including the highly coveted overall Game of the Year.

In addition to that award, God of War won Outstanding Achievement in Game Direction, Outstanding Achievement in Game Design, Adventure Game of the Year, Outstanding Achievement in Story, Outstanding Achievement in Sound Design, Outstanding Achievement in Original Music Composition, Outstanding Achievement in Character (Kratos), and Outstanding Achievement in Art Direction.

God of War wasn’t the only game that won multiple awards, as Celeste picked up Action Game of the Year and Outstanding Achievement for an Independent Game. Florence won Portable Game of the Year, Super Smash Bros. Ultimate took home Fighting Game of the Year, and Monster Hunter: World picked up Role-Playing Game of the Year. Fortnite, meanwhile, won for Outstanding Achievement in Online Gameplay. Rockstar’s Red Dead Redemption 2 won for Outstanding Technical Achievement, but that was the only award it took home tonight.

You can see the full list of categories and winners below. The D.I.C.E. Awards are not connected to the Swedish developer DICE.

Also during the D.I.C.E. Awards, Bonnie Ross was inducted into the Academy of Interactive Arts and Sciences’ Hall of Fame. The longtime Microsoft employee and head of Halo developer 343 Industries, Ross was praised for her work in growing the Halo franchise and for spearheading efforts to promote STEM and diversity in video games. She is the first woman in the AIAS Hall of Fame, and she joins other big names like Mario creator Shigeru Miyamoto, Valve founder Gabe Newell, and Metal Gear designer Hideo Kojima, among others.

22nd DICE Award Winners

Game of the Year

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Game Direction

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Game Design

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Portable Game of the Year

Florence

  • Publisher: Annapurna Interactive
  • Developer: Mountains

Outstanding Achievement for an Independent Game

Celeste

  • Publisher: Matt Makes Games
  • Developer: Matt Makes Games

Immersive Reality Game of the Year

Beat Saber

  • Publisher: Beat Games
  • Developer: Beat Games

Immersive Reality Technical Achievement

Tónandi

  • Publisher: Magic Leap
  • Developer: Magic Leap and Sigur Rós

Outstanding Achievement in Online Gameplay

Fortnite

  • Publisher: Epic Games
  • Developer: Epic Games

Strategy/Simulation Game of the Year

Into the Breach

  • Publisher: Subset Games
  • Developer: Subset Games

Sports Game of the Year

Mario Tennis Aces

  • Publisher: Nintendo Co., Ltd.
  • Developer: Nintendo Co., Ltd. and Camelot Co. Ltd.

Role-Playing Game of the Year

Monster Hunter: World

  • Publisher: CAPCOM
  • Developer: CAPCOM

Racing Game of the Year

Forza Horizon 4

  • Publisher: Microsoft Studios
  • Developer: Playground Games

Fighting Game of the Year

Super Smash Bros. Ultimate

  • Publisher: Nintendo of America
  • Developer: Nintendo, Sora Ltd., and BANDAI NAMCO Studios Inc.

Family Game of the Year

Unravel Two

  • Publisher: Electronic Arts
  • Developer: ColdWood Interactive

Adventure Game of the Year

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Action Game of the Year

Celeste

  • Publisher: Matt Makes Games
  • Developer: Matt Makes Games

Outstanding Technical Achievement

Red Dead Redemption 2

  • Publisher: Rockstar Games
  • Developer: Rockstar Games

Outstanding Achievement in Story

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Sound Design

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Original Music Composition

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Character

God of War – Kratos

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Art Direction

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Animation

Marvel’s Spider-Man

  • Publisher: Sony Interactive Entertainment
  • Developer: Insomniac Games

Far Cry: New Dawn Review

I liked the ending to Far Cry 5. There, I said it. (Spoilers for the ending of Far Cry 5 ahead, though the existence of this game probably already ruined that for you.) It may be an unpopular opinion, but I appreciated that, for once, we didn’t vanquish the bad guy, save the day, and walk off into the sunset. Joseph Seed kind of won. So I’m a little bummed that the very silly developments of Far Cry: New Dawn walk back a lot of that bleak, dark finale. That said, the very familiar Far Cry gameplay formula is just as fun as ever in the post-apocalypse, and I had a blast clearing outposts, hunting for treasure, and absolutely brutalizing the Highwaymen who have seized control of what’s left of Hope County, Montana.

Continue reading…

Far Cry New Dawn Review – Mild, Mild World

Spoiler alert: At the end of Far Cry 5, the United States gets nuked. Seventeen years later, the region and residents of Hope County have endured and mostly recovered from the devastation anew. The vegetation is more abundant, society has been reshaped, and there is a hell of a lot more duct tape everywhere. Everything feels new and different–well, except for that fact that there’s ruthless, tyrannical oppression taking over everything and it’s up to you, and basically only you, to stop it. Some things never change. That’s Far Cry New Dawn–despite a few new novelties and a great mechanical twist, New Dawn feels exactly like what it is: a direct continuation of Far Cry 5.

That’s not inherently a bad thing. New Dawn features the same kind of forward-thinking approach to open-world exploration and progression as Far Cry 5. While main missions are mapped out for you, the discovery of side activities like enemy outposts, treasure hunts (formerly prepper stashes), and companion recruitment missions mostly comes from your own organic exploration. Earning perk points to improve your abilities is tied to your discovery of hidden caches and diversifying the activities you undertake. New Dawn is a more concise game–the map is smaller than Far Cry 5 and there’s less curated content to discover this time around–but the emphasis is still on staying out in the world and soaking up the environment.

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That sense of freedom has been diminished, however. It’s not the fact that you’re revisiting Hope County, but rather how New Dawn sets up the pins. In Far Cry 5, you began in the middle of the map and were allowed to explore in any direction you wished; New Dawn starts you off in the bottom corner of the map and basically pushes you in a steady, linear sweep north as you slowly reclaim territory, and asks you to regularly bring resources back to your base in that starting area to bolster it.

What’s to stop you from just darting ahead? Well, damage numbers. New Dawn introduces RPG elements, like damage numbers, into its design for the first time in the series. The game’s guns and enemies fall into four different tiered ranks, and getting ahead requires that you go out into the world to scavenge crafting materials to upgrade your base so you can upgrade your weapons workshop and eventually craft better guns to take down the higher rank enemies impeding your progress. Outfits, armor, and defense numbers don’t factor in your growth, just weapons. Guns at rank 1 and 2 will do a minimal amount of damage to well-armored rank 3 and elite rank enemies.

Early on, this can be annoying if you try to push the limits of the game in a way you’re not meant to. Heading too far into the map and needing to use up hundreds of bullets to take down a rank 3 bear you encounter isn’t terrifying as much as it is silly, and eventually, the demands of story missions will stop you from going too far.

But if you dial down your Far Cry 5-style expectations of freedom and go with the flow, you run into these awkward predicaments far less often. Your guns feel like they do the damage they’re supposed to, and enemies feel like they have an acceptable level of resistance. In fact, once you get access to the top-tier arsenal, things will start to swing wildly in your favor–your guns will feel overpowered to the point where even shooting rank 1 enemies in the foot might be enough to take them out–which feels great when you’re getting overwhelmed. Played the right way, the game’s RPG-style systems basically feel invisible, and you can enjoy Far Cry’s style of weighty gunplay and feel like an incredibly competent one-person army. The feeling of eventually being able to overcome New Dawn’s elite enemies is good, but you’re left wondering why you needed to be held back by artificial gating at all.

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It doesn’t help that there’s no tangible sense of growth with weapons and vehicle crafting; New Dawn’s selection of guns and cars isn’t dramatically different enough between ranks to make the large distinction in damage output believable. Rank 1 weapons are a varied suite of handguns, rifles, and shotguns, and higher-rank arsenals are basically defined by the increasing amount of duct tape and junk on that same suite, as if that stuff has magical properties that makes the guns perform better. There are lots of guns to choose from, but if you’ve played Far Cry 5 you’ll immediately recognize them, duct tape or no.

The one nice exception is the new Saw Launcher, which shoots circular saw blades. Higher tier versions of the weapon actually have noticeably different properties, like the ability to shoot saw blades with ricocheting, homing, and boomerang traits. It’s the only weapon which truly feels like it was borne out of the post-apocalypse, improvised from scavenged parts. Aerosol cans, pipes, and spray paint might give the other guns and cars a cool look, but it doesn’t change how familiar they feel.

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The same can be said of the world itself. Far Cry 5’s Hope County already felt a bit post-apocalyptic–the rural setting was isolated from the world thanks to antagonist Joseph Seed–so even though there are plenty of visible differences to the region, the impact of those changes isn’t massive. There are a few key locations that provoke some amusement in their discovery, but the strength of Far Cry 5’s Hope County was its natural environments–the forests, lakes, rivers, and mountains. The conceit that the region was re-vegetated by a super bloom after nuclear devastation means that the vibe in New Dawn is basically identical, despite dramatic increases in upended cars and graffiti. It’s a pretty post-apocalypse, but it doesn’t have the feeling of desperation you might associate with the theme. Scavenging for materials doesn’t feel like a drastic necessity, just a way to get ahead. New Dawn doesn’t feel like it takes the theme to enough of an extreme to feel meaningful or different.

The solid bones of Far Cry’s combat are still here, though, and they’re still very good. Taking on outposts (within your rank), whether that be via stealth or aggression, is still enjoyable, and the game encourages you to repeat them at increased difficulties to earn more resources. New Dawn also introduces seven self-contained missions called Expeditions. These are large, diverse maps set outside Hope County, and they feature setpieces like a New Orleans amusement park, an aircraft carrier, and even a Splinter Cell-themed plane crash. Expedition environments are a highlight, but the snatch-and-grab objectives mean that you’re never really encouraged to stop and appreciate them–you’re more concerned with getting the hell out of there as a non-stop stream of enemies comes after you.

The concise nature of the game means there’s a remarkable lack of time given to the characters and plot, too. A few of the major characters feel like they could be interesting, the twin sister antagonists especially, but the few interactions you have with them are definitely not enough to develop them and make you care. While the performances have gusto, key moments of pathos just feel completely unearned. Something major happened to a key character and I was surprised how little empathy I felt. A detestable deal is made and I was mad at how little time they spent justifying it. Underdeveloped connections to characters also exacerbate the relative mundanity of the story missions compared to the game’s side and open-world activities–turret sequences, bland chases, forced melee fights, and even a slow boat ride, all of which go on for way too long.

You do get a double jump, though. That is, the ability to jump in mid-air. You also get the ability to basically turn invisible and give yourself super speed and strength. The Far Cry series has always dabbled in the mystic, but yes: In a strange turn of events, New Dawn eventually says “screw it” and gives you access to superhuman powers. And the way it changes how you approach the world is undoubtedly the best thing about the game.

These sudden powers let you lean hard into superhero fantasy, allowing you to bound over fences and onto buildings, using your newfound mobility and invisibility to completely terrorize enemies like you’re the Predator, or perhaps jumping high into the fray and firing off explosive arrows, pretending you’re Hawkeye from The Avengers. Maybe you’re more of a Wolverine, activating the berserker ability to rush an outpost at super speed and send heavily armed assailants and bears alike flying with your bare fists. A minor new mechanic lets you temporarily pick up shields from enemies and toss them like you’re Captain America (supporting characters even refer to you as “Cap”), and I’m shocked they didn’t do more with this–the inability to permanently keep a shield is a big disappointment.

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The powers are so good that it’s almost a shame they come at a point late in the game where you’ll likely already be well-equipped to deal with elite rank enemies, since a few scenarios that challenge your ability to use these effectively definitely would have been a welcome addition. But as it stands, they’re a fantastic expansion of Far Cry’s combat vocabulary. They completely elevate your confidence to rip through everything and everyone, suddenly turning New Dawn’s familiar, pedestrian experience into a raucous blast.

There’s a lot of potential in the ideas seeded in New Dawn, but there isn’t enough room for many of them to breathe and feel fully realized. Not the post-apocalyptic theme, not the RPG mechanics, not the weapons, vehicles, plot, or characters. Advancing through the adventure is an enjoyable experience, especially once you get your superhuman powers, but this is largely because Far Cry 5’s combat and progression models remain compelling enough to propel you forward. For its part, New Dawn is a palatable but unremarkable spin-off that feels like it could have achieved so much more.

Far Cry New Dawn Review – Mild, Mild World

Spoiler alert: At the end of Far Cry 5, the United States gets nuked. Seventeen years later, the region and residents of Hope County have endured and mostly recovered from the devastation anew. The vegetation is more abundant, society has been reshaped, and there is a hell of a lot more duct tape everywhere. Everything feels new and different–well, except for that fact that there’s ruthless, tyrannical oppression taking over everything and it’s up to you, and basically only you, to stop it. Some things never change. That’s Far Cry New Dawn–despite a few new novelties and a great mechanical twist, New Dawn feels exactly like what it is: a direct continuation of Far Cry 5.

That’s not inherently a bad thing. New Dawn features the same kind of forward-thinking approach to open-world exploration and progression as Far Cry 5. While main missions are mapped out for you, the discovery of side activities like enemy outposts, treasure hunts (formerly prepper stashes), and companion recruitment missions mostly comes from your own organic exploration. Earning perk points to improve your abilities is tied to your discovery of hidden caches and diversifying the activities you undertake. New Dawn is a more concise game–the map is smaller than Far Cry 5 and there’s less curated content to discover this time around–but the emphasis is still on staying out in the world and soaking up the environment.

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That sense of freedom has been diminished, however. It’s not the fact that you’re revisiting Hope County, but rather how New Dawn sets up the pins. In Far Cry 5, you began in the middle of the map and were allowed to explore in any direction you wished; New Dawn starts you off in the bottom corner of the map and basically pushes you in a steady, linear sweep north as you slowly reclaim territory, and asks you to regularly bring resources back to your base in that starting area to bolster it.

What’s to stop you from just darting ahead? Well, damage numbers. New Dawn introduces RPG elements, like damage numbers, into its design for the first time in the series. The game’s guns and enemies fall into four different tiered ranks, and getting ahead requires that you go out into the world to scavenge crafting materials to upgrade your base so you can upgrade your weapons workshop and eventually craft better guns to take down the higher rank enemies impeding your progress. Outfits, armor, and defense numbers don’t factor in your growth, just weapons. Guns at rank 1 and 2 will do a minimal amount of damage to well-armored rank 3 and elite rank enemies.

Early on, this can be annoying if you try to push the limits of the game in a way you’re not meant to. Heading too far into the map and needing to use up hundreds of bullets to take down a rank 3 bear you encounter isn’t terrifying as much as it is silly, and eventually, the demands of story missions will stop you from going too far.

But if you dial down your Far Cry 5-style expectations of freedom and go with the flow, you run into these awkward predicaments far less often. Your guns feel like they do the damage they’re supposed to, and enemies feel like they have an acceptable level of resistance. In fact, once you get access to the top-tier arsenal, things will start to swing wildly in your favor–your guns will feel overpowered to the point where even shooting rank 1 enemies in the foot might be enough to take them out–which feels great when you’re getting overwhelmed. Played the right way, the game’s RPG-style systems basically feel invisible, and you can enjoy Far Cry’s style of weighty gunplay and feel like an incredibly competent one-person army. The feeling of eventually being able to overcome New Dawn’s elite enemies is good, but you’re left wondering why you needed to be held back by artificial gating at all.

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It doesn’t help that there’s no tangible sense of growth with weapons and vehicle crafting; New Dawn’s selection of guns and cars isn’t dramatically different enough between ranks to make the large distinction in damage output believable. Rank 1 weapons are a varied suite of handguns, rifles, and shotguns, and higher-rank arsenals are basically defined by the increasing amount of duct tape and junk on that same suite, as if that stuff has magical properties that makes the guns perform better. There are lots of guns to choose from, but if you’ve played Far Cry 5 you’ll immediately recognize them, duct tape or no.

The one nice exception is the new Saw Launcher, which shoots circular saw blades. Higher tier versions of the weapon actually have noticeably different properties, like the ability to shoot saw blades with ricocheting, homing, and boomerang traits. It’s the only weapon which truly feels like it was borne out of the post-apocalypse, improvised from scavenged parts. Aerosol cans, pipes, and spray paint might give the other guns and cars a cool look, but it doesn’t change how familiar they feel.

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The same can be said of the world itself. Far Cry 5’s Hope County already felt a bit post-apocalyptic–the rural setting was isolated from the world thanks to antagonist Joseph Seed–so even though there are plenty of visible differences to the region, the impact of those changes isn’t massive. There are a few key locations that provoke some amusement in their discovery, but the strength of Far Cry 5’s Hope County was its natural environments–the forests, lakes, rivers, and mountains. The conceit that the region was re-vegetated by a super bloom after nuclear devastation means that the vibe in New Dawn is basically identical, despite dramatic increases in upended cars and graffiti. It’s a pretty post-apocalypse, but it doesn’t have the feeling of desperation you might associate with the theme. Scavenging for materials doesn’t feel like a drastic necessity, just a way to get ahead. New Dawn doesn’t feel like it takes the theme to enough of an extreme to feel meaningful or different.

The solid bones of Far Cry’s combat are still here, though, and they’re still very good. Taking on outposts (within your rank), whether that be via stealth or aggression, is still enjoyable, and the game encourages you to repeat them at increased difficulties to earn more resources. New Dawn also introduces seven self-contained missions called Expeditions. These are large, diverse maps set outside Hope County, and they feature setpieces like a New Orleans amusement park, an aircraft carrier, and even a Splinter Cell-themed plane crash. Expedition environments are a highlight, but the snatch-and-grab objectives mean that you’re never really encouraged to stop and appreciate them–you’re more concerned with getting the hell out of there as a non-stop stream of enemies comes after you.

The concise nature of the game means there’s a remarkable lack of time given to the characters and plot, too. A few of the major characters feel like they could be interesting, the twin sister antagonists especially, but the few interactions you have with them are definitely not enough to develop them and make you care. While the performances have gusto, key moments of pathos just feel completely unearned. Something major happened to a key character and I was surprised how little empathy I felt. A detestable deal is made and I was mad at how little time they spent justifying it. Underdeveloped connections to characters also exacerbate the relative mundanity of the story missions compared to the game’s side and open-world activities–turret sequences, bland chases, forced melee fights, and even a slow boat ride, all of which go on for way too long.

You do get a double jump, though. That is, the ability to jump in mid-air. You also get the ability to basically turn invisible and give yourself super speed and strength. The Far Cry series has always dabbled in the mystic, but yes: In a strange turn of events, New Dawn eventually says “screw it” and gives you access to superhuman powers. And the way it changes how you approach the world is undoubtedly the best thing about the game.

These sudden powers let you lean hard into superhero fantasy, allowing you to bound over fences and onto buildings, using your newfound mobility and invisibility to completely terrorize enemies like you’re the Predator, or perhaps jumping high into the fray and firing off explosive arrows, pretending you’re Hawkeye from The Avengers. Maybe you’re more of a Wolverine, activating the berserker ability to rush an outpost at super speed and send heavily armed assailants and bears alike flying with your bare fists. A minor new mechanic lets you temporarily pick up shields from enemies and toss them like you’re Captain America (supporting characters even refer to you as “Cap”), and I’m shocked they didn’t do more with this–the inability to permanently keep a shield is a big disappointment.

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The powers are so good that it’s almost a shame they come at a point late in the game where you’ll likely already be well-equipped to deal with elite rank enemies, since a few scenarios that challenge your ability to use these effectively definitely would have been a welcome addition. But as it stands, they’re a fantastic expansion of Far Cry’s combat vocabulary. They completely elevate your confidence to rip through everything and everyone, suddenly turning New Dawn’s familiar, pedestrian experience into a raucous blast.

There’s a lot of potential in the ideas seeded in New Dawn, but there isn’t enough room for many of them to breathe and feel fully realized. Not the post-apocalyptic theme, not the RPG mechanics, not the weapons, vehicles, plot, or characters. Advancing through the adventure is an enjoyable experience, especially once you get your superhuman powers, but this is largely because Far Cry 5’s combat and progression models remain compelling enough to propel you forward. For its part, New Dawn is a palatable but unremarkable spin-off that feels like it could have achieved so much more.