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Far Cry 6 All Achievements Review

Main storyline duration: 25~30 hours, full achievement duration: 45~50 hours

After three years, Ubisoft’s classic IP “Far Cry” series ushered in its sixth installment This is a main story work. After 50 hours of playing and achieving all achievements, I looked back on my playing experience and discovered a very interesting phenomenon. Previous Ubisoft works generally have a distinctive feature, that is, the first two hours of content are very fun, but then the process begins to repeat itself, and the gameplay curve shows a steady downward trend. This work solves this problem to a certain extent. We will talk about how to achieve it in the main text.

Pictures and performance

As usual, we will start with the picture performance. The "Far Cry" series has always been well-known to players for its beautiful natural scenery. The game is no exception, and on this basis, the map design of a large city has been added for the first time, further improving the richness of the scene.

Having said that, it must be said that although the picture expression of this work is superior compared with similar works, the improvement compared with the previous work is not obvious, even because of the tone of the picture of this work. It is too rich, and the look and feel of some scenes will appear "dirty" and not as refreshing as the previous game. However, there has been steady progress in terms of texture quality and modeling quality. Let's compare the same weapon in the two works. Can be seen intuitively.

Sixth Generation

Fiveth Generation

However, there is a very strange problem with the current picture performance of this game, that is, when the picture is directly illuminated by strong light, the edges of the picture are flooded. It's very serious, and it directly causes the picture to look blurry in this scenario. Let's take a look at the comparison picture here.

Direct sunlight

Backlight

As the saying goes, light and shadow account for half of the beauty of the picture. The picture performance of this game is very dependent on the weather and lighting. But it is very regrettable that although the photo mode of this game can change the weather and time at will, there is no corresponding function in the actual game, and players can only passively accept random weather changes. Even when performing some tasks, the game will not automatically change the time and weather to a suitable level like GTA. Instead, it will directly trigger the plot on the spot. The difference in perception will be quite obvious when the same task scene is visited at different time periods. Conditions permitting. In this case, it is recommended that players still do tasks during the day.

Rainy weather

Sunny day

After talking about the overall look and feel of this game, I would like to praise some of the details of this game. The texture of the firearms in this game is very good, and it will change in real time according to the environment in which the player is fighting. When it rains, the player will get wet, in the mud, and in the battle, they will be stained with blood, which greatly enhances the sense of immersion in this game.

So with such a picture, how is the performance of this game? On my 3060Ti+i5-11400 machine, running this game at the highest 1080P image quality can achieve a very stable 60 frames. If ray tracing is turned on, 60 frames can be maintained in most scenes, but when special situations occur There will be obvious frame drops during weather conditions. Moreover, I personally feel that the light chasing effect of this game is not very good. It is only reflected in the mirror elements in some scenes, and it does not improve the overall look and feel of the picture. Overall, it can be regarded as a passable performance.

The water surface in this game does not have light tracing, but the look is pretty good

But! Please note that as of the completion of this article on January 24, 2022, the Uplay version of this game has very serious stability issues. Using the built-in screenshot function will directly cause the game to crash, unlocked achievements will not be displayed, and there is a chance of crashing during normal play. Hope Ubisoft can fix it soon.

System changes

The gameplay of the "Far Cry" series has actually been completed in the third game, and it does not leave much room for improvement in subsequent sequels. The fourth generation There is almost no difference in gameplay from the 5th generation. It is basically a structure of main missions interspersed with strongholds. Although this game has not evolved in terms of gameplay, it has achieved a different gaming experience from the previous game by changing the structure of some systems.

First, in previous series of works, the protagonist's abilities were revealed through the skill tree. In the later stages of the game, all abilities were integrated into the protagonist. However, this game combines these abilities. Abilities are dismantled and dispersed into various systems in the game. For example, the classic serial assassination has become a special ability of the equipment, the airborne system has become a reward for the hideout, and there are also a series of abilities bound to firearms, which make this game The growth dimension of the game is far greater than before. Players cannot simply rely on killing to obtain new abilities, but must explore the hidden content in the world to gain ability improvements. This enhances the exploration drive of the game to a certain extent. force.

The dimension of character development in this work is much richer

Secondly, this work has greatly weakened the reward content of stealth, and also greatly weakened the silenced weapons and perspective-type weapons. The ability, and the addition of enemy-defeating backpacks and a series of wild weapons with different styles, clearly encourage players to let go and make a fuss in the game. At the same time, bullet type design has been added. Although the previous game also has it, this game cannot change the bullet type in real time. Players need to plan the weapon combination in advance according to the battlefield situation.

The firearm modification accessories in this game have been slightly added

Thirdly, the side missions in this game have been significantly improved compared to the previous game, both in terms of quantity and quality. More than 50% of the collectibles on the game will have puzzle designs or even level designs, and will not simply be placed in an open space waiting for players to take them away. Especially the branch line of the treasure hunt game series in this game. Although it has already appeared in the previous game, most of the treasure hunt games in this game include an entire indoor level, and the puzzles are designed in a variety of ways. There are basically no duplicates, which is very rich. The game experience of this game also further improves the map density of this game.

The branch plot of this game has been significantly improved

After talking about these three changes in the system structure, it stands to reason that the game experience of this game should be significantly improved compared to the previous game. , but my actual playing experience feels that several ideas in this game are good, but they are not well implemented.

It can be changed, but only a little bit

Let’s take a look at the performance of the above three points in the actual game.

Firstly, although this game dismantles the protagonist's abilities, it does not add new abilities, and because the equipment columns of some skills conflict with each other, it is difficult for players to use a set of equipment to display all their abilities. At the same time, this game does not have a DIY suit design. Players who want to change equipment of different styles can only change it one by one, making the gaming experience a little more cumbersome. Generally speaking, this system does lengthen the process of the early growth stage, but its effect is very limited after the equipment is formed in the early and mid-term, and it cannot solve the problem of weakness in the mid-term of the series.

Secondly, as we all know, the silenced sniper has always been a god-like existence in the "Far Cry" series. In previous works, as long as I find a high point, my grandma can also use the silenced sniper to make a noise. Kill all enemies in the stronghold. Such an OP weapon naturally reduces the play rate of other weapons, and also reduces the fun of the game. In this game, Ubisoft has made three changes to weaken the silenced sniper. First, it adds an overheating design to the silencer. The overheated silencer will lose its original effect; second, when the player kills a silencer with a silencer, When an enemy is alerting another enemy within the range, the enemy that has not been killed will immediately discover the player's position and start to accumulate alert gauges; thirdly, this game greatly weakens the player's ability to see through enemies and detect the grenade range. is limited, and the detection range of the partner dog is also greatly reduced.

The effect of the same partner in the 6th generation is far weaker than that in the 5th generation

However, in the actual game process, it did not affect the strength of the sniper rifle. First of all, focus on the first point. , the overheating of this game is only related to the shooting frequency, but the sniper rifles in this game that can kill with one hit are generally bolt snipers and cannot shoot continuously, so this point is directly ignored; and for the second point, although the enemy will start to increase the alert gauge, the speed is not very fast. On the contrary, it can help the player lock the enemy's position. The player can leisurely pull the bolt and then snipe the next enemy; for the third point, In fact, whether or not to search for enemies in advance will only affect the player's killing time, but not the killing efficiency. In other words, not being able to search for enemies may make the player less comfortable, but it will not directly increase the difficulty of the game. With just a little more patience than the previous game, you can still easily use silencer to snipe out all the enemies in the stronghold.

As for the 49 unique weapons and more than ten wild weapons in the game, the former are just ordinary weapons with preset accessories. Although the latter have various weird effects, they are not toys in nature. It's on the heavy side. It was quite interesting when I first got it. But after a few enemies I got tired of it, because the killing efficiency and shooting feel of most of these gadgets are much worse than those of normal firearms. On the contrary, I think if I can Add the human partners in the 5th generation back, and then give them these wild weapons. It will be a lot of fun to see them fight with the enemies with these strange things.

The weapon arsenal looks flashy, but there are only a few that are useful

Thirdly, the treasure hunt game is actually the most outstanding part of this game, and it is currently The number is relatively small, and it does not cover all the collectibles. Moreover, the design of some puzzles seems very deliberate. They are just running around to find keys, without any deeper level design. But I believe this will get better and better over time. After all, this game has obvious improvements compared to Hall of Valor.

To sum up, this game has made improvements in all aspects of the gameplay, but most of them are superficial and have not been able to change the core experience. They only delay the burnout period that originally would come after 2 hours of play. It finally reached 10 hours, but unfortunately, the main storyline of this game is also 25 hours long. No matter how slow the player plays, they will always go through a highly repetitive gameplay process before completing the main storyline.

There are more toys, but most of them are disposable

Story experience

Another major feature of the "Far Cry" series is that each generation has a distinct personality. The villains, Van Si in the 3rd generation, Uncle Ming in the 4th generation, and the priest in the 5th generation all left a deep impression on players. The villain this time is Anton, played by the well-known actor "Uncle Fried Chicken". The plot setting is A ruthless dictator who preaches class antagonism and warlord rule and strives to "Makeyara great again".

Needless to say, the strength of the actor itself goes without saying. As long as Anton appears in the plot, it creates a sense of oppression.

However, this game is very restrained in the use of villains. There are only a handful of scenes in the main plot where Anton actually appears, and most of the time he only speaks harshly after the player kills his men. Then he disappeared silently into the story. This means that Anton in the actual game does not have the same sense of oppression as in CG, because Ubisoft did not design it as a gameplay to integrate into the player's gameplay. Although the plot of the 5th generation has been controversial, it is crazy Without exception, I am extremely impressed by the priest camp, because these characters will appear from time to time in the player's gameplay, giving players a "feeling of familiarity", while the villains of the 6th generation seem too distant.

However, the plot of this game also surprises me, which is the character design of the protagonist Danny. Although Danny is just a pure tool in the main plot, in daily play you will I found that she is actually a very interesting person who enjoys life. She will sing along to the radio while driving, she will whisper "I'm so awesome" after shooting the enemy in the head, and she will even perform in various side tasks. She told some funny jokes, which made me attracted to her unconsciously. These small details in daily life can make players feel more involved than cutscenes, because emotions themselves are slowly formed and will gradually dissipate over time. Those characters will not appear a few times in the plot. No matter how personal it is, it is difficult to make players feel involved.

Compared with the villain, the character of the protagonist Danny is more likable

Out-of-control gaming experience

Finally, let’s talk about this game again. One of the problems in the series is that the script performance does not match the player's behavior. Generally speaking, the game will sound a beautiful BGM during the lyrical section, and then perform a wonderful animation for the player. However, the script performance of this game is not fixed. It is integrated into the actual gameplay of the player. But the script performance is dead, and the players are alive. You will never guess what the players are doing when the BGM starts to be sensational. For example, in the most outrageous situation I have ever encountered, in the plot, I drove the bomber I finally got. I went to raid Anton's farmland. The first time I played, the plane crashed due to an accidental operation. After reading the checkpoint, my plane disappeared and the BGM disappeared. I could only walk on the huge farm. He used a flamethrower to burn crops, and the original excitement was gone.

There are many similar situations. I feel that Ubisoft is very careless in the performance. It does a very good job on the surface, but ignores the actual gaming experience of the players. To be honest, It is very regrettable.

In fact, the word "out of control" is also very suitable for the overall play style of this game. The flamboyant characters, silly stories, and Ubisoft's traditional BUGs all make it difficult to play from time to time during the game. There are some unexpected passages, which here refers to situations that the developers did not expect.

In addition, there are some designs in this game that are very confusing to me. First, the height of the airborne landing is lowered, but the direction the character faces after airborne landing is random. Sometimes the direction of my character is exactly the same as the target point. On the contrary, the sensitivity of the viewing angle drops significantly in the air, and after correcting the viewing angle, the character almost falls to the ground. Secondly, this game has significantly reduced the number of bullets in reserve. The default ammunition reserve for the assault rifle is only 120 rounds, which is only half of the previous game. Although players can use special equipment to increase the number of bullets in reserve, as mentioned earlier, this game is actually Players are encouraged to engage in head-on conflict. If players must spend several equipment slots on ammunition, it has limited the player's freedom in construction. In addition, the ammunition supply in this game has also been weakened. There are very few bullets dropped from enemies, and props cannot be replenished. Players must look for supply points everywhere during fights, which greatly reduces the pleasure of playing the game.

Looking for ammunition boxes everywhere has become a necessary part of the battle in this game

In fact, it can be summed up in four words, lacking polish. Coming up with a good idea is not difficult for Ubisoft, at least for Ubisoft Montreal, but how to perfectly restore the imagined scene in the game has always been Montreal's weakness. This sense of "out of control" accompanies almost all games. Ubisoft IP, you can say this is a "series feature", but I don't think this is a good feature.

Summary

When I evaluate games, I generally like to use "core experience" to define the quality of the game. Generally speaking, it works well, but Ubisoft's games do not follow this approach. , it is difficult for you to find a very good point from the "Far Cry" series, but it is also difficult for you to say that this series is very bad. He is like a hexagonal warrior whose attribute points have not been fully filled up. He has been exposed to rain and dew but no one is particularly outstanding. He seems to be as stable as the industry's standards for AAA games.

What I want to add here is that because I have played every generation of the "Far Cry" series before, I am already very familiar with this series and have skipped the "honeymoon period" in advance. If you are a new player in the series, Players will still feel very fresh when they first start an FPS open world game, and naturally they will rate it higher than me.

In addition, if you are a player who wants to get the ultimate experience in some aspects, "Far Cry" may not be suitable for you, but if you are a "I want them all" player, there is no better game on the market than "Far Cry" This is an FPS open world game with a richer gameplay dimension. Just as we jokingly call Ubisoft’s games “canned”, it’s not necessarily delicious, but it’s definitely filling.