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It’s well-worn and sometimes tired formula, but it is Far Cry. Far Cry games are about exploring an open world and tackling it through a mix of stealth, gunplay, and gadgets with a healthy blend of player-driven and randomized events. The season pass DLC not only fails what it means to be a roguelite, but also fails what it means to be a Far Cry game, too.
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Perhaps these more costly upgrades would be worth the cash if the game wasn’t as repetitive, but it can’t figure out how to make its gameplay loop engaging enough to justify the tedious labor behind its unlocks.
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There are persistent upgrades like being able to drive ATVs (or, in Seed’s case, ride horses) and reclaim lost cargo after death that slightly change the experience, but they’re locked behind absurd amounts of cash.īeefing up guns is more effective, especially on harder difficulties where enemies are frustrating bullet sponges, so there’s little reason to grind out these potentially more interesting perks. The perks littered around are either borderline useless or boring to the point of barely being effective so there’s very few ways to build a synergistic loadout. There’s a minor amount of variability within the weapons as their perks and attachments are randomized, but upgrading is hardly as rewarding as it is necessary. However, in Far Cry 6‘s DLC, every single run - even ones on higher difficulties - feels unmistakably similar because the level layout and aforementioned story-heavy diaries carry over.
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Hades and Returnal are both exceptional at creating narrative and gameplay hooks to make sure no two runs are alike.
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Roguelites and roguelikes are naturally built upon replayability and the best ones know how to change it up so players don’t mind repeatedly doing the same thing. There’s no sense of exploration after the first playthrough and it’s sorely missing the unpredictability of the genre that makes it such a thrill. Players can just beeline to their preferred gun and mindlessly shuffle to their next goal. There’s no form of procedural generation and means it is extremely repetitive to run through them more than once. These stages do not change with each run or death their geometry is set in stone. The surface-level description gives the impression of it being a decent roguelite, but the DLC trilogy fails two of the core pillars that the genre is founded upon: variability and the engaging hunt for new upgrades.
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RELATED: Far Cry 6 Update Adds Free Rambo Crossover Mission & Support for Third DLC
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Players then go through these worlds grabbing new guns, currency, and various perks to level up and face some ghost from their past. The trio all drop each villain into a striking and fantastical version of their game’s setting as they work through some form of trauma those main titles only touched on via apparitions that act as well-acted visual diaries. The cynicism stems from the cut-and-paste setup of all three, even if those setups are conceptually inoffensive.
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What could have been a deep, roguelite-infused mix-up that the Far Cry series sorely needed, instead became three pieces of DLC that were shallow, repetitive experiences that fell well short of their potential in the most cynical way. It ended on the worst Far Cry villain from the worst Far Cry game and with a formula that had already been driven into the ground with the two downloadable content episodes that came before it: Vaas: Insanity and Pagan: Control. Far Cry 6’s Joseph: Collapse expansion has finally released and marked the end of the game’s season pass.
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