Developer/publisher Format: Ubisoft (Toronto) Luna, PC, PS4, PS5, Stadia, Xbox One, Xbox Series
Origin: Canada
Release: October 7
Number six, then. Of the hundreds of games shown during E3 week, it was notable that Far Cry 6 was the highest-numbered new entry in any series. And coming after the repetitious Far Cry 5, and the somewhat ironically named New Dawn, Ubisoft’s shooter mainstay seems in need of fresh ideas, above and beyond the publisher’s usual tactic of relocating its open-world to a new corner of the globe.
Far Cry 6 does do that, of course, whisking us away to Yara, a fictional Caribbean island. It’s an excuse for some gorgeous scenery, bathed in golden-hour sunshine or pelted with tropical rainstorms. Think fluttering palm trees, winding dirt tracks, stretches of off-blue water dotted with the occasional spit of land – a classic Far Cry setting, in other words, one of the few things that ties the shooter’s modern incarnations to the Crytek original. Naturally, it’s bigger than ever before: Yara is a whole country, with multiple towns, “each with their own distinct personality, people and culture,” as the game’s narrative director and lead writer, Navid Khavari, explains.
“We studied everything from revolutions throughout history to protests in Venezuela”
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
NO MORE ROOM IN HELL 2
You're not alone in the dark
WINDBLOWN
Life after Dead Cells
COLLECTED WORKS - JOSH SAWYER
Journeying to the Forgotten Realms, Infinity and beyond with the RPG veteran
SCREENBOUND
Going deep in a mind-bending hybrid of perspectives
Trigger Happy
Shoot first, ask questions later
Grand strategist
Paradox's Mattias Lilja addresses the publisher's recent difficulties - and the plan to right the ship
Diablo IV
A progress report on the games we just can't quit
Ghosts 'n Goblins Resurrection
In Capcom's diabolical tribute, evil goes far deeper than the demons on the screen
SERENITY FORGE
How a near-death experience lit a fire in the Colorado-based developer and publisher
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image