

There were nine Guns/Fangs for Hire (NPC companions) to unlock in Far Cry New Dawn, and some had better abilities than others.
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Both outposts and expeditions were like mini missions where I needed to solve the problem of how to complete my objective without alerting the Highwaymen. Thankfully, I enjoyed the increased challenge of taking an outpost back for the second or third time. Liberating outposts, along with completing expeditions for crafting supplies, was the main way to unlock better guns.

They’d beef up defenses, meaning the outpost moved to level two. Outposts started at level one and, once liberated, could be looted for more ethanol, delivering the location back into the hands of the Highwaymen.
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To take on tougher foes, I needed to upgrade Prosperity, requiring ethanol found by liberating outposts. Perhaps possible, but I knew when to walk away and avoided those who could squash me like a bug. Trying to take down a level-one enemy with level-one guns was reasonable but trying to take down an elite with level-one guns was nonsense.

Cap’s guns and vehicles were given a rank that mimicked how enemies were categorized. This is where the light RPG approach came into play. My character’s weapons started at level one. They were level one, two, or three, with the most formidable foes being elites. It didn’t take long to run into danger, and there was familiarity with how the gun play felt, but also a necessary adjustment when it came to engaging enemies.
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Soon I was free to do as I pleased, so I went for a walk toward a waypoint that led to a mission. For example, upgrading my workbench with ethanol was how I unlocked access to better guns to take on tougher goons. Ethanol was used to build better accommodations for specialists, and in turn they offered upgrades and better gear. These Specialists and their departments required ethanol, the backbone of the economy in Hope County. Some were present from the start, but others had to be recruited through side missions. It had walls to keep the Highwaymen out, and specialists that each ran different parts of the operation. My journey began in Prosperity, a base set up by some allies. Following a prologue to showcase basic gameplay and introduce the Highwaymen as the bad folk, Cap was set free in Hope County to explore and kill at will. The system didn’t need to be too complex, though, since Far Cry New Dawn was almost entirely first-person. The choice to play as male or female was present, and there were minor customization options for appearance, such as hairstyle and clothing. In Far Cry New Dawn, I stepped into the shoes of a new character often referred to as Cap, short for Captain.

The early vibes had me thinking Hope County was better than ever, but it wasn’t all sunshine and rainbows in Far Cry New Dawn following nuclear winter. Weapons and vehicles are seemingly held together with duct tape, and the region’s wildlife looks like the result of a bad trip on Bliss. A once modern world has taken a post-apocalyptic turn. A lot has changed in Hope County since nuclear detonation, but those that recall the events 17 years prior will see familiarity when they step back into Montana.
