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#mostly I’m just going to pretend most of the region and it’s quest didn’t exist
adoptanarchon · 2 years
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veinereastath · 4 years
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Far Cry: New Dawn was a disaster, and here’s why.
Okay, just to be clear - this is my personal opinion, not pure, cold facts that I’m trying to push down people’s throats. I just felt the sudden urge to break down piece by piece my utter hatred towards this game. So, let’s go. What exactly went wrong with it, and why Far Cry 5 was way better? I will try to present my ramblings and point of view by putting both of these games side by side. So, when reading every sentence in this... thing, add in your head a “it’s vei’s opinion” bit to avoid misunderstandings. Thanks in advance! First thing, to make everything clear - Far Cry 5 was not a perfect game. No, actually, it was far from so; there are many games much better plot-wise, with more entertaining gameplay, bigger world, more interesting side quests and so on. But, one thing for sure, this game has a spirit, an unique aura that makes many people want to come back to it and replay it over and over. The way Ubisoft portrayed Hope County is absolutely fantastic - the music, the landscapes, the characters. It was something new, something fresh, and despite quite a lot sceptical voices when the first trailers came out, it turned out really well, and in general, people really liked this game, or loved it even. Yeah, some people hate the endings, the fact that every single one of them is bad one way or the other and that you can’t basically win (I always thought this was fantastic, because, hey, you can’t be a perfect hero every time - even so, I love how this game, Seeds especially, mock the “hero attitude” that protagonist tries to have). But even so, Far Cry 5 was mostly a success, right? And the canon ending when the nukes get dropped seemed to leave a perfect opportunity for a sequel. So, what could go wrong? Well, about that...
1. How long is this game? New Dawn is short. It’s fucking short, because I installed it right after it became available (fun fact, this was the first and the last game I ever pre-ordered, so imagine how excited I must’ve been), and started playing it as soon as I could. In my case, it was around 2-3 am. I had a break then, woke up at 7 am and continued playing. I was playing it slowly - completing the side quests, because I wanted to know what has changed in Hope County, and, of course, I was looking for some easter eggs regarding the Seeds (surprised pikachu - there weren’t any, Old Compound, John’s bunker and Ranch are too obvious).  Took me around 5 hours to move on and actually start playing the main story. I was pretty sure that it will take me at least 10-15 hours to complete it (why was I thinking so, don’t ask me, I guess I still have way too high expectations after what Witcher 3 expansions have shown me). Again, surprised pikachu! I finished the whole game in 16 hours. Sixteen. Including liberating all the outposts (1 star in each, didn’t bother to get 3) and finish all side-missions + driving around the County just to look around. The hell? And it wasn’t a DLC? Just for a little comparison, because, yes, FC5 can also be completed pretty damn fast if you rush it, but my 1st playthrough of it, with all the quests and admiring the landscapes took me 33 hours. Which leads us to the next point on this god forsaken list, and that is... 2. The map.
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The next reason why I am shocked this game wasn’t a DLC - the heckitty hecck they did with the map in New Dawn. Radiation zones? Sign me the hell up, they make sense, are cool and stuff, but adding them just so you could bite off half of the original map is stupid, and extremely lazy thing to do. Okay, you can take off some parts, but if you’re doing so, add something new - some new paths, caves, mountain routes, something. And no, expeditions don’t count. To make it worse, the parts that were deleted were one of the best parts of the FC5 storyline. Faith’s Gate, Drubman’s Marina, Jacob’s Armory, Wolf’s Den, and the fucking Veteran’s Center. The opportunity to make this a haunted location with an entertaining quest in it was HUGE and it was absolutely wasted. It’s not like they couldn’t done it, we’ve got the mission in old Joseph’s statue, and the crocodile pikachu in Inquisitor’s Grave (which, by the way, shouldn’t actually exist - this bunker was blown up to pieces, but it seemed pretty decent in New Dawn, there are barely any sings of explosions, not to mention that “The Confession” room is untouched!). You bought this game with an intention to actually go back in time and find out about something that FC5 didn’t tell you? Kekus maximus, you don’t. Have some photographs instead (which are a nice addition, but seem lazy). To give this post even more personal hatred - I really don’t like the Henbane River region, so you could literally hear my heart breaking when I saw that we got 50% of the River, 80% of the Valley and 10% of the Whitetails, which were my absolute favorite. So fun!
3. The Villains. I must admit, in the trailers, back when the hype for this game was insane, Mickey and Lou seemed to be quite interesting. Even though back then it was obvious that Highwaymen won’t have that kind of depth that Eden’s Gate had, it was still something I was looking forward to, even though those vibes aren’t really my cup of tea; but most of my excitement was born from my love for Far Cry 5, so if course I had to try out the sequel. So yes, the trailers were quite nice (just not the live action one - that was a fucking disaster, and killed my hype for a few days afterwards).
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Mickey and Lou were quite fun, but to little extent, sadly. I liked their sister-sister dynamics, they really seemed close, and it was nice that shey were so different from each other - Mickey was more calculating, while Lou was living for the action and brutality in itself. The Highwaymen as a faction in itself wasn’t really that great for me, because their only purpose was to cause mayhem, and I simply don’t like something like this. But the sisters were something different, right? No, they weren’t, and that’s the point. I felt like there was little to no depth in their actions - it was all for fun, and I find this just boring and pointless (pr maybe I’m the boring one). I know that this is often how the world works - people take and destroy simply because they can and because it’s considered cool. We suck as a species, that’s official and well known, but I expected something more entertaining from a videogame. Maybe I shouldn’t, but I did. And Mickey and Lou were literally Highwaymen members with a VIP crown above their heads and nothing more. They left their mother? Okay, that is something that could lead to other interesting things. They killed their father for power? Huh, alright, I can work with that. The point is, it didn’t give them that much depth, their main purpose was to plunder everything. Which would be all good and nice if they were some kind of a side-faction. But this was The Villains™, and I wanted to feel something more towards them. And to be honest? I didn’t even hate them. I felt absolutely nothing, they just existed and I didn’t care, because they didn’t make this game interesting. What I will say now may sound brutal, but I will say it: I don’t consider two young people (they were around 19/20) just wanting to blow everything up “for lulz” a good villains. I fucking don’t. It was a huge downfall after what FC5 has given to us. I was just so bored when fighting the Highwaymen, because they were shallow, and their personalities were only focused on one thing. 
Of course, there is also Ethan. Yes, I hate him (he even has a very punchable face, what a coincidence!), but I admit he was somehow a nice touch in this game. Yes, he was a prideful, irritating kid, but while I was just utterly bored by the Twins, Ethan actually managed to make me hate him. The only thing that I’m quite bothered by is that I don’t believe that he’s actual, biological son of Joseph. To put it shortly, and say it louder for the people in the back - The Twins were just meh. Boring. How was the situation in FC5 better? Oh boy.
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Putting their obvious... Attractive physical appearance aside, and focusing purely on their personalities, because that’s what I’m trying to explain - they were something else, and something new. Ubisoft took a risk with creating four villains for a single game, because it’s extremely hard to give each one of them the screentime they deserve, and make them interesting and unique. Did FC5 succeed? In a way, yes. I’m not saying that Seeds are absolutely perfect villains (they aren’t), but they can eat Twins for breakfast and still stay hungry. To show you what I mean, have some short descriptions: JOSEPH: Cult Leader, “The Father”, a person who claims to hear the voice of God himself. Someone from a broken family and difficult life, who was in prison (according to song dedicated to him), lost one job after another, lost his wife, killed his daughter, and then formed a religious cult. JACOB: military veteran suffering from PTSD, with a massive knowledge about history and psychology, someone who literally brainwashed nearly half, if not more of the County, and manages to combine religion (something he clearly isn’t really fond of) and personal, darwinistic look on life. JOHN: former lawyer, a person skilled in adapting to any environment, charismatic manipulator abused as a kid, forced to spend most of his life pretending to be someone he hated to be, battled with addictions, emotionally unstable and with sadistic outburts. FAITH: young woman devoid of purpose in life, also battling with addictions in the past, probably on the verge of suicide at some point, who was manipulated (and quite possibly drugged) in order to comply; a broken girl hiding her pain behind lovely smiles. Sounds pretty diverse, right? And I bet that at least one member of this family was somehow entertaining for everyone. Now, here’s what New Dawn has given to us: MICKEY: the more calculating sister; young girl who followed her father and chose brutal life, creating entertainment for herself by making others suffer. Shows some kind of regret when you defeat her by the end of the game. LOU: the more brutal sister; young girl who followed her father and chose brutal life, creating entertainment for herself by making others suffer. Doesn’t show any regrets towards her actions.
And honestly, that’s it. I really tried to write something more for the Twins, but I couldn’t put my finger on anything. That’s all we know. And yes, I know that there is a major difference between them and the Seeds, which is the age gap - FC5 villains are simply older and have more life experience, but honestly, this doesn’t make it better. Mickey and Lou could have much more depth and be far more interesting despite them being young. Age is not a problem in such a case. I suggest to compare Mickey and Lou’s descriptions with the Faith one, since she’s just few years older. There is a difference, isn’t it? And even when playing both of these games, the Seeds just seem to be better developed than the Twins. Ubisoft did something weird, because they managed to focus on four villains and make each one of them interesting in their own way, but made just two main villains flat, and nearly identical. 4. Radio calls. This is a continuation of the point above, because it’s also something I wanted to point out and is connected to the villains of both games. The things you can hear directly from The Twins can be mostly described as “hey rabbit, you’re pissing us off a bit”. Same with the things they say at outposts and direct them to the Highwaymen - it’s always about the same thing, and there isn’t a single line that I found interesting or worth remembering (okay, my bad, the fact that Mickey and Lou seemed to be dissapointed after Nana chose to stick with the Captain rather than them was a nice touch). Meanwhile, I can recite most of the dialogue lines from the Seeds from my memory, and it’s something I could do after 2 playthroughs. They seem to be on a whole different level - and yes, it is true that to some point, the “rabbits” thing is similar to “the weak” theme of Jacob, or “the sinners” in case of John, but it didn’t seem to be that much tiring to hear about. Faith’s radio calls were interesting, because with each one of them you could hear her demeanor towards the Deputy changing - in the beginning, she was friendly, but after you destroyed Joseph’s statue, she was scared, and at the final confrontation - maliciously hostile. Jacob started his radio calls history with a threat towards you, and kind off keeps that all the time, but the closer you get to the final meeting with him, the more... Okay, how the fuck do I describe it in a non-thot way amused (I guess we can call it this way?) he sounded. He was still far from friendly, you still didn’t have any doubts he’s your enemy, but there was something in those radio calls, something that suggested he actually sees the Deputy as something more than just enemy, as a tool he crafted all by himself and he was proud of it. John welcomes you with this cheesy ad at the beginning of the game, and as time goes on, he goes even more obsessed with making you atone and confess; not to mention his absolutely fantastic reactions to stealing his house and destroying his sign. His calls are something unpredictable, because once he’s all official and charismatic, but suddenly he switches to this ominous mode that actually makes you want stop for a bit and look around you, as if he was lurking somewhere. To sum it up, this game made you feel like if you were actually developing some kind of a relationship with each one of the family member. But the radio calls from the Twins seem to be always the same, it’s all about “rabbits” and “problem solving”. Yes, it might've been better if only one sister was all about it, and the other one had something else on her mind, but making them nearly identical was a lazy move.  5. Landscapes.
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Far Cry 5 was amazing, because every region was different and had something else to offer. Henbane River was full of Bliss, which created weird hallucinations, Faith dancing around you was also pretty interesting addition, and The Pilgrimage was also a nice touch (I recommend going with it, it’s a really nice experience, actually). Holland Valley was the pure definition of Montana countryside, and it felt fantastic to walk around and see those little farms, cows, windmills and so on. Whitetail Mountains were also something unique, with less open spaces, a huge amount of wildlife, combining massive mountains with deep forests. And even though the colors of this game could be simply described as beige-green, I didn’t really feel bored when wandering around. New Dawn had a cool concept, actually - makind the post-apocalyptic world colorful, instead of making it a grey wasteland was something new and I was excited. And, honestly, I really liked how it all looked like during the first 2 hours of playthrough. After that... I was just so done. The pink colour in itself wasn’t bad, really, but the way they added it everywhere made me feel sick. Those flowers were nearly everywhere and they were always the same. And while I love screenshoting landscapes in games, New Dawn didn’t really felt like something I wanted to spend time on. I like to admire the views of FC5, but not in ND. Combining the small as hell map with nearly the same flowers on your every step was a bad solution. 6. Other. To mention other things - well, I guess we could mention the music, but I feel it isn’t fair, actually. Both games did this well in some way, FC5 songs are certainly something unforgettable, and I mean both the cult ones as well as the OST. New Dawn did what it could - gave Highwaymen music that fits them. The OST, however, isn’t that good. Maybe because it just doesn’t feel unique to me, while the different type of music in each region in FC5 is, for me, unforgettable in many ways.  I won’t really talk about The Deputy >> The Judge metamorphosis, because everyone sees it in a different way. I personally don’t consider it as a bad thing, it’s quite a nice plot twist, and I like it (even though I went with a totally different path with my deputy OC).
Okay, I think it’s time to get to the main point. Why I consider New Dawn as a disaster? The Villains were devoid of any depth and felt exactly the same, the map was small as hell, the story was way too short (and these two things should be enough to make this game a DLC, not an actual installment of the franchise), the landscapes were repetitive, 90% of what was left from FC5 (locations, for example) didn’t get a chance to shine. Just imagine how much more entertaining this game could be if we would find some old recording of the Eden’s Gate songs somewhere. If there were mentions of some terryfingly huge wolves roaming around, if the members of Prosperity actually mentioned something about John Seed (which house they are living in!), if we could visit the remnants of the Faith’s Gate, hear the ominous “Only You” when approaching the Veteran’s Center and read some old notes about experiments that were happening in there, and so on. Basically, the main opportunity that got wasted was focusing on continuating FC5 legacy in a more respectful way. The things I mentioned above seem like small details, but they really could make the experience something else entirely. So, yeah. I hate New Dawn, in case someone didn’t notice. :)
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i would kill for some fail bros headcanons
[Hey, Anon! I'm kind of passionate about these three, so I'm giving you a heads up that this one is kind of long. Hope you enjoy~]
From a “nation” standpoint, England is the eldest of the three. He recognized his spark of sovereignty when King Ecgberht ascended to the throne of Wessex in 802, who would later go on to claim Kent, Sussex, Surrey, and Essex as part of his kingdom; Ecgberht is often regarded as the “first king of England.”
For Denmark, his sovereignty came with the crowning of King Harald Bluetooth around 950, who completed the goal of unifying the region into a single state. Before that point, Denmark existed more or less as a smattering of small communities led predominantly by local chieftains.
Prussia didn’t fully recognize his sovereignty or nationhood until around 997, when the Aesti- Old Prussians- slayed  Adalbert of Prague, a missionary who had been sent by Polans to try to convert the “heathens” to Christianity. It was only one of many attempts to conquer the Prussians, but with Adalbert earning a martyrdom, and such a blatant show of sedulous autonomy, the first spark of nationalism truly ignited.
Not that much of this mattered in regards to their friendship though. 
Through the Saxons, Arthur and Gilbert had been friends since the 700s at least, and Arthur and Mathius had known each other for even longer, the Jutes having first made an appearance on the Isles around late 400, when Arthur was still part of Rome’s territories. Mati and Gil were practically next door neighbors; I wouldn’t be surprised if Germania had pretty much raised them together.
Despite a lot of shifting borders and conflicts of interest- like Denmark ruling England from 1013-1042, or how Denmark lost both Holstein and Scleswig to Prussia in 1864, and England and Prussia’s on-again, off-again alliance- they’ve remained fast, firm friends for centuries.
Truth be told, I think Mati was the one to get Artie so addicted to sailing, most likely dragging him on a few coastal raids back in the day.
Hamburg is one of their favorite meeting places. Initially, it was more convenient for Gil and Artie, as it was one of the central cities in the Hanseatic League, but the real draw came with the 1500s, when there were over 500 breweries for them to sample. These days, it’s more nostalgia that keeps drawing them back.
Actually, this is part of a tradition that still stands to date; with some rare exceptions (like this one tavern on Bornholm that’s been serving the same Brennivin recipe for the past 463 years), they rarely go to the same pub, distillery, or brewery twice. There are just so many of them.
These three try to meet up at least one weekend a month, if not more. Gil has it a lot easier working out his schedule these days, for obvious reasons, so normally he will crash with either Mati or Artie and the other will show up when they can.
Friday nights are usually their “drink nights,” and they’ll usually bicker for a good hour about which pub or club they want to try; all of these nerds had lists ready of venues they had looked up in advance. They also spend another hour or so bickering about which of them has the best beer.
When they’re together, they completely shrug off their more responsible images- Arthur in particular seems almost a 180 degree shift in personality. Around most nations, he tries to keep that prim and proper persona, but… Mathius and Gilbert are not most nations.
These three have crusaded to the Holy Lands together, harassed most of Northern Europe together, even spent a few precious months pretending to be humans and traveling the world together. They’ve sworn blood oaths under scarlet skies, literally sewn each other back together on occasion.
They really share most everything with one another- from matters of the heart to political problems to those dark desires they really can’t tell anyone else about- knowing that anything shared among them will never be discussed outside of their circle.
Usually, they don’t let themselves get drunk. But really- They don’t need alcohol to become total hooligans. Mathius is naturally high energy, and with Gilbert’s simmering competitiveness and Arthur’s pride keeping him from ever backing down from a challenge…
The shenanigans these three get up to can range from pranking Mati and Artie’s former colonies to strip karaoke to sometimes, quite literally, painting the town, and then some.
They have a few reprimands for breaking and entering, and perhaps there were one or two cases of arson, or a few protests that got a tad chaotic… 
Despite having more than enough beds for each of them, they usually end up falling asleep in a giant heap.
Arthur is loath to ever actually admit how safe he feels knowing the other two are there to watch his back, though Mathius is always very open about actually expressing the exact same sentiment.
Gilbert is usually the last one to drift off and always the first to wake up; he mastered some killer hangover remedies a few decades ago, and while he knows the others are perfectly capable of making breakfast without burning the house down, it’s his way of showing how much he cares.
Sometime after they’ve nursed the remnants of their hangovers, they usually go shopping for food together, all of them chipping in on a big dinner for that night.
Said shopping trips go about as well as you’d expect: Artie usually pretends he has no idea who Gil and Mati are as they piggyback through the aisles, Arthur and Mathius bicker constantly about the proper ways to eat eel (which always traumatizes Gilbert), and Prussia constantly is making bad puns with England about the different brand names, much to Denmark’s irritation because he can’t quite keep up. 
Just fucking getting to the store was a quest on its on; buying themselves actual food before getting kicked out is another challenge entirely.
They absolutely are down for cultural and music fests, theatre, boating, or even just reading together.
They totally do LARPing together, and try to attend either ConQuest or Drachenfest each summer.
There is often an attempt to play football when they have an hour or so to kill, though it typically ends up as a brawl with two of them (usually Mati and Gil) starting a giant game of keep away against the other (usually Artie). They’ve lost count of how many grass stains they gained in the process.
They’re each hella supportive of the others’ interests, and often you can find them laying on the grass or a roof somewhere having long-winded discussions about the arts, literature, science, philosophy, and on one particularly snowy night in 1989- what happens when they die. 
In fact, the only two people Gil ever really confides in about his fears are Artie and Mati. With Ludbug, he just can’t risk the thought of hurting him or burdening him, and with Fran and Toni, he’s scared they’ll- He can’t always handle how open those two are with their worry for him.
He knows that Mathius and Arthur won’t pity him, per say. Bleeding hearts the three of them, but they know when, and when not, to show it.
Arthur and Mathius made it their goal through the entirety of the 1990s to make sure Gilbert understood just how damn important he was to them, stealing him away as often as they could get away with, doing everything from a sailing trip around the Orkneys (and annoying Alisdair to no end) to camping in Scharbeutz for two weeks straight to trying (and horribly failing) to form a band around ‘94. 
The band didn’t work out mostly because they all have different music tastes- Artie fell deep into the punk scene and never climbed back out, Gil’s taste falls somewhere between heavy and folk rock, and Mati is very passionate about symphonic and alternative rock. Also, meeting up for practices as frequently as they needed was nigh on impossible. Still, sometimes they do get together just to jam for a bit.
Mati and Gil are the only two people actually allowed to call Arthur by “Iggy" and not get a black eye.
They love playing board games with each other, everything from Cards Against Humanity to Crazy Cat Lady to Risk. They tend to avoid the latter however as they all get rather… intense with their gameplay.
Really though, all they need is a deck of cards and they’ll easily get invested into a game of Slap Jack or Go Fish.
I am willing to bet they swapped parenting tips through the ages, each of them freaking out because "holy fuck I am not qualified for this!"
They have several dozen inside jokes at this point, the kind that if one says anything they all eventually will succumb to tears of laughter.
No one else really makes Arthur laugh as quickly as those two, no one else really sees Mathius as pensive and philosophical, and no one else really sees Gilbert completely letting his guard down.
With each other, they are, have been, and always will be Arthur, Mathius, and Gilbert.
They trust each other unconditionally, and know that, no matter the politics, they’ll always be there to support one another, no matter how silly the shenanigans or serious the situation may be.
[This was so long, omg. Thanks for the ask, Lovely!
If anyone is interested in any sources for further reading on their own, let me know! I got quite a lot of this from textbooks, articles, and encyclopedias ^_^; ]
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