Greetings and hello, this is my first review in a long time. Honestly, this has been floating in drafts for a while, in fact, it’s been so long that I wonder if it should be a throwback Thursday article. I won’t but I really should have written this years ago.
Far Cry 5, is an adventure game that I borrowed from my best mate. It was supposed to build on all the good things from Far Cry 4 but is now based in America. I’m pretty sure that no one cares if this review is spoiler-free or not but considering this is my first review in a while I am making no promises.
Graphics
The game is gorgeous, utilising the power of Playstation I can report I did not see potato people, nor blank textures. Even the villain, Joseph Seed’s snot gets some graphical power thrown at it (though why that was even there is another thing entirely). The doggo looks good, the vehicles render in smoothly and the water is pretty.
On the flip side, it can be a little buggy. Nothing horrendous, especially compared to other Ubisoft games (looking at you Assassins Creed Unity), but still you get the odd freeze or some stuttering.

Story
Off to American Farmland, we go! In Hope County, Montana, enters Joseph Seed, a preacher with a flair for the dramatic and a God complex the size of Big Sky Country. This dude is convinced he’s the chosen one (makes a nice change to me being the chosen one), destined to save everyone from “The Collapse,” a cataclysmic event that’s definitely not on anyone’s bucket list.
To achieve this noble goal, Joe started a little group called the Project at Eden’s Gate. Sounds super chill, right? Wrong! It’s less a congregation and more a cult of gun-toting fanatics with a serious case of the crazies (Totally different from regular Americans). They’re not exactly winning hearts and minds, what with their whole “forceful conversion” and “indoctrination” tactics.
The Seed family is the real star attraction. You’ve got Jacob, the “Soldier,” who’s basically a Rambo wannabe in charge of the cult’s militia. Then there’s John, the “Baptist,” a smooth-talking lawyer who’s better at acquiring land than saving souls. And let’s not forget Faith, the “Siren,” a flower-power hippie chick who’s actually a master manipulator, drugging folks into submission with her special blend of hallucinogens. This crew’s got it all: family drama, apocalyptic visions, and enough firepower to make the army blush.

But fear not, dear player, because you’re not alone in this wild west of religious extremism. You play as a rookie sheriff’s deputy, the only one with the guts (or maybe just the bad luck) to take on the Seed family and their brainwashed followers. And you’ll have plenty of colourful characters to help you along the way – from disgruntled locals with axes to grind to a survivalist nutjob who’s stocked up on enough canned beans to outlast the apocalypse.
Oh, and did I mention Hurk Drubman Jr.? He’s back, and he’s brought his explosives and questionable life choices with him. It’s a recipe for chaos, carnage, and maybe, just maybe, a little bit of salvation for Hope County.
Gameplay
This is a Far Cry game, so the gameplay here isn’t revolutionary by any means. It’s an open-world sandbox, though credit where it is due it is the most open of the Far Cry’s. After a brief intro, you’re free to explore Hope County at your own pace, with no hand-holding necessary. Want to chase squirrels instead of saving the world? Go for it! Feel like blowing up a cult outpost? Be my guest! This ain’t like the other Far Cry games – it’s a much more free-flowing affair.
Missions are handed out by listening to people you meet or rescue from the Path of Eden, which gives you a more immersive way to progress and gives you stuff to do.
While previous games kept you locked out with difficulty spikes in areas, Far Cry 5 throws away the map and says, “Go nuts!” It’s a refreshing change of pace, giving you the freedom to explore, experiment, and wreak havoc in your Montana open world.

Another aspect worth talking about is player customisation, for the first time you can customise the look of your player. In a first-person shooter.
I liked the idea but I think that one should have been thought out a little more.
The Far Cry formula is tweaked but it’s still good ol’ Far Cry fun, where you attack outposts, do side jobs and earn Resistance Points. This meter fills up per area and is something you need to fill up if you want to progress. Fair warning, if you fill-up the meter to a certain point, you will get dragged into a main quest mission, no matter what you’re up to. Another side effect is the effect on the area you are operating in, where things like more patrols, more varied enemies and airborne attacks. The airborne attacks are very annoying when you get caught, though this can be mitigated with ‘Specialists’.
A welcome addition is the ‘Specialists’ and ‘Guns for Hire’ provide some much-needed support. The Specialists have to be earned in special side missions and provide unique skills to aid you. Big shout out to the animal ‘Specialists’ that you can recruit. (I love you Cheeseburger!)
The Guns for Hire are more general support, found under the ‘Specialist’ gallery. They are welcome back up.
I’m going to mention the fishing. You have a rod, you can fish. Some fish are harder to catch than others. I’m just going to call it what it is, Filler. It’s there but it’s not groundbreaking or absorbing. Just something to do.
conclusion
This is a fun game, fulfilling the primary function of a video game. Is it a deep-thinking game? No. Is it breaking new ground? No. Is it a Far Cry game following the Far Cry formula? Yes. And that’s ok, a lot of the reviews out there have a problem with the formula, and I get it. You review as objectively as possible to not only give a fair opinion to consumers but also to maintain the standards of the gaming industry (which Baldurs Gate 3 showed is deteriorating) but for me, the game is formulaic and fun. And isn’t that what games are all about?
Hint and Tips
Some advice to survive America (in-game) and also topple cults (again, in-game):
- Don’t sleep on Prepper Stashes, these platform puzzles provide much-needed resources like ammo, cash and perk points.
- Complete Challenges to unlock more perk points. More perk points means you have access to helpful abilities, like picking up and throwing a grenade (I feel like I’d know how to do that if that happened to me but you do you Ubisoft) or the wingsuit (so very helpful for traversal).
- Outside your gus to hire are fighters, under the specialist. Make sure you upgrade these goons as they can help draw some fire at the very least.
- On the Guns for Hire system, the specialists offer unique skills that can help augment your playstyle.
- There are 3 animals you can recruit as your guns for hire. Definitely prioritise recruiting them and Nick Rye.
- On Nick Rye, he was my personal automatic pick as any air patrols were dealt with without me having to carry Anti-aircraft weaponry.
- People are worth saving, they propel your story and more importantly, fill up your map with things to do.
- All safes can be opened, if you have the right inventory or skills. Remote explosives are the least nuanced choice to opening them. You can also use a blowtorch, if you invest a perk point or a lockpicking skill, for a perk point.
- Keep in mind that your melee weapons can be thrown, keep it in mind when running through an outpost.
- Clutch Nixon Trials are some wild time-trial vehicle missions that net you some sweet gear and are so fun (and incredibly American).
- Even if you’re going loud, keep a silenced weapon so you can thin the herd or vary your approach. It’s a small mod but keeps your options open.
- As per Far Cry, tag enemies with binoculars and do your homework.
- Heavy units are a pain, as they are the walking definition of bullet sponges. Use explosives, molotovs and heavy takedowns.
- Save up perk points for the more expensive options.
- On perk points, prioritise something that will let you into safes and extra weapons. Also wingsuits are great but that is just my preference.