![]() There are perks and abilities attached to weapon mods and armor sets that mean your kit affects your damage, resistances, ammo carrying, and so on. ![]() There's an interesting change here though where your abilities largely come from your gear. The guns have a rattly self-made feel, with things like homemade laser pointer red dot sights and so on. The gunplay, when you unholster whatever you're carrying, is satisfying and chaotic. The bases and soldiers have a Far Cry 3 and 4 feel to them, while the way checkpoints dominate Yara's system of roads harkens back to Far Cry 2 – there's even city areas where you're able to holster your gun, much like Far Cry 2's ceasefire town of Pala. In fact, this instalment feels like it's cherry picked from the series history. Yara isn't quite as wilderness heavy as Far Cry 3's Rook Island or Far Cry 4's Kyrat, but not quite as modern as Far Cry 5's Hope County – its mix of jungles and mountains, cities, and organised military presence pitches it somewhere between the two ends of the spectrum. ![]() The jungle and predominant red accents of the Yaran soldiers colour schemes gives everything a bit of a Far Cry 3 vibe, and overall everything definitely harks back to the third and forth games. The basic action is very, very Far Cry – sneaking into bases to try and stealthily take out guards, disabling alarms, and then inevitably messing it up and shooting everything until the shouting stops. ![]()
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