
Far Cry: New Dawn
If you bounced off Far Cry 5 from sheer formula fatigue, New Dawn won't save you. But if you left Hope County wanting more, this post-nuclear follow-up scratches that itch efficiently and looks surprisingly gorgeous doing it.
GamerScout Verdict
Best for Far Cry 5 fans craving closure and more Hope County sandbox time; newcomers should start with its predecessor first.
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About Far Cry: New Dawn
My first couple of hours in New Dawn felt like visiting a house I used to live in after someone repainted every wall hot pink. Hope County is recognizable, the bones are all Far Cry 5, but the world has been given a strange, almost pastel makeover after nuclear fallout encouraged nature to go completely feral. It is genuinely striking. That visual hook is one of the few things New Dawn does that its predecessor could not, and for a while it carries a lot of weight. Mechanically, this is still the Far Cry loop: outposts, side missions, wildlife encounters, and enough open-world busywork to fill a long weekend. The wrinkle New Dawn adds is a tiered weapon and enemy system borrowed loosely from looter-shooters. Guns and enemies fall into four ranks, and until you scavenge enough crafting materials and upgrade your home base called Prosperity, higher-rank Highwaymen will soak up bullets like nothing happened. Some players find this structure gives the progression a satisfying backbone. Others, myself included, find enemy bullet-sponginess the least fun way to communicate "you are not geared enough yet." Weapon customization itself is thin: you upgrade a gun for a flat damage bump, but you cannot freely swap attachments, which strips out the tinkering that made earlier entries feel more expressive. On the upside, Expeditions are a genuine addition, sending you to self-contained custom maps outside Hope County for high-value loot runs, and those optional missions have some of the tightest map design in the franchise. Outpost raids return with repeatable Ethanol rewards too, which feeds into base-building in a satisfying feedback loop, especially in co-op where the chaos of bringing a friend and a stack of explosives to a defended camp is as entertaining as it ever was. The story runs short, around ten to eleven hours for the main campaign, and the twin antagonists Mickey and Lou are serviceable but never unsettling the way Joseph Seed was. Seed himself reappears here, and those segments are where the narrative wakes up. The Highwaymen as a faction work better as a gameplay pressure system than as a story threat. The writing does not do much with the nuclear apocalypse premise beyond using it as wallpaper, and a handful of RPG-lite progression currencies edge uncomfortably close to padding that conveniently aligns with the game's in-app purchase hooks. That is a frustration worth naming plainly. Who is this for? Primarily Far Cry 5 players who wanted closure on that cliffhanger ending and another thirty hours in the same sandbox. The map reuse will feel lazy to anyone who did not already spend time in Hope County, but returning players will get a strange nostalgic charge from seeing familiar landmarks reclaimed by wildflowers and rusted metal. Players new to the series should start with Far Cry 5 first. New Dawn is a lean, functional spin-off that does one thing exceptionally well, making a post-apocalyptic open world look inviting rather than grim, and coasts on that visual identity more than it probably should.

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System Requirements
Minimum
- OS
- Windows 10 (64bit versions only)
- Processor
- Intel Core i5 2400 @ 3.1 GHz or AMD FX 6350 @ 3.9 GHz
- Memory
- 8 GB RAM
- Graphics
- NVIDIA GeForce GTX 670 (2GB) or AMD Radeon R9 270X (2GB) or better
- Storage
- 3…
Recommended
- OS
- Windows 10 (64bit versions only)
- Processor
- Intel Core i7-4790 @ 3.6 GHz or AMD Ryzen 5 1600 @ 3.2 GHz
- Memory
- 8 GB RAM
- Graphics
- NVIDIA GeForce GTX 970 (4GB) or AMD Radeon R9 290X (4GB) or better S…
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Game Info
- Developer
- Ubisoft Montreal, Ubisoft Kiev, Ubisoft Shanghai
- Publisher
- Ubisoft
- Release Date
- Feb 15, 2019
