
Lead the revolution in this first-person open world guerrilla shooter. Fight with improvised weapons, travel however you can, and build your rebel network to take down Castillo's regime.
Most likely between $2.2M and $6.3M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $5.99 | 71% | approximately $3.7M |
| Xbox | $5.99 | 0% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1666 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Самое убогое, ленивое, лгбтшная помойка на свете. Одни уроды на персонажах, неизвестный шизоидных гендеров, когда их всего 2, как и пола, какое сумасшедшие вообще делали эту игру? Это просто туалет на вписке.
其实还是有点好玩的。 当然,这个好玩,得建立在你愿意接受开放世界游戏缺点和育碧游戏缺点的基础上。 刨去那些极度极度灌水的占领点和找东西支线,所有带剧情的无论主线支线寻宝任务我觉得都还算有趣。我不知道远哭系列以前是什么样,但至少这一部,每个npc都很鲜活,有独立任务独立剧情,不是硬拖时间水时长的那种,是做完能让我记住这个npc的程度。而且主线也一直很清晰没有被各种支线冲淡,不会出现玩着玩着我已经不知道要干什么的情况。会让人恼火玩不下去的,实际上是像地图设计和刷兵机制之类的方面,以及针对以上方面的各种偶发必发bug。印象中一向只会做景不会做人的育碧,这次能把所有人物都做出活人感,属实难得。 最后建议,如果真的愿意玩下去,请放弃全成就全收集,对自己好点。最多找找全武器,做做寻宝游戏,然后跟着主线和人物支线走就是了。等级差距不会长时间过大影响打法。否则等你一路地图全清道具全收,等好不容易打完剧情,发现莫名其妙又要重新去打曾经打过的各种站点,你会有一百头草泥马想送给育碧。
Tento díl je tak trochu zvláštní tím, kde se odehrává "Kubu", ale stojí to za to. Hra vám nabídne obrovský prostor a velkou mapu, kde můžete plnit plno různých úkolů pro povstalce. Graficky se hra povedla a vypadá opravdu úchvatně. V některých momentech si člověk chrochtá blahem jak nádherně hra vypadá. Optimalizace se také povedla, protože běží i na slabších sestavách. Osobně tento díl doporučuji hlavně těm, kteří mají rádi sluníčko a celkově spíše tropické podnebí.
[h2][u]Far Cry 6: 105 horas de uma platina que testa a paciência.[/u][/h2] Far Cry 6 é divertido, tem um mapa enorme, bastante coisa para fazer e um arsenal cheio de possibilidades. O problema é que, para platinar, essa quantidade de conteúdo começa a trabalhar contra o próprio jogo. [b]Foram 105 horas no total,[/b] e grande parte desse tempo não veio de dificuldade, mas de [u]repetição, limpeza do mapa e tarefas extremamente específicas[/u]. Quando você finalmente termina a campanha, ainda existe uma quantidade enorme de coisas para fazer antes de considerar o jogo realmente concluído. E então vem a parte que mais me incomodou: [b]as Insurgências[/b]. Para conseguir a conquista relacionada aos líderes insurgentes, você precisa derrotar três deles, mas o sistema originalmente coloca [u]um líder por semana[/u]. Ou seja, sem utilizar métodos alternativos, isso pode significar semanas de espera apenas para uma conquista. Também existe a conquista de capturar uma base com um parceiro de cooperação, então é necessário [b]mais 1 jogador[/b] para fechar esse requisito. Felizmente, essa é rápida de fazer, mas ainda é algo que você precisa organizar antes de terminar a limpeza do jogo. [h2][u]Não é uma platina difícil. É uma platina cansativa.[/u][/h2] Far Cry 6 tem muita coisa boa, mas depois de dezenas de horas você começa a sentir que está apenas marcando tarefas de uma lista. [b]O jogo não me venceu pela dificuldade, me venceu pelo desgaste.[/b] Depois de 105 horas, minha conclusão é simples: gostei de jogar Far Cry 6, mas [u]não gostei de ter que platinar Far Cry 6[/u].
Прошли с другом Марюсом! Кайфанули! Отличная игра! Джанкарло Эспозито хорошо сыграл! https://steamcommunity.com/sharedfiles/filedetails/?id=3186187140
It’s a shame that brain-dead monkeys are running this company. I ran into about 5 bugs in the first 5 minutes of the game.
А начиналось-то красиво... Тропический сеттинг с латиноамериканской атмосферой, большой открытый мир, куча точек интереса — всё это поначалу вселяло надежду. Но чем дальше проходишь по сюжету, тем больше игра начинает приедаться: унылая динамика перестрелок, во время которых НПС перемещаются словно валенки и ты не ощущаешь никакого драйва, плюсом к этому — идиотская система патронов для бронированных и незащищённых целей, однообразные точки интереса, персонажи, с которых ловишь лютый кринж, отсутствие синхронизации достижений в КООПе и просто УЖАСНЕЙШИЕ миссии и их постановка. Смотришь катсцены или слушаешь диалоги — и складывается ощущение, будто смотришь фильм категории Б, снятый за одну бутылку водки и палку сырокопченой колбасы
I love video games. I dedicate every day of my life to them. To me, they are a sublime form of art and beauty: the highest level artistic expression has reached. But there comes a point in every cultural industry where repetition ceases to be an artistic strategy and becomes a pathological diagnosis of a deeper condition. It no longer signals continuity; it reveals exhaustion. Far Cry 6 must be read precisely in those terms: not as an isolated product with design flaws, but as a symptom of a broader transformation in the logic of contemporary video games. Since Far Cry 3, the series had built a recognizable identity around a simple yet powerful premise: "the fantasy of individual power within a hostile environment" Progression was not based on numerical abstractions, but on practical mastery-pattern recognition, precise execution, improvisation under pressure. The experience was grounded in a form of direct agency, where every action produced an intelligible consequence within the game world: "a sniper headshot was a sniper headshot!" Far Cry 6 breaks that foundational contract. Now, you may need four or more shots to kill a generic enemy in the head. I. The Quantification of Experience and the Loss of Meaning: The introduction of RPG systems-levels, weapon rarity, health bars-is not merely a mechanical expansion, but an ontological mutation of the ludic object. The enemy ceases to be an entity situated in the world and becomes a quantifiable magnitude: a reservoir of hit points to be depleted, a bullet sponge that absorbs headshots. The effect is not trivial! When a headshot ceases to be decisive, the game undermines its own internal coherence. Action loses its meaningful character and becomes procedure. It is no longer about acting correctly, but about accumulating sufficient damage. This shift can be understood within a broader framework: instrumental rationality applied to game design, where every experience must be measurable, scalable, and optimizable. Yet in this process, what is lost is precisely what gave action its meaning: its irreducible quality. It is important, however, to acknowledge a counterargument: these systems increase accessibility, allow for diverse playstyles, and broaden the player base. But this inclusivity comes at a structural cost. By homogenizing experience into quantitative terms, the game dilutes what once made the series distinctive. Inclusion is achieved at the expense of identity. II. Repetition, Variation and Simulation Without Progress: Repetition is not inherently a flaw; it is constitutive of video games as a form. The issue in Far Cry 6 is that repetition has been emptied of meaningful variation. Missions (eliminate targets, destroy infrastructure, burn crops) do not generate new experiential configurations but reiterate a closed structure. What emerges is a troubling phenomenon: a simulation of activity without real transformation. The player is constantly acting, yet these actions fail to produce qualitative novelty. Time invested does not translate into real experience, but into accumulation and consumption. This design responds less to an aesthetic logic than to an industrial one: maximizing player retention time. Thus, a form of entertainment is configured that seeks neither artistic intensity nor transcendental meaning, but quantitative duration: spending more time doing the same actions, now artificially prolonged-where one headshot once sufficed, now four are required. III. The Open World and the Reduction of Space to Interface: The world of Far Cry 6 is vast, but that vastness lacks density. It is expansive in metric terms, yet poor in phenomenological ones. Here, the distinction between scale and depth becomes crucial. An open world, in its fullest sense, should constitute a horizon of emergent possibilities. Instead, the space is presented as a matrix of predefined tasks. The player does not inhabit the world; they traverse it as one navigates an interface. Exploration is reduced to optimization. Freedom becomes the selection between pre-structured options. In this sense, the world ceases to be a space of experience and becomes a system for distributing repetitive, empty activities. IV. The Infiltration of the “Game as a Service” Model: Although Far Cry 6 is not formally presented as a live-service game, its internal architecture clearly reflects the influence of this model. Systems of cumulative progression, standardized interfaces, and structures designed to prolong interaction rather than intensify it. The reference to Destiny is not incidental. This design paradigm has redefined success in the industry, shifting the focus from closed experiences to continuous engagement. Yet in adopting these structures, Far Cry 6 becomes trapped in an intermediate state. It lacks the systemic depth of a service-oriented game while also losing the coherence of a self-contained narrative experience. The result is a structurally unstable hybrid, marked by a persistent sense of emptiness. V. Narrative, Politics and Symbolic Emptiness: The presence of Giancarlo Esposito suggests a narrative ambition the game ultimately fails to sustain. The antagonist does not structure the experience but appears sporadically, without generating sustained or meaningful tension. More significant is the treatment of its political dimension. A story about overthrowing a dictatorship necessarily implies a stance-clearly echoing Cuba. Yet the game systematically neutralizes its own content. Politics is reduced to empty aesthetics: recognizable signs without interpretive commitment or corporate willingness to take a clear ideological position. Once again, a kind of fragility emerges-a reluctance to challenge, to offend, to assert. This produces an effect of symbolic emptiness. The narrative does not construct meaning; it only simulates it. VI. Alienation and the Loss of Identity: All these transformations lead to a deeper conclusion: Far Cry 6 does not merely alter its design-it loses its identity. It becomes a product aligned with external forces-market trends, metrics, retention models-rather than responding to an internally coherent logic. In this sense, we can speak of alienation: the game no longer belongs to itself. Its form no longer expresses intention, but adaptation to market logic. Conclusion: From Experience to Consumption: Far Cry 6 does not fail due to technical shortcomings or lack of resources. Its problem is structural: it is an object designed under multiple incompatible logics, none of which fully prevails. What is at stake is not merely the quality of a single title, but a transformation in the very nature of video games as a medium. When design becomes primarily oriented toward maximizing consumption time, experience loses its meaningful character and approaches a form of repetitive occupation—one that produces not aesthetic enjoyment, but a kind of mechanical nausea. It would be inaccurate, however, to extend this critique indiscriminately across the entire industry. There remain spaces (particularly outside the AAA circuit) where video games continue to explore their potential as an artistic medium. Precisely for this reason, Far Cry 6 is significant: not as a universal rule, but as a paradigmatic case of a dominant trend. The question it leaves us with extends beyond this game: "What kind of experiences are we designing when the goal shifts from intensity and meaning to mere duration-empty, repetitive duration?" In this transition toward market-driven logic, the real risk is not simply that we stop playing as we once did, but that we stop finding in games something worth experiencing as art. We, as players, do not want to be turned into Sisyphus: Sometimes we just want something as simple as a sniper headshot being just a sniper headshot.
The gunplay is pretty bad at least the 4 hours I got into it. But what made me stop playing was the horrible enemy spawn rates. I freed some prisoners on some intersection and in a matter of seconds I was surrounded by random trucks and cars, not hunting me just driving and happening to see me. It is unbelievably annoying and sucks the fun out of this game, I wanted to see where the story goes as I do like the actor portraying the villain, but I just cant
Far Cry люблю, игру пройду, но это невероятного качества высер Неписи тупее чем в любой другой игре Точки интереса ♥♥♥♥♥ не интересные Открытый мир, закрытый ♥♥♥♥♥, потому что половина локаций квестовые и это абсолютно никак не понять Казалось бы зенитка, нужно уничтожить НО Во время одного квеста, зенитку удалило с мира, а после квеста, по тебе ебашит не существующая зенитка В другой ситуации, зенитка находится на абсолютно закрытой локации и ты как ♥♥♥♥♥♥ окунь долбишся в закрытые двери ебучего форта, где нету ни одного ЕБУЧЕГО прохода, потому что КАКОЙ ТЕ ЕБЛАН ПОСТАВИЛ ЗЕНИТКУ НА ♥♥♥♥ СЮЖЕТНЫЙ ФОРТ! ♥♥♥♥♥? А ну да Ещё тут есть баги Хуевый гей дизайн Система РАНГОВ которые дают ♥♥♥♥♥! То есть даже лутать этот дерьмовый мир смысла абсолютно 0! Сюжет дерьма, с мотивацией говна, аутистами в главных ролях и никчемным антагонистом И ДЛС как вишенка из говна на куче говна Как сказал один мудрый человек ,,Ни один компьютер в мире, не заслуживает, чтобы на нём было установлено дерьмо от ЮБИСОФТ,,