
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
After starting to go through my backlog I thought to give this a try, and was immediately disappointed. But let me break down what I mean point by point. Starting off with the open world, sure it huge, but it doesn’t have much variety to it, check points are a good example of this as most check points have the exact same layout, with 3 to 4 enemies hanging around them and one “elite” enemy that is more of a bullet sponge than the others. Most points of interest follow this rule by the way, having a dozen enemies at a point and a few “elites” which makes some of the encounters feel too repetitive. Added with the fact they make you travel back and forth between mission objectives, making it feel more like padding than anything. Speaking of enemies, most enemies are either tissue paper thin or bullet sponges that can take multiple mags. The game makes a point of “the right tool for the job”, but it’s just better to stick to armour piercings rounds as it is effective on all enemies excluding vehicles, but as most enemies exit their vehicles to fight you, except tanks and air units, there’s little point in switching your rounds to other ammo types and just carry a rpg as a third weapon. Going into weapons, the game feels bland in this regard. It’s not bad per say but the way you unlock weapons is by clearing points of interest and opening a locked box that is determined by RNG if you get a weapon or resource, so most of the game you can be playing with a weapon you really don't care for until you find a one you like. Then we get into the upgrade system which basically boils down into, ammo type, silencer, scope, layer/side scope, and a few mods. One thing to note is for the snipers, I really don’t like the scopes, you mean to tell me that they made these huge maps but the broken phone I picked up in the beginning of the game has more zoom than the end game scopes, where the 10X zoom on the best sniper looks more like a 4X zoom in any other game. Plus apparently everyone has 500/20 vision, because if they notice gunfire they immediately can lock on your position regardless if you’re over 70 meters away, in the dark, on top of a mountain side, covered by trees. These issues pile up and compound into a bland mediocre game at its best of times, but more often than not it just annoys and frustrates you the longer you play.
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.
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.
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,,
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.
Just buy older Far Cry game, don't buy this. The game always ounish you as a player in a bad way and take away your time in Insurgency mode
你满怀激情打开游戏,ok接下来迎接你的是无数的宝箱,无数的禁区,无数的重复任务,烂成一坨屎的优化,然后你无聊的退出游戏,发现自己手臂铬着桌子久了痛,肝还好像有点恶心,回想5代4代发现游戏好像根本没有一点进步,唯一进步的是画质,ip祖传的两个结局,然后你决定来给这个游戏打个差评,然后你在仍受着3d眩晕,肝脏恶心,腰子不适,手臂酸痛的状态下写下了评论
I have played this game pirated for long, so do not take my playtime into consideration. I feel like that too many people have hate boner for this game for some reason, and decided they will hate it before it even released. Im writing this review without that sort of bias. I think that most of these negative reviews expect this game to be something it never was and never was meant to be. Far Cry as series got really lucky with 3 and 4 where expectations were not so high, which made people think that the game is storytelling masterpiece and always will be. If FarCry 3 came out today (with upgraded graphics and such) it would be just as hated as 6. Im gonna start with the negatives: The story is extremely mediocre. You will not get some storytelling masterpiece, it is extremely basic. Dialogue also is not something special and is often pretty cheesy. The game can ger repetitive and it definitely is not some 10/10 masterpiece. Not in any way. However in my opinion FarCry was never ever that. The reason why i get Far Cry games is for cool antagonists and fun action. And this game sitll 100% provides that. Castillo is definitely on the weaker side of the antagonists and he is very basic, but he is still caried by Giancarlo Esposito and imo he is still cool enough villain. The action is also still fun, you get to liberate camps, shoot people and you just have the old Far Cry formula that i play these games for. The villain DLCs were also the most surprising thing this franchise ever gave us. While the basic game is not some storytelling masterpiece, the DLCs honestly are, they are the most fun i have ever had in Far Cry propably ever. The companions in this game are also really fun imo, being followed by silly crocodile in tshirt, dog in a wheelchair or evil mad rooster is exactly the silliness i expect from this sort of game. If you are one of the people, who for whatever to me incomprehensible reason play Far Cry games because of the story or something, and you expect this to be a masterpiece in every way, do not get this. However if what you expect from Far Cry is fun action, cheesy dialogue and just mindless fun, you will still get that here. It is not masterpiece even in that regard, but it is still fun regardless. I would say do not get this on full price, it is insanely overpriced (However that goes for any game like this, not just Far Cry and not just ubisoft). But if you wait for like 75% sale, (or as is currently 90%, letting you get ultimate edition with all DLCs for 12e instead of 120) i would say definitely get it. Have reasonable expectations for what the game is, and you wont be disappointed.
Даже по скидке не берите этот мусор ебанный. Просто не берите, не смейте даже. Геймплей приобрел новую фичу в виде супрэмо, которая НЕ РАБОТАЕТ в рамках наихуёвейшего игрового процесса, где энеми не просто не стали умнее, они, по ощущениям, только тупее. Игра двадцать первого года не смогла дать нам то, что давали среднячковые проекты двухтысячных, особенно на фоне первой и второй частях, которые в своё время даже прорывом стали. Сюжет берёт тему революций, и раскрывает её как феминистка тринадцати лет, которая одновременно пихает нам "разнообразие" и пытается в шаблон школьного сочинения. Почему я чувствовал серьёзность в пятерке? Почему я чувствовал, что сюжет четверки неиронично можно назвать лучшим в серий, даже не смотря на недоделанность? Почему сюжет тройки, не смотря на кучу ущербных и раздражающих моментов (привет родне Ваасу и Цитре, которые полностью пустые) - это всё-равно отличный боевик, который зашёл всем? Почему двойка, имея слабое повествование, все равно ощущается глубже и лучше, чем продукт, который чуть-ли не как блокбастер рекламили, при этом везде пихая тему революций? Прикол ещё, что оптимизация хуже, чем у пятой части, которая была фотореалистичной (по меркам 18-го года, да и щас тоже хорошо), а шестерка это мультяшный мусор. Нет, ну какая ♥♥♥♥♥ GTX 960 на минималках, когда в пятой части с её графоном даже на 1050 Ti можно было играть на средних-высоких. Какие ещё GTX 1080 рекомендуемых? У меня на 1650 получалось играть в elden ring с его таким же пустым миром и куда более красивым графоном, так ни то что плохого фпса не было на средних-высоких, даже просадок не было. При тех же параметрах я получал регулярные просадки, и для стабильной картинки требуется снизить всё до низких. ♥♥♥♥, ДАЖЕ КИБЕРПАНК, ПРИ ТЕХ ЖЕ ПАРАМЕТРАХ, РАБОТАЕТ ЛУЧШЕ, ХОТЯ ТАМ ГОД РАЗНИЦЫ! Это сейчас у меня 5060 в компе, и мне не в ♥♥♥ поставить всё на ультра, но киберпанк, тоже имея отвратительный геймплей, хотя-бы сюжетно мотивирует меня играть в него, а графон в ней (особенно с ptx) будет лучше раз в 10, чем эта мешанина из пятой части и фортнайта. DLC - отдельная помойка, ибо вместо внятного раскрытия отдельных моментов прошлого, полюбившихся у комьюнити, антагонистов, мы имеем... ну, Ваас пёхался с родной сестрой, Пейган оказался по обе стороны команды (в оригинальной игре он Аджаю сказал, что даже при своем полупокерском виде он является гетеросексуалом), а верная родня Иосифа его были готовы убить в любой момент. Вот кто-бы что не говорил, а Ваас - персонаж пустышка. Хорошо, а как это исправить? Расскажите, почему Ваас предал своё племя с сестрой и ушел к Хойту, заодно можно ещё и попробовать дополнительно раскрыть, почему Хойт стал таким, но нет, мы имеем почти нулевые обрывки из памяти Монтенегро, и ничего особенного и внятного не получаем. Спасибо хоть за то, что голос Константина Карасика вернули, его, хотя бы, слушать приятно, даже не смотря на ущербное "повествование". Пояснений за прошлое Пейгана тоже нет, как и за мать и сестру Аджая, да и про родного батю и терки с ним тоже НОЛЬ. А также интересно, почему верная паства Иосифа, его родные братья и, признанная сестрой, Вера - могли его убить? Нам это подают как то, что близкие Иосифа потеряли свои функций и были готовы убить среднего брата Сидов... ну это даже звучит убого, особенно если знать лор злодеев пятерки. Братья, что прожили наихудшие дни своей жизни в жестокой семье. Каждый брат пережил личную трагедию и построил вокруг этого собственную идеологию, а Рэйчел была изгоем общества и жертвой наркотиков, и весь квартет объединился в единую паству, которая была друг за другом, а когда ты смотришь на реакцию главного антагониста на смерть его родных братьев и "приобретённой" сестры - ты веришь в эти эмоций, ты понимаешь, что это для него трагедия, это связь ♥♥♥♥♥, и так тупо проебать её в аналах башки сектанта... нет, это не то, ради чего следует отдавать деньги. Это фанфики, причем плохие. Игру даже ради платины покупает не следует, ибо ачивки идут ещё с длс, включая того, которое либо отдельно покупаете, либо "Game of the Year Edition". Слишком дорого и долго для игры, что представляет из себя ещё более пустую копипасту прошлых игр с нулевым геймплеем, который не развивается.