![]() After six cultist kills - the standard unit of knowledge in this universe - they unlock a random perk. The reason I love these generated nobodies is that they can level up. But wait! There's an upside! They also have no useful abilities. They're kinda generic, they do speak, and they can break your stealth. Because the same system extends to most of the locals you meet: you can recruit them, order them around, and save or be saved by them. Incredibly, though, Far Cry 5's companion system includes something more compelling than a dog. He never speaks, a big plus in a world where almost everything anyone says makes you like them less. He never alerts enemies if I'm being stealthy.ģ. But I don't really care about eight of those, and I only care about the ninth because he is a dog, which gives him three key advantages:Ģ. Nine of the companions available are starring characters: people or creatures you meet and recruit through main story missions with backstories and (when human) dialogue. It's a crossbreed of Far Cry Primal's pets - you can summon them and direct their attacks at will and Far Cry 2's buddies - they can revive you if you get taken down. What Works And Why is a monthly column where Gunpoint and Heat Signature designer Tom Francis digs into the design of a game or mechanic and analyses what makes it good.įar Cry 5 is a mixed bag, but one of the bigger, shinier objects in that bag is its companions system.
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