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  • 8.8: Polygon's 6.5 score was criticized, as the review docked several points for the story and for not taking any hard political stances on contemporary issues in America.
  • Alternate Aesop Interpretation:
  • Alternative Character Interpretation:
    • Invoked with Faith Seed. She claims that she was Forced into Evil, and being a child at the time Joseph started his religion, there wasn't anything she could do about it. On one hand, Faith is a Consummate Liar, a known drug addict even before she was in the cult, and several trustworthy people tell the player never to take her at face value. On the other, just because Faith is a liar doesn't mean she must lie all of the time, and the people who tell you she's a liar have a vested interest in making her look as bad as possible. As seen with the rest of Seed family, any one of them is ruthless and violent enough to force someone to perform tasks against their will. Was Faith forced into the cult or not? Does she commit her deeds because she's forced to, because she believes it brings salvation, or because she enjoys killing? Is her cheerful attitude an act, or is she really that giddy when she drives people like Marshal Burke to murder and suicide. What role does Bliss play in exacerbating her condition?
      • Tracey states that Faith would have to answer to Joseph for the Junior Deputy's destruction of his statue in her territory and the burning of her copy of his book, and Faith's reaction to those things seems to suggest that she does genuinely fear Joseph's reaction. Also, certain lines spoken by Faith during her boss battle implies that a man was responsible for forcing her into evil at the age of seventeen and would punish her for failure. Could that man be Joseph? And if so, assuming that Faith was not lying on that occasion, how much of a Big Brother Bully was he to Faith to shape her into the way she is? And, of course, that assumes she's telling the truth in the first place.
      • This would be a stronger argument without the sequence in which her followers attack the jail: not only does she force Marshal Burke to kill Virgil, but she also sadistically taunts you throughout the event over the people you failed to save. Whether or not she was a good person before the cult, she isn't one now.
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    • Jacob Seed. Is he just a sadist who believes in social Darwinism? Or has he gone insane from the trauma of killing and eating his best friend to survive in the desert. Being on Bliss the whole time doesn't help with either scenario.
    • Were Jacob and Miller actually chased by wolves? He explains that while he was Iraq, he and his friend Miller were shot down and ended up lost in the desert. While they were lost, Jacob realised that only one of them can make the journey back to the base and forced himself to cannibalize Miller so he can survive. He claims that he was pursued by wolves at the time but he only mentions them as "By the eighth day, the wolves were closing in". It's hard to believe that two starved men can fight off a pack of Arabian wolves by themselves and if they were fending off wolves, why didn't they try to eat the meat. Was Jacob actually under the effects of heat exposure, sleep deprivation and starvation and simply believed he was pursued by wolves or does he use the wolves as a metaphor for his instinct to survive. Since he uses wolf imagery to indoctrinate his victims during his trials.
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    • Joseph Seed's quoting of scripture in times of duress. Is it a sign of his arrogance, assuming that he's such an ordained figure in God's eyes that nothing can touch him? Basically viewing himself in the same vein as Jesus that he can call upon a legion of angels to rescue him if trouble arises? Which might not be that far off given what appears to be a nuclear explosion goes off when you try to arrest him in the ending. Or is Joseph Seed so deeply troubled by what he perceives to be the end of the world that he's calling upon God to show him mercy? And he really isn't all that confident that God will save him, simply praying in the off chance that it does work? Given the thousand yard stare he has in most instances the latter is very likely too.
  • Annoying Video-Game Helper: Hurk, AKA "Brobot", in the Lost on Mars DLC. Unlike most Guns For Hire in the base game, Brobot does little more than serve as a temporary distraction to the enemy in combat. That's not the problem - not every companion can be a death-dealing murder machine - but his incredible stupidity, infantile humor and, well, just being himself gets grating very quickly. Even when it's been made abundantly clear that ANNE isn't the virtual goddess he's trying to impress but actually trying to kill not only him, but all of humanity does he change his behavior in the slightest. Long story short: if you don't like hanging around a whiny Too Dumb to Live Manchild with an It's All About Me attitude and serious daddy issues that never shuts up, you may find yourself shooting Brobot more often than the Arachnides.
  • Author's Saving Throw:
    • The game's rather different setting in a more rural area of America compared to the previous jungles seems to be a response to the complaints at how similar the games, particularly 3 and 4, are.
    • For those who liked the Level Editor in the previous games but felt that perhaps it was too limited, it's back in the form of Far Cry 5 Arcade - with full content support and online matchmaking, co-op and competitive, additional assets with each DLC pack, and assets from other Ubisoft titles such as Watch_Dogs 2 or Assassin's Creed IV: Black Flag. It seems they're pulling out all the stops, and probably taking at least a couple notes from DOOM (2016)'s SnapMap.
  • Base-Breaking Character: The Seed Family. Some feel that they are fascinating, and at times sympathetic characters, and worthy successors to previous Far Cry villains. Others feel that they lack the charisma that made previous Far Cry villains, such as Vaas and Pagan Min, so entertaining and compelling. Then there are those who like them as characters, but dislike the game's attempt to make their inhumane actions come off as justified.
  • Catharsis Factor: Lost on Mars provides one to players who don't like Hurk by giving them a Zerg Rush of Hurk clones to mow down in the final mission. After hours of having to listen to the moron's inane drivel, this feels immensely satisfying.
  • Complete Monster: The Cook is the villain of the sidequest "A Dish Served Cold", and the most despicable member of Eden's Gate. An utter madman who specializes in starving innocents he is given charge over before crucifying and burning them alive, the Cook has served Eden's Gate for years, killing countless people—often against his superiors' orders. The Cook earned his moniker due to an event where he kidnapped a family of four, starved and tortured them for days, flayed and mutilated the parents before force-feeding the parts to the children, then burned the parents alive while laughing at the children's screams of horror. His only motivations being sadism and a sick desire to use his victims' screams as "hymns" as he ascends to Heaven, the Cook makes the most of his limited screentime to be a repulsive psychopath, even in the ranks of Eden's Gate.
  • Contested Sequel: Though a more positive example than most. While it's generally considered a much better sequel gameplay-wise than Far Cry 3 and 4, its story is highly divisive, and some of its new features (chiefly the Marked system and its subsequent unskippable cutscenes) are seen as obtrusive and irritating.
  • Crazy Awesome: The game. For example, you can stand on the middle of a highway with your trusty pet bear while drunk, holding a shotgun and dozens of explosives, ready to take on any enemy vehicle that's unfortunate enough to find you.
  • Crosses the Line Twice: The game's soundtrack. Singing songs about burning sinners and the end of the world? Creepy. Singing songs about burning sinners and the end of the world in the style of a Gospel choir? Hilarious.
  • Critical Research Failure: There are several flaws in outfits and equipment:
    • Several clothing options are military designs. They have a U.S. flag reversed on the left shoulder. However, the flag on the right shoulder is supposed to be reversed.
    • Both variants of the "AR-C" refer to it as a semi-automatic rifle, even though it clearly has the capability for fully-automatic fire in both configurations (true semi-auto weapons only fire once when you pull the trigger, with the game's M14/"MS16" being one example.)
  • Darkness-Induced Audience Apathy: Some players have claimed that any replay value in the game is ruined by the endings: in either case, Joseph Seed gets away with it, and in all likelihood everyone you met, freed, and befriended is dead. And your little dog too. So what's the point of playing if nothing you do changes anything or helps at all?
    • The option to end the game with the resist ending leads to Nuclear war as diplomacy fails between nations and total war erupts. This will happen outside of any factor the player has any control over. Once the player views that ending, it will stay in the back of the player's mind (and title screen) because afterwards; they realize that no matter which ending they get, at some point in time, diplomatic peace talks will fail and the whole world will get blown to hell, which is now the canonical ending. Yahtzee noted in his review that it potentially kills any replay value because you realize no matter what you do to stop the cult or whichever order you take to stop them, Armaggeddon is inevitable and you will all die, so why bother.
    • Adding to this is the fact that unless you pay attention to those radio stations, the nuke in the "Resist" ending just seems to come right the hell out of nowhere for no other reason other than to have Joseph 'win' as far as the story is concerned, giving the player the impression that the nuke is nothing more than a poorly written Shocking Swerve.
      • Though YMMV that it can also could view it as the correct answer, that Jospeh is a Cassandra Truth, the whole time, was just so the most unlikely due to the information/ideas you as both the Deputy and player have of what is possible.
  • Demonic Spiders: The Chosen warplanes that spawn once resistance level 2 is reached appear out of nowhere, are hard to shake, have very powerful weapons and take a crapton of firepower to shoot down. If you critically damage them during their strafing run and fail to notice it in time, they go kamikaze on your ass. To top it off, they don't even drop any loot to make up for all the expensive ammo you just pumped into them.
  • Disappointing Last Level: The final Lost on Mars mission is a bit... lacking, compared to pretty much everything else you had to do to get to this point. ANNE turns on you (big surprise), you shoot two dozens of her bots with your Game-Breaker armory, destroy three teleporters in the immediate area, go inside the control center, kill a hundred Hurk clones that just mindlessly charge at you through a narrow corridor, and... that's it. Aside from the potential Catharsis Factor of finally killing Hurk a hundred times, the mission feels pretty anticlimactic.
  • Ear Worm: "Let the water wash away your sins! Let the water wash away your sins! Now that this old world is ending, a new one begins! Let the water wash away your sins!"
  • Ending Aversion: Several players and news outlets such as Polygon expressed this upon reaching the endgame, as none of the multiple endings provide a satisfactory conclusion or bring Joseph Seed to justice.
  • Ensemble Dark Horse: Despite having no plotline relevance, the three Fangs for Hire are positively beloved by the fans for being both adorable and useful. It's rare to find anyone who doesn't love them all.
  • Epileptic Trees: There's a popular theory and interpretation that much of the "Resist" ending was a Bliss-induced hallucination due to two barrels of the drug being knocked before the gunfight, which would explain the Playable Epilogue and the faulty logic behind most of the ending.
    • Theory is Jossed hard by New Dawn's existing
  • Even Better Sequel: Arcade is seen as much better than the map editor for previous games, due to being surprisingly in-depth and comprehensive and having an equal focus on it as the main game, rather than being a side option for the player to partake in post-game.
  • Family-Unfriendly Aesop: The fact that the only ending with a somewhat positive outcome is the secret ending wherein the player doesn't try to arrest Joseph Seed and all the others either leads to what has been confirmed as the the world either getting nuked or Hope County taken completely over by Seed as he manages to brainwash everyone including the player, seems to imply a message of "When you are dealing with a violent, unhinged megalomaniac, just stay out of his way and let him do whatever he wants, because there is nothing you can do to stop him anyway and trying to interfere can only lead to bad outcomes." Which, in a weird stretch could have worked if the player had any idea Joseph really knew outside of nutter paranoia that nuclear bombs were going to be dropped at that specific time and place during the game's events beyond watching the news and listening to the radio.
  • Foe Yay: Discussed by Sharky and/or Adelaide. Either of them remark that they think John wants to have sex with the Deputy and, the next time the two meet, the Deputy should sleep with him and see if that helps matters. This is regardless of a male or female Deputy. While this is Played for Laughs, it is worth mentioning that John rips the Deputy's shirt open twice.
  • Game-Breaker:
    • Attacking anything fortified above ground (outposts in particular) becomes a cakewalk while Nick Rye is in the sky. His four bombs alone can wipe out half or more of most bases' garrison and give you ample opportunity to snipe the frantic survivors without being detected. As long as you keep neutralizing all peggies that attempt to man a mounted gun, there's little that can threaten him during his subsequent strafing runs. To put icing on the cake, he's also reasonably effective against the Chosen warplanes that begin to show up in advanced game stages.
    • The special cluster ammo for the rocket launcher. The guided version in particular is heinous, if the enemies are in the right spots you can take down an entire outpost with only one or two launches. The rocket flies up into the air before dropping a huge area of effect attack with either shrapnel or fire bombs that will blanket the area in flames.
    • The good ol' M60 LMG, the game's entry-level machine gun, can be unlocked within minutes of entering the open world by looting it from the lone Heavy in the back of Merle's trailer park. Take it, slap on an extended magazine, the competition scope and a freaking silencer, and you just got yourself a peerless stealth weapon with high per-shot damage, a massive 200 round belt box, and the precision and zoom of a sniper rifle that can take down absolutely anything with contemptuous ease. LMG ammo is among the more expensive ammo types, but it's still fairly easy to keep this beast fed for continuous use.
    • A stealthy playstyle in general breaks most of the game's difficulty into little pieces, especially now that every single firearm regardless of type can be outfitted with a silencer. Even end-game missions can be finished without ever being shot at this way, and you don't even need any perks to become the ultimate ninja. If you do take them, it just gets more ridiculous.
    • Cheeseburger is a throat-ripping bullet-sponge bear, and Peaches is a throat-ripping super-stealth cougar. With the right perk you can have both of them with you at the same time, and they can clear out most outposts with very little help.
    • Thrown shovels, for whatever reason, will kill any human enemy in one hit. They are also significantly more accurate than an aimed arrow shot.
    • The Martian weapons that become available once the Lost on Mars DLC is installed, but especially the Obliteratorrrr. Classified as a pistol, it functions like a rocket launcher with an explosive shot that will One-Hit Kill just about everything in the game. It has infinite ammo, and between its blast radius and recharge rate it will almost never overheat. Once you have it, the only parts of the game that remain a challenge are scripted events when you're separated from it.
  • Game-Breaking Bug: Wouldn't be an Ubisoft title without a few.
    • A current infamous bug is the game getting stuck on night time, with no means of fixing besides killing one of the Heralds or having a friend join your co-op session.
    • Sometimes, your Arcade level will reset to 1 for no reason. Of course, this means you can get the money and perk points for levelling up again, so some people might consider this a Good Bad Bug.
    • Save files can corrupt randomly, forcing you to start from the beginning. Extra frustrating if you happen to have a 100% save file.
  • Genius Bonus:
    • Faith has "C17H21NO4" tattooed on her left forearm, which is the chemical formula for a cocaine molecule, hinting at her past as a drug addict or maker.
    • One for the Lost on Mars DLC. "Hemo", as in hemoglobin (the stuff that enables your blood to carry oxygen through your body), is derived from the Greek word for "blood"... which raises the horrific possibility that the hemoleum you're looting from Arachnide corpses is actually their blood. Yes, for all we know, you're running around with guns and equipment crafted from Alien Blood. Worse, ANNE has been exsanguinating legions of the buggers for aeons. Looks like she got her just dessert when they finally overran her.
  • Hilarious in Hindsight: Jacob Seed being voiced by Mark Pellegrino. Apparently, Lucifer is now working for a man who claims he listens to God.
  • Idiot Plot:
    • The Peggie assault on the jail is greatly assisted by the brainwashed Marshall Burke, who kills Virgil and disables the security before going the gun-in-mouth route. He is only able to do this because he, a recently rescued brainwashing victim, was not only given free run of the jail, but also allowed to keep his loaded gun. Making this inexcusable is that by this point in the plot, the effects of Bliss exposure and Faith's ability to manipulate her victims are well known to all involved.
    • The entirety of the Jacob's Territory plot is even worse: While working with the Whitetail Militia against Jacob's regime, you are kidnapped numerous times by him and brainwashed into a human weapon against the Whitetails right under their noses. The Militia is aware of your disappearing on them, and of the fact that Jacob regularly kidnaps and brainwashes people, and yet they never, at any point, seem to make the connection or suspect you of being under Jacob's control.
  • Internet Backdraft:
    • There was considerable backlash to the game's poster art, which depicts a group of mostly white religious cultists as the villains. The outrage was loud enough to produce its own retaliatory backdraft, including a satirical petition mocking the other side (which several public figures and news sites mistook for the real deal).
    • Downplayed. A minor controversy arose in response to the game's microtransactions, the news of which came at a time when in-game monetization was an extreme Berserk Button in the gaming community, fueled by the still-recent uproar over Star Wars Battlefront II (2017)'s loot box system. It didn't help that Ubisoft sent seemingly mixed messages by claiming that Far Cry 5's microtransactions would be cosmetic-only but also include "time-saving" items that could speed up progress note .
    • Many people were angered by the game's particularly dark Downer Endings, claiming that any replay value was lost if the player knows from the start that everything you do is pointless. Some even accused the game of saying Joseph Seed was the real hero despite his numerous despicable actions.
  • Memetic Mutation:
    • The use of shovels spawned an amusing Steam review that made its way around the community.
    • Many people jokingly refer to this game as a prequel to Fallout, as the "Resist" ending has several nukes go off and the main character ends up in an underground bunker.
      • The jokes only returned when it was revealed New Dawn, a direct sequel, would be set after that ending. Also Rage 2, was shown off to have a similar visual atheistic of bright neon colors and trippy fluorescent in a post-apocalypse has been getting comparisons as well.
  • Most Wonderful Sound: The cheerful little ditty that plays whenever an outpost is liberated.
  • Older Than They Think: That badass metal song that plays during the Clutch Nixon challenges? It's not a Far Cry original, but rather the Road Vikings' "Ballad of Evel Knievel" from 2014, updated to use Clutch Nixon's name instead.
  • Paranoia Fuel: Eden's Gate not only seem to always know where you are, constantly sending out attack vans and enemy groups to take you down regardless of where you may be, but once you're Marked, they will get their hands on you regardless of how safe you think you are. In the ending, even if you've whittled down Joseph's forces to their last stand, he still manages to also capture every single one of your buddies, and brainwash everyone but your fellow officers on Bliss. Even when he should be dead to rights, nothing stops them from getting what they want.
  • Scrappy Mechanic:
    • Don't like to fight cultists all the time and just want to explore the fields and roads of Montana? Too bad, because they'll be spawning vans and trucks to get in your path and assault you almost every other minute in an extreme case of gameplay Lull Destruction. And that's not considering the improbable number of cougar and bear attacks you might have to suffer through.
    • In previous games, story progressed at the player's choice of pace. But since territorial control has been revised for this game to be more dynamic as the player goes through them, this also means the developers opted to have major scenes with the Seed family always occur by having the player kidnapped, though the game has the time to tell you you're Marked. When this happens, it doesn't matter if you're in the middle of a fortified and controlled town with your allies around, armed and ready to take on all cultists, or even flying in the sky away from anyone able to reach you; you're getting sacked to see these villains monologue no matter what. You basically have no choice but to drop everything you're doing and let yourself be captured, and this happens a lot throughout the story.
    • The overhauled perk-points-instead-of-experience system was not well received by players who resent being shoehorned into specific play styles. If you want to unlock all perk points, you're forced to kill a lot of enemies with weapons, equipment and abilities you'd never even touch otherwise because they're too awkward to use, too situational or just plain useless for normal gameplay (the Sabotage skill is a prime offender in all three categories). Thankfully, one can get by for the most part with the perk magazines found in prepper stashes, but the system's mere existence tends to be regarded as a step in the wrong direction by this particular group.
    • Unlike in previous games, there are missions tied to certain NPCs that die later in the game. Forgot to do all of Eli's and/or Virgil's missions before they got killed (or were trying to but couldn't because of max resistance)? Too bad!
    • Multiplayer matchmaking for Far Cry Arcade. First, a few random players are chosen to be Map Pickers, though a cumbersome UI and a very tight time limit make this more difficult than it needs to be. Then five maps are voted between players in the lobby. Except for whatever reason, choosing other player's maps or even your own are near-constantly hijacked by Ubisoft's own created maps - even if you create a private lobby (which involves making a password and having to tell everyone the password to let them in), it can be near-impossible to play user-created maps properly. In some cases, the system refuses or fails to acknowledge a pick and just slots a Ubisoft map instead. This, alongside other flaws in the system, completely torpedoes any sense of variety the multiplayer could've had.
    • At least on PS 4, NPC vehicles tend to disappear the moment you turn your back.
  • Some Anvils Need to Be Dropped: Regarding the ending: Leaders of nations and countries have duties of utmost responsibility and importance to their people and their safety at all times. Failure to do so, doubly so when egos get in the way, can lead to massive destruction and death.
  • Spiritual Adaptation:
    • Regarded as the video game adaptation of the Paramount Network miniseries Waco. Ironically they both debuted in the same year with Far Cry 5 coming a few months after Waco.
    • Alternatively, this could also been seen as a video game adaptation of Banshee, since it also deals with the sheriff's department being involved in the crazy antics found in a small county and the protagonist is willing to be a Cowboy Cop to get things done.
  • Squick: After the three Heralds are killed, Joseph weeps openly. And snot comes out of his nose.
  • That One Level: The opening mission of all things is extremely difficult on anything above Easy, for one reason alone: part of it involves being in the passenger seat of a truck driven by an NPC, leaving you completely unable to take cover as dozens of peggies try to gun you down, most of them chasing after you in trucks of their own. You have no body armor and only three medkits to last you the entire segment, and even on Normal you will probably use them all before you're even halfway through. Unless you are very good at shooting out of a moving vehicle or very lucky and have the enemies miss most of their shots, you'll be restarting this one a lot. Luckily there are no difficulty-based achievements, so if you do eventually break and go down to Easy for just this part, nobody ever has to know.
  • That One Sidequest: Most of the Clutch Nixon stunt challenges are insanely frustrating, mainly because the vehicles you're given have absolutely awful handling. Probably the worst offender is the wingsuit parcours due to its total lack of reference elements in its HUD that makes it very difficult to judge where exactly you're going at any given moment. That the mission rewards consist of nothing but negligible amounts of cash and superfluous vehicle reskins doesn't help the matter. Thankfully, they're entirely optional, and you only need to complete one per region (three in total) to unlock the corresponding achievement.
  • What an Idiot!:
    • The entire plot and the Player Character Deputy being stranded in Hope County starts off because Marshall Burke decides to drop a handful of men into the middle of Joseph's central compound of hundreds of armed people for an arrest and extraction of Joseph himself. This despite Sheriff Earl constantly warning you how bad this will turn out, being woefully underarmed for any sort of major conflict despite knowing just how depraved and antagonistic the cultists really are (something Burke seems to shrug off until he's in the thick of it), and being surrounded on every side by armed and passive-aggressive cultist members on their own home turf. This nearly gets everyone killed as a result, and Burke is captured and drugged up on Bliss, which has lasting results that ultimately doom him. Even worse, the effort was doomed from the start since the police dispatcher for your operation was The Mole, alerting Joseph and silencing calls for backup altogether. Oh and the Nukes, which would have killed them if they fled.
    • Had Joseph not tried to forcibly convert the people Hope County into his cult, then he would still have his 'flock' when the apocalypse came since Joseph had a good portion of the populous (enough to fight a war with the entire county) in his cult at the start of the game already. Joseph blaming the deputy for all damage they did is ridiculous when the only reason they're fighting him is to arrest Joseph for all the crimes he committed (kidnapping, torture, murder, etc).
  • What Do You Mean, It's Not Political?: When the game was announced in May 2017, news outlets pointed out what could be seen as political commentary. In the wake of the 2016 US presidential election, it's not hard to see why people would think this. But Ubisoft denied it, as the game had been in development for three years (producer Dan Hay further elaborating that the story was fleshed out two-and-a-half years before being announced) and in concept for years longer. There was some influence from the Malheur National Wildlife Refuge occupation, nationalist reactions to the 2008 financial meltdown, and the spike in militias during the Obama presidency, so technically it is political, just longer-term than people assumed. This also makes ISIS/ISIL a likely source of inspiration, as they had become a global concern by then and the Edens Gate cult greatly resemble a Christian ISIS with a coating of Branch Davidian trappings. And while the creators did add some tongue-in-cheek jabs at the Trump administration later in development, the game's overall political commentary is mainly about what happens when beliefs are taken to the extreme. note 
  • Win the Crowd:
    • Many were thrilled by the announcement of the season pass contents, which included a zombie-themed campaign, a Vietnam campaign, and a campaign that takes place on Mars, the last of which immediately invoked memories of Far Cry 3: Blood Dragon.
    • The map editor, Far Cry 5 Arcade, generated a lot of excitement due to being more expansive and comprehensive than those of previous games.

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