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  • Author's Saving Throw:
    • Given the divisive manner that Far Cry 5 ended, this spin-off is an immediate sequel to the events that preceded, helping explain what happened afterwards and bringing a proper closure this time. Most notably, Joseph Seed is finally, truly defeated this time.
    • 5 was the first game in the series to completely lack bladed weapons, which upset a ton of fans. In New Dawn, you are immediately given a knife, and the stealth kills are now a mix of 5's fisticuffs and the bladed brutality of the earlier games.
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    • One of the most divisive elements of 5 was how the main story's progression was based entirely around the resistance meter mechanic instead of the actual "story" missions themselves, meaning that the plot automatically progresses once the resistance meets a certain threshold, regardless of what you're doing or where you are. This not only essentially railroaded players, but also severely impacted the free roaming, as certain plot critical missions (and their oftentimes lucrative rewards) would be permanently removed if you advanced the plot too far. Now, however, the story progression has returned to the series' mission-based roots.
    • Another thing many players were unhappy with in 5 was the inability to One-Hit Kill Heavily Armored Mooks from afar even with armor-piercing ammo. New Dawn rectifies this nicely.
  • Catharsis Factor:
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    • After having to go through all of the previous game and not being allowed to defeat Joseph Seed and instead witnessing the world come to an end, you finally get the chance to kill him in this one. Granted, you can spare him, but the ending won’t actually change if you kill him or not.
      • Sparing Joseph may actually be even more cathartic as he has a full blown Villainous Breakdown as you walk away and refuse to kill him. If you kill him then by his faith he atones through martyrdom, but letting him live with the guilt of what he's done leaves only judgement after death or suicide. Neither option ends with Joseph going to Heaven.
    • Likewise, the ending cutscene in "Through the Wringer" where the Captain uses the Gift of Eden to break free and beat the everloving shit out of the Twins after enduring their taunts and threats up until that point can feel nice, since it's the first time you actually manage to catch them off guard and scare the shit out of them.
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  • Ensemble Dark Horse: Of all the new companions, the Judge quickly became very popular for their cool, mysterious appearance and behavior. It helps that they're the Junior Deputy from 5.
  • Evil Is Cool: The Twins, Mickey and Lou, gained a fanbase due to being a pair of badass women with cool breaking speeches. Many players expressed interest in the idea of a DLC permitting you to play as them.
  • Fridge Logic: When Rush returns to Prosperity, he tells the others how he witnessed two Edeners attack the Highwaymen, eat more bullets than any human could possibly survive, and then disappear back into the night. This implies that they shared in the Fruit of Eden from Joseph's tree, with the problem being that this happens long before anyone including New Eden even learns that Joseph is still alive, and Joseph makes it very clear that he spent his exile making sure that only The Chosen One will receive Eden's Gift.
  • Game-Breaker:
    • Fang For Hire Horatio stands in as an Expy of Cheeseburger from FC 5 as this game's animal tank companion, but unlike Cheeseburger he's actually extremely useful in just about any situation. He smashes Brawler shields to pieces as part of his basic attack, has a Foe-Tossing Charge that knocks all humanoid enemy types down, deals enormous damage very quickly, has tons of health, and to top it off, he auto-revives indefinitely once he's notched 15 kills. Once you've unlocked this skill, all you need to do to conquer any outpost regardless of difficulty level is to send in Horatio and enjoy the ensuing carnage, with the only thing you might need to take care of yourself being any snipers he can't reach. Even the dreaded Enforcers go down with barely any resistance once Horatio starts mauling them. Did we mention that all it takes to recruit him is to kill half a dozen level II mooks?
    • Nana counts for similar reasons for as long as outposts are at level I or II. She can One-Hit Kill any enemy from extreme range without raising an alarm, so all you need to do is pull out your binoculars and designate targets from a safe distance until the outpost is yours. The same applies to expeditions. Her usefulness drops massively at level III, though, due to all enemies wearing helmets.
  • Internet Backdraft: The cover art depicting two black women torturing a white man immediately provoked outrage from far-right forums as supposedly endorsing "white genocide", a conspiracy theory that states that non-whites are actively trying to eradicate Caucasians via mass immigration, even though many pointed out that Far Cry covers typically feature villains. The official clarification that the Twins were indeed villains did not abate the outrage.
  • Older Than They Think:
    • The provocative cover art depicting the Twins about to execute a bound victim caused outrage in some circles, while others praised it for being "progressive". This isn't exactly new in the series, since Far Cry 4 got flack with Pagan Min sitting on a throne lording over an Asian man, which was perceived at the time as an case of "white supremacy" or "homophobia" since Pagan was blonde and wore pink, even though he was half-Asian and straight (which is a plot point).
    • The same thing can be said for the powers provided by the apple of Eden; most of them first showed up all the way back in the first game's console port, Instincts.
  • Padding: The challenge system's main purpose appears to be inflating the game's playtime by a factor of two or three, just as it did in FC 5. The weapon challenges are especially aggravating. If you prioritize upgrading Prosperity's weapon bench, chances are you'd stop using basic guns after 1-2 hours in the game, but the game forces you to waste a lot of time with them anyway to earn enough perk points to stay competitive. Once you advance to purple and eventually golden gear, the pattern repeats all over again. What's worse, gaining access to upper-tier equipment in the first place requires rare resources you only get by repeatedly liberating outposts or going on expeditions, which adds even more repetitive actions to an otherwise fairly bare-bones game and story.
  • So OK, It's Average: New Dawn averaged a 75% on Metacritic across all three platforms, making it the lowest-received game in the series since Primal, with the consensus being that it's a fine game and expansion of 5, but doesn't really offer much we haven't seen before.
  • That One Achievement: "Anger Management", awarded for killing 10 enemies in a single activation of Wrath, is universally loathed for being extremely frustrating to unlock. The first major hurdle is to even get so many enemies in one place, and if you manage that, chances are you'll run out of Eden's Gift time before you can kill enough of them. Players have gone on record reporting that they tried this for 8 hours or more without success, and even the ones that did pull it off agree that it was a pain in the ass. A few cheese strategies that can make this easier have been discovered since, but they still suffer from the issue of gathering enough enemies in one place first.
  • The Scrappy: It’s hard to find anyone who likes Ethan. Not only is he incredibly whiny and unlikable, his very existence contradicts several pre-established (or fan-assumed) elements of Joseph’s character.
  • Ugly Cute: Horatio is surprisingly adorable for a giant murder boar, especially when you pet him.
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