Far Cry 6: Lost Between Worlds DLC reviewed by David Jagneaux on PC, also available on PlayStation and Xbox.
Lost Between Worlds’ web of interweaving levels may be more restrictive than Far Cry 6’s usual open world, but this wild new structure totally works. What Ubisoft lost in vast level design they made up for with a creative alternate dimension concept that encourages replaying levels, unlocking new paths, and mixing up your approach. There isn’t much to the story this time around and the addition of color-coded enemies doesn’t do much to shake up its otherwise untouched combat, but the interesting premise and engaging gameplay loop at least help this add-on outrank the previous villain-focused DLCs.
While Far Cry 6's previous DLCs may have Put past villains from the series into The spotlight the latest expansion Returns to familiar territory in a Different way by totally jumping a shark Dropping you back in the shoes of Danny Rojas lost Between Worlds is all about An alien entity called Faye that Crashlands and Yara creating a multitude Of time riffs and portals to alternate Dimensions what ensues is a web of Interconnected semi-roguelite levels That you're free to play through in any Order you want it's a genuinely fun way To bring it into Danny's story that I Found myself happily plowing through all Six hours of in a single day even if it Did essentially feel like a watered down Version of the main game Laughs Similar to How Far Cry 3 brought us the Neon drips blood dragon Far Cry 4 gave Us a Fantastical Valley of Yetis and Far Cry 5 dropped us off on Mars lost Between Worlds isn't afraid to cap off Far Cry 6 by getting a bit weird phase Arrival scattered five shards into Alternate dimensions and it needs your Help to find those shards and reassemble Its ship to get off the planet Thankfully the mere process of Shard Collecting should save the world from Ending as well convenient right the best Way I found to have fun was lost Between
Worlds was to just immediately given to A suspension of disbelief there's no Real explanation for an alien craft Crashing into Yara and the sooner I Realized that didn't matter the sooner I Was having fun blasting away at the Dlc's colorful crystalline enemies Collecting shards means venturing Through portals and to destabilize Twists on the real world called riffs Each Rift looks like a cool Bizarro World version of Yara and is essentially A self-contained level with the unique Quality that poses a new challenge for Example one riff suffers from periodic Lightning strikes while another features A slowly descending spiral of Doom from The clouds and yet another is totally Pitch black other than the pink glow of The pressure shard in your hands While venturing through Rifts you can Also collect sparkling glint fragments When you die you can spend glint to Revive at the start of that Rift if you Have enough otherwise death means you'll Have to restart your entire run back at The beginning of the Riff web with Faye That's a welcome Fail-Safe for anybody Not as into a more traditional roguelike Formula but I didn't actually die very Often throughout lost Between Worlds and World credits with a whopping 1000 glint Saved up once you reach the end of a Rift you must pick between two portals
To advance further the portals are Simply gateways so your choice of two Other random Rifts and which ones they Lead to stay the same for the whole run That provides a fun sense of variety to Mix things up the first time you go Through a new portal but also means You'll know where it connects if you Have to backtrack through a riff later On your map even shows you which portal Connects to which rip to once it's Unlocked so you don't have to guess once You've visited each rift at least once After every Shard you collect Faye Grants you a new piece of gear to speed Your Rift travel along for example after You bring back the first Shard she will Give you a C4 style bomb that can be Used to open up shortcuts on subsequent Rift visits Other gadgets include a grappling hook For scaling walls to skip sections and Even a key for opening previously locked Doors that usually contain loot this is A great progression structure because it Dramatically reduces repetition if You're not required to play through Entire riffs all over again every time You visit outside of that handful of Permanent gear upgrades any weapons and Gadgets you've collected along the way Will be lost whenever you collect A Shard or die trying since there are only A handful of weapons to find I like this
Feature because it forces you to adapt To whatever is available rather than Picking a favor gun and never switching In turn that helps each Rift remain Entertaining even when you visit for a Second or third time Since all of the Rifts crisscross on Interconnect in various ways you don't Even have to visit the same riff more Than once or twice if you don't want to For example I absolutely hated this Rift Which makes you swim bubble to Bubble While trying not to drown it was plain Annoying and tedious like most water Levels so I just avoided it and all of My other Shard collecting Journeys I Vastly prefer this style of premeditated Variety over the procedural generation Or totally random Rift selection that Ubisoft could have opted for here Letting me play each scenario in the Order I preferred is much better the Other major twist lost Between Worlds Introduces is chromatic combat all of The enemies in the DLC are crystallize Humanoid creatures that are either Purely blue or purely red in order to Damage one you must shoot them with Their matching color by changing your Own bullet color on the Fly although for Some odd reason the default key binding On PC for switching colors is L which Was obnoxiously inconvenient until I Swapped it to my Mouse's thumb button
Unfortunately this color changing idea Doesn't really add much since enemies Seem to always spawn in the same places Each time you visit Rift and swapping is As simple as a button press other than Amplifying the other worldly visuals on Display it's mostly pointless that's Especially true since there were only a Handful of actual enemy types between Your standard assault rifle users Snipers melee rushers and shielded Machine Gunners I'd have preferred Better in counter design or more Creative enemy AI over adding a Superfluous color changing layer to Combat Lost Between Worlds web of interweaving Levels may be more restrictive than Far Cry 6's usual open world but this wild New structure totally works what Ubisoft Floss and vast level design they made up For with a creative alternative Dimension concept that encourages Replaying levels unlocking New Paths and Mixing up your approach there isn't much Of the story this time around and the Addition of color-coded enemies doesn't Do much to shake up its otherwise Untouched combat but the interesting Premise in engaging gameplay loop at Least helped us add on outrank the Previous villain focused DLCs foreign 6 check out our review of the original Game or watch the first 15 minutes of
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