Verdict: This is, without exaggeration, one of the finest video games that has ever had the distinguished privilege of occupying my drive. The main story is thoroughly captivating, whilst the Arcade mode is an inexhaustible fountain of amusement. Together, they form a concoction so delightfully engaging that setting the game aside becomes an act of immense personal sacrifice. Acquiring the complete edition, accompanied by all the downloadable expansions, is an expenditure that shall yield returns far greater than many of life's allegedly sensible investments. Story & Characters: The narrative is, to my considerable delight, remarkably captivating. The true stars of this theatrical production are, of course, the alleged villains. Although, after a modest amount of contemplation, one is compelled to inquire whether they are villains at all. Each sibling possesses a distinct personality, an unmistakable aura, and governs their respective region with a flair that is impossible to ignore. Curiously, I found myself possessing almost no enthusiasm for my supposed allies. Instead, I was eagerly anticipating my next audience with the Seed family. I wished not to engage them in combat, but rather to request a comfortable chair, a respectable cup of tea, and allow them to continue their delightfully unhinged philosophical discourse. They are simply fascinating individuals. My allies, on the other hand, exhibit all the charisma of damp parchment. In fact, I refer specifically to that unfortunate gentleman whom one is compelled to dispatch after the villian starts serenading the room with Only You. Upon this rather abrupt and musically inclined encounter, I found myself not only startled by the circumstances, but also mildly perplexed as to his identity. The game had introduced him so many hours earlier that his existence had been thoroughly evicted from my memory, rendering the entire affair less a tragic moment and more an exercise in confused recollection. Now we arrive at a matter of the utmost scholarly importance. Miss Faith. I would like the official record to reflect that I would enthusiastically SMASH Miss Faith on any day ending in the letter Y. Frankly, I comprehend with alarming clarity why so many individuals willingly surrendered themselves to Bliss. Had she invited me to partake, my resistance would have lasted approximately three and a half seconds before dissolving into botanical scented hallucinogenic enthusiasm. Whooweee! Missions, Allies, Map & Arcade: The missions presented herein constitute some of the finest interactive assignments I have had the pleasure of undertaking. Each one unfolds within an intriguing location, accompanied by thoughtful level design and an admirable capacity to consume one's attention for hours on end. A particular triumph is the collection of Prepper Stash missions, which are, in essence, delightful little puzzles that reward one's intellect with an almost embarrassingly generous quantity of valuable loot. I became so enamoured with these diversions that I felt an irresistible obligation to complete every single one. Such an obligation was, naturally, fulfilled. The companion system is another rather splendid addition. One may recruit two artificial companions to accompany one's adventures, and I elected to travel with Jess and the distinguished canine gentleman known as Boomer. Their mutual appreciation for stealth aligned perfectly with my own refined tastes, for stealth is unquestionably the most elegant and rewarding manner in which this game ought to be experienced. Jess deserves particular commendation. She frequently remarks upon nearby locations, recently encountered individuals, or the wildlife one has thoughtfully identified, lending the world an unexpectedly immersive quality. Her observations often feel natural and delightfully contextual. Regrettably, during extended journeys she occasionally begins vocalising thoughts of such bewildering triviality that one is left questioning whether prolonged exposure to Montana's fresh air has adversely affected her faculties. I have yet to use the remaining companions, although Hurk continues his proud tradition of possessing approximately the same quantity of intellectual substance as a decorative sack of fecal matter. Some traditions, it seems, transcend individual titles. Whenever presented with the opportunity, I elected to proceed with the utmost stealth. Hunting cultists across the countryside is an activity of extraordinary satisfaction, particularly when one imposes delightfully unnecessary restrictions upon oneself. On one occasion I liberated an outpost armed solely with a pistol. On another, only a sniper rifle. Sometimes merely an assault rifle. Occasionally nothing more than a pistol and a collection of aggressively persuasive takedowns. None of this was required. Every bit of it was immensely entertaining. The outposts themselves deserve abundant praise. Rather than presenting the same monotonous assortment of jungle encampments that Ubish!t appears to contractually obligated to provide, each location possesses its own identity, architecture, and tactical considerations. One may find oneself infiltrating farms, churches, lumber mills, marinas, airfields, or any number of equally fascinating locales. Every establishment is generously decorated with notes, answering machines, journals, and assorted fragments of environmental storytelling that reward those possessing the rare virtue of curiosity. The transformation following liberation is equally gratifying. During cult occupation, each outpost is adorned with all manner of unsettling Bliss related paraphernalia and other deeply questionable interior decorating decisions. Once reclaimed, the Resistance promptly removes this decorative fecal matter and restores the premises to a far more civilised condition. The accompanying liberation cinematic remains one of the most satisfying little rewards in the entire game, shamelessly congratulating me for my heroics. I accepted these congratulations with the humility one would expect from a man who had just single handedly reclaimed an enemy stronghold. Another decision worthy of enthusiastic applause concerns the world map. Rather than assaulting one's retinas with the customary avalanche of Ubish!t map icons before the tutorial has even concluded, Far Cry 5 has the decency to permit discovery. One uncovers locations through exploration, by acquiring maps, or through the positively revolutionary act of conversing with other human beings. Residents of liberated outposts happily point you towards interesting characters, side quests, and hidden locations, allowing progression to emerge naturally instead of resembling an administrative spreadsheet with firearms. A concept both novel and refreshing. Finally, there is Arcade. Good heavens. The Solo Arcade maps are so absurdly magnificent that they elevate the entire package into another realm altogether. The craftsmanship displayed by many of these creations borders upon wizardry. I have already ventured through a respectable assortment of them, and each has been an absolute delight to explore. Some of these community creations are so visually exquisite that I found myself wondering whether the principal campaign had been quietly outsourcing its architecture to a less talented cousin. The Arcade alone adds a frankly indecent quantity of value to an already exceptional game.