
Fight a fanatical cult in this open world FPS. Engage in intense combat, free hostile territory, recruit loyal followers and animal allies, and liberate Hope County solo or in full 2-player co-op.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99−85% | 189.2Kreviews | 81% | #79 | $26.9M |
| $8.99−85% | 62Kratings | 87% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2488 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nie da sie ruchac p[ostyaci a kobety sa ubrane \]
67
Gayet güzel
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 18: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Same day: best PL #26, worst US #80 · 10 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 15.71/day in the week to Aug 12 → 45/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Czech, Dutch, Japanese*, Korean, Polish, Portuguese - Brazil* +3 more
| $59.99 |
| 17.8Kratings |
| 80% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
просто ЛУЧШАЯ ИГРА любимая как целом игра самая моя любимая и серия игр в целом , играл на пиратке , проходил раз 10. ТОП
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Fat Cry 5 and the "Just Cause" Syndrome: Great Sandbox, But They Gutted the Soul of Far Cry PRODUCT: Far Cry 5 RECOMMENDATION: Mixed / Thumbs Down (Unless you only care about mindless shooting) PLAYTIME: 36 hrs I picked this up during the last Steam Summer Sale because I loved FC3 and FC4. After putting some proper time into it, I am so incredibly conflicted. The combat gameplay is a massive improvement—it feels tight, responsive, and causing chaos in the world is genuinely fun. But as a mainline sequel? What the actual f*ck was Ubisoft thinking with some of these design choices? Did the developers avoid playing their own previous games entirely and just play Just Cause 3 for three years straight? If I wanted an accessible, chaotic playground, I would’ve just played Just Cause. Far Cry used to be about survival. Now the main campaign feels like a glorified arcade game knock-off. The Good: * Gunplay & Movement: Easily the best in the series. Gunfights feel punchy and satisfying. * Vehicle & Traversal Variety: Traversal is a massive step up. They finally gave us fully usable helicopters and planes, which they've been teasing since the hang gliders in FC3 and that weird, clunky moped buzzer copter in FC4. Flying over Montana and dropping bombs feels fantastic. * Guns & Fangs for Hire: The companion system is a great addition. If you don't have a real co-op buddy to play with, having characters like Hurk, Boomer, or a literal grizzly bear backing you up is a great substitute. They can be kind of dumb, they get injured way too easily, and their AI weapon damage feels heavily dialed down sometimes, but they still add a lot of fun flavor to the sandbox chaos. * Far Cry Arcade: Honestly a huge highlight. The community maps and custom modes add tons of replay value when you get bored of the main map. * The DLCs & Vietnam: The DLC packages were actually great fun. The Hours of Darkness (Vietnam) DLC felt like an incredible standalone game on its own. I honestly would’ve loved if it was way longer, especially because there were actual stakes—you felt this constant urgency to save your squad mates and keep them out of harm's way because they can die permanently. Plus, hilarious enough, the DLCs actually had voiced protagonists! (Seriously? what the f*ck ubisoft? who advises your team on this sh*t? You give the DLC characters a voice but leave the main game's hero as a mute?) * Prepper Stashes: Instead of climbing repetitive towers, you actually get cool environmental puzzles. The Absolute Bullsh*t: * The Silent Protagonist: Removing voiced characters like Jason or Ajay completely murdered the story. You’re just a blank slate mute staring blankly at villains while they monologue. The emotional stakes are non-existent. The most emotion you get out of the whole main game is Joseph Seed goobering near the end. * The Stolen Resistance Meter / Forced Kidnappings: They straight-up ripped the resistance meter idea from Just Cause 2's Chaos Meter. Except here, it’s peak terrible game design. You’ll be in the middle of a fun side activity, and the game will literally force a random main mission on you by shooting you with a magical sleep dart out of nowhere. It completely ruins player agency and breaks immersion. * The "Ghost Town" Map Death: In FC3 and 4, enemies only cleared out if you actively chose to capture outposts. In FC5, because everything you do fills that stupid resistance meter, the game automatically forces the region boss fight on you. Once they die, the whole region becomes an empty ghost town automatically. All the cult patrols vanish from the roads even if you left half the outposts standing. Yes, there's an "Outpost Master" reset button, but you can't even click it until you finish the ENTIRE campaign and clear EVERY base on the map, meaning it does absolutely nothing to fix the dead world during your actual playthrough. * Failure of Player Guiding (Alternate Ammo): The game features alternate ammo types for weapons, but it literally never tells you how to unlock or get them. I finished the entire game without ever unlocking them because the game design and player guiding are so incredibly garbage. If your players are beating the final boss and still don't know a core mechanical feature exists, your user experience design has failed. * Bland Main Missions & Bad Pacing: The structured, cinematic main missions from the older games are gone. They traded quality for quantity, and the story progression feels like a tedious checklist. Meanwhile, before a region is cleared, the spawn pacing is a nightmare—you can't even fish or walk for 20 seconds without a truck, a plane, or a cougar spawning on your face. * Lazy Weapon Variety: Look at the weapon shop. They got incredibly lazy and padded out the selection with "reskins." There are multiple versions of the exact same rifles and pistols with the exact same stats, just with a different camo pattern. The actual unique gun pool is a massive downgrade from FC4. * They Gutted the Survival Loop & Stealth: Remember hunting to craft better wallets, holsters, and inventory extenders? Gone. Now hunting is just a garbage fetch quest or a way to get generic perk points. They even removed the skinning animations and the gritty emergency healing animations. Stealth is a joke too; the AI is erratic, and they completely removed advanced takedowns (like knife-throws or vehicle takedowns) just so you can clunkily hit people with a baseball bat. * Forgettable Soundtrack: Look, I couldn't hear much of the soundtrack because of all the constant shooting noise, but the bits I caught during the cutscenes and the "Only You" segments were great. That said, I honestly prefer Far Cry 3’s soundtrack way more. It was so much louder, more prominent, and emotional—nothing in FC5 touches the raw vibes of the track "I'm Sorry" or burning fields to "Make It Bun Dem". * Steam Integration is Garbage: On a technical note, Steam doesn't detect the game's achievements very well. Half the time they don't pop or track properly because of the bloated Ubisoft Connect overlay conflict. Verdict: It’s a fun shooter, but a terrible Far Cry game. They stripped away the core identity and mechanics that made the franchise successful in the first place just to cater to a casual audience. The Arcade, the vehicles, the buddies, and the great squad permadeath tension in the Vietnam DLC save it from being a total waste of money.(Still haven't beaten the two other DLCs but lost on mars is proving to be fun) I’m moving on, and I'll be picking up Far Cry 6 during the next sale to see if they actually fixed this mess. Buy it on a deep sale, but lower your expectations if you loved the grit of 3 and 4.
eh fodinha
锐评«孤岛惊魂5»--主线无语,DLC无聊,建议主要的几个制作人集体进厂。 其实20年7.14号我就在另一个steam号上买过本作的标准版,但可惜的是当时电脑配置确实不够畅玩,就放库存里吃灰。直到24年1.7号打折67.2就能买黄金版时,我才想起来库存里还有这个游戏,为了不覆盖那个号的标准版,于是我又在这个号买了一遍黄金版,然后开局玩了俩小时我就退了,彼时沉浸在刚更新没多久的CS2中,想着下次打折了再入手,没想到下次就是6.28的夏促了。7.10号开玩,7.17日打完困难模式的主线和DLC里的黑暗时刻,火星迷航和丧尸危机都没打完就弃坑了。我把主线所有的专家、哨站、邪教资产任务全做了,DLC把黑暗时刻全收集了,火星迷航因为bug卡关所以弃坑了,丧尸危机打两张图直接阳痿了。只能说这个游戏很让我失望,彻彻底底的罐头味。 评分如下: 1、画面:10分。作为一款18年3月发布的游戏,画面放在现在居然还是T1水平就离谱,放在当时可以说是T0,这个画质完全可以和19年的《德军总部新血脉》和20年的《赛博朋克2077》坐一桌,无敌了育碧大人。本作依旧继承了《孤岛危机4》中草丛会随着直升机螺旋桨刮起的风摇摆的细节,但美中不足的是,树木居然不会随风摇摆了,着实可惜。但更让人难绷的是画面领先可能是本作唯一的高光了。。。。 2、玩法:8分。和前作一样,本质上就是FPS+罐头味道的跑图,属实玩一会就很无聊了,这一点我只能给8分,而且玩法甚至比前作还烂我是没想到的。 ①最恶心的就是地图迷雾和地图解锁条件。前作是占领17座哨塔解锁地图迷雾,本作换成了GTA式同款跑图,跑到哪儿解除哪儿的迷雾。但恶心的是开飞机无法解锁迷雾,飞鼠装也只能在超低空时才能解锁迷雾,nmd,逼着玩家开汽车或者用两条腿跑腿,属实恶心。本作给人一种很拧巴的感觉,一边是玩家可以解锁各个地点来实现快速移动,而且可以快速移动的地点比前作多了太多;但是制作组又故意不允许玩家坐飞机解锁地图和地点,必须本人亲自到场才能解锁。一手给玩家减负,一手给玩家增负;增加可以快速移动的地点,但是加强解锁地点的难度,这个操作像极了婊子向男友保证自己再也不和其他男人偷情了然后转头就和其他男人光明正大开房一样——你别管恶不恶心人,你就说我是不是和原来不一样了。反正核心是一定要尽可能消磨玩家时间,增加玩家游玩时长,纯纯恶心人。 ②拉胯的武器。本作给的武器质量真拉跨啊,连圆锯(MG42)也拉跨的不行,这个枪械手感和伤害怎么看怎么比不上前作一根。还有那些凑数的武器,什么弹弓、一群没用的手枪、还有帮助博士做实验解锁的冲击波武器等等,一个比一个鸡肋。枪械配件也是,压根不考虑不同的武器做出差异化的配件,所有武器都是那几个固定配件,自己随机组合去,可事实上这些配件压根就不怎么影响武器性能,一点用都没。皮肤更是拉完了,就这还卖的死贵,逼着我用wemod,无敌了。就这开发团队还大言不惭的说在蒙大拿州呆了两周去调查风土人情,tm美国拥枪率最高的州才这么点小垃圾,枪械完成度还不如4代呢。本作唯一能用的也就是连狙SA-50和终极激光毁灭者(放到主线里的DLC外星高能武器),剩下的全是鸡肋,拉完了。 ③飞鼠装史诗级削弱。虽然本作有了正儿八经的直升机和战斗机,但是玩家登山利器飞鼠装史诗级削弱:不仅前摇变长,连判定高度都变了。前作随便找个高点的地方都能直接滑行,本作必须得找一个高低差非常大的地形才能打开飞鼠装,而且打开的速度还比较慢,白白损失一部分高低差。 ④拉胯的DLC。主线好歹地图大,玩法再重复最起码地形和建筑还是多样的。但tm这三个DLC做的是啥。先说黑暗时刻,也就是靠着越战这个背景了,本质上就是不停跑图。大哥,这是越战啊,你完全可以搞一些陷阱战、迷彩伪装战、城市争夺战、毒气战.......最起码你让我玩两手北越军的高射炮啊,但你偏偏就搞个跑图清图,高射炮都不让用,我都不知道咋想的。全收集过程中我感觉我跟上班一样,真是罐头游戏做多做傻了。再说火星迷航,开头赫克的出现属实让我很惊喜,这不是前作的老熟人吗;前半个小时也觉得火星题材外加科幻武器很独特,但半小时后玩着玩着就感觉到乏味了,这个DLC纯纯的半条命+高能人生/无主之地,一边打怪一边有个东西一直在你旁边唠叨,玩着玩着我就不耐烦了。更别提这个DLC本质居然还是跑图游戏,经典的解放哨塔和各个设施,玩一会儿就犯困。我还遇到了bug,进度到36%的时候就卡关了,无论跑到哪个哨塔或者设施旁都不弹出任务了,网上找了半天也没解决方法,索性直接弃坑。最后一个丧尸危机DLC更是拉完了,关卡和地形设计别说比不上求生之路,连《喋血复仇》都比不上,我玩你这游戏图啥啊,就图一个突突突吗? 3、剧情与人设:7分。 拉完了,我感觉我像是硬吃了一坨shit。 ①无能的警察、州政府和国民警卫队。剧情我真看得云里雾里,到结尾了我都不理解为啥几个警察不直接呼叫国民警卫队啊,是没手机吗?而且我寻思现实中洛杉矶民众包围了政府大楼,川大统领就能跨级指挥国民警卫队奔赴洛杉矶;tm这边都国中之国了,州政府和国民警卫队屁都不敢放一个,搞笑呢,这主要制作人真的是美国人吗,不会都是走线走过来的吧。 ②没头脑的四兄妹。不是一家人不进一家门,牢大是海湾老兵,吃人活下来的,还会一手催眠术,动不动就是打开八音盒播放“Only you~”;牢二是半路出家的神棍,天天嚷嚷着世界要末日了,要带领信徒们活下来;牢三是个律师,也是父母的棍棒下调教出来的M,成天就会说“Yes”;牢四是个磕嗨的精神小妹,不仅自己嗑,还拉着周围人一起嗑。一家人一个比一个离谱,让人没一点共情感,因为玩家都是正常人,而这四个人全是疯子。最核心的神父的塑造更是拉胯的不能看,神父能被人记住不是因为他有多狡诈,也不是因为他有多聪明有多坏,而是他有多滑稽。尤其是死了三个兄妹时,那鼻涕都流出来了,简直笑死我。神父从头到尾没给人一点压迫感,只给人一种故弄玄虚和不知所云的小丑感,能征服蒙大拿也纯靠武力和当地人的无知,压根没一点魅力。 ③比凯拉特还猛的邪教火力。凯拉特再落后好歹是一个国家,蒙大拿再牛逼也就是一个小州,结果呢,蒙大拿的邪教不仅有大量直升机、水上飞机,还有螺旋桨战斗机!!!特么凯拉特从头到尾我也就见过明叔乘坐过武装直升机,搞得邪教组织的火力>皇家军队的火力,然后搞笑的是矮人一头皇家军队却有核弹和洲际导弹,直接夷平了蒙大拿,笑死我了这个设定,小学生都写不出来这么离谱的战力。 ④招笑的核弹结局。神父嘴上说世界要末日,但神父从头到位都没解释为什么会世界末日、怎么知道的世界末日、要怎么面对世界末日。能看到的就是神父一家建了三个大碉堡,但那三个碉堡能容纳多少人谁也不知道。游戏也没解释为什么很多民众家里有应急地下室。最后结局也莫名其妙,且不说之前结交的当地的朋友怎么又被精神控制的,光主角逃跑时车撞树上就足够搞了,梗搞的事开头直升机坠落神父没事,结尾出车祸神父还没事,几个警察身体素质还不如神父,纯搞笑的剧情。我还一直觉得大家都管主角叫“菜鸟”不公平,还觉得那个女警察同时和监狱里的黑女人对主角态度真不好,主角明明有勇有谋有功劳,你俩凭什么这么冲。人家老警长去年能退休都不退休,坚持在一线服务群众,结果被费斯精神控制了,所以给主角下命令让主角干掉费斯,这我认,因为老警长不仅德高望重,平时对主角态度也很好;你俩一个看到约翰就吓得半死,一个躲在监狱里防守都防不明白,哪来的脸对主角吆五喝六的。现在恍然大悟,不是主角没能力,而是主角一到关键时刻就会出岔子啊。忙活半天才救出同事,到头来刹车没踩稳直接送走了三人,忙活半天白忙活,那不愧对“菜鸟”这个名号。 ⑤招笑的补丁。最搞的是《孤岛惊魂6》的DLC还打补丁,说核弹来自凯拉特,是明叔搞到的,阿杰发射的。且不说你自带亲美属性的美国国籍的阿杰叔叔的那个正义感真的会干这种是么,就算想干,tm凯拉特哪来的洲际导弹?朝鲜的将军馋了三代了都没弄明白洲际导弹,核弹弄出来的也是脏弹,明叔怎么搞到的?说到底,育碧是真不行了,就这个编剧功底,为了吃老本和搞情怀,脸都不要了。 ⑥江郎才尽的素材复用。有些设定真就是直接生搬硬套前作。悠玛和费斯都喜欢吹粉末,然后阿杰和菜鸟都在磕嗨的状态下干掉敌人;火星迷航里牛类研究中心有制作者念念不忘的大脚怪(雪怪),甚至整个DLC就是半条命+高能人生/无主之地。我只看到了育碧的江郎才尽,是真没一点活儿了。 ⑦幽默的强制推进剧情。其实我能理解这么做的用意,毕竟是允许玩家自己决定干掉兄妹三人的顺序,也允许玩家自由探索,但是又不能不管主线,所以想了这么一出,一旦玩家探索的资源差不多了就强制玩家去推主线。但这样反而减少了玩家的沉浸感,有些玩家在赶路、有些玩家在做收集、有些玩家在搞成就.....无论干什么突然被打断都是不好的。育碧明明能不强制进入主线剧情,只需要修改成探索资源后给的点数攒够了,就能去找相关NPC开启主线,玩家的体验就能大幅上升。不过看这样子,育碧内部恐怕并没有真正把玩家的体验当回事。怪不得现在濒临倒闭,以小见大、管中窥豹,沦落到今天一点也不无辜。 真的,就这个编剧功底,我的评价是丹·海伊和达里尔·朗最好手把手进厂拧螺丝,能写出这种文案的知识储备水平恐怕真比不过小学生。丹·海伊居然还说自己14年开始就撰写这个剧本了,合着14年开始上小学是吧,那很脑萎缩了。达里尔·朗在接受 4Gamer.net采访时表示他是因为被蒙大拿州人民的纯朴所吸引,所以才将本作设定于此。我就好奇了,人家蒙大拿民众招你惹你了,你这么恶心人家,显得当地民众没脑子就算了还没武德,被四个精神病人刷的团团转。真的,我就好奇,为啥只有丹·海伊被育碧开除了,达里尔·朗居然还在育碧就职。公司里都是这种水平的制作人,育碧能不濒临倒闭嘛。写出这种剧本的代价也很明显,我不相信大多数玩家能认真看完人物对话并理解这个剧情,我想大多数人应该和我一样,都在心想:“叽里咕噜说啥呢,这剧情你还叨叨啥,赶紧BB完我要战斗。战斗,爽!” 4、售价:8.5分。6.28号89.7r购入5黄金版和新曙光豪华版的捆绑包,两个加起来是打了一五折,折合下来5黄金版购入价为67.2r,和24年史低没啥区别。游玩32.4h,平均2.074r/h。真的挺搞笑的,本作的DLC已经在很努力的注水去延长玩家的游玩时间了,结果总的游玩时长不仅没和前作拉开差距,实际游玩体验还大不如前作。前作给了9分,本作本体带DLC只能给8.5分,尤其是DLC,连让我跑图的欲望都没。 5、优化:9分。以现在的眼光来看,优化绝对的一流水平。就是有各种小bug,比如火星迷航的卡关bug、游乐场英雄地图加载不进去的bug。不过最有利于玩家的还是二级钓竿的bug,只要鱼咬钩然后开始快速左右乱晃鼠标,哪怕是大将也能瞬间钓上来。不过此bug应该仅限二级钓竿,反正三级钓竿我没成功,一级我没试、四级我也没解锁,不保证说的正确。 6、配乐:8.5分。教会风格的音乐还是很好听的,但是还是有和前作一样的毛病,曲目数量太少,同时也缺少流行乐,导致车载电台永远是那几个曲子,听一会儿就腻了。而且明明我都做完了黑胶音乐的全收集,从而解锁了更多的车载音乐,结果车载音乐也没新增几首,有够小气的。 总分:六项平均分8.5分,IGN官评8.9,玩家评分7.6;Meatcritic PC版本官评7.8,玩家评分6.4;Gamespot官评9分。对于这样一个评分我也不知道说啥好了,官评、我、玩家评分处于三个截然不同的档次,尤其是Meatcritic PC版本下的玩家留言,来自世界各国的玩家用各种语言向这款游戏和育碧致以了最高的"敬意",无不表达着对这款游戏的“喜爱”和“理解”。我想如果没有wemod的加持和67.2r这么一个比较便宜的价格的话,或许我也加入“玩家军”去喷这款游戏了,也不会在售价和玩法上面给一个相对比较高的分数了。 小预言:我觉得本作的剧情口碑大概率是不会像4代那样反转的。4代14年11月售的,直到11年半以后才在阿富汗、叙利亚、委内瑞拉、伊朗等一系列事件下才显得如此之神。而五代18年3月发售的,11年半之后就是2029年年末了,真的有机会能看到邪教组织能在发达或者准发达国家内部建立国中国的同时,政府不仅束手无策,还被另一个小国轰炸吗?唯二能符合这种特征的情况恐怕也就韩国、日本的邪教头子参加大选获胜后还得被北朝鲜空袭;或者俄乌战争后的俄罗斯联邦内部分裂了,邪教在某个小联邦国建立政权后和其他联邦国互相扔炸弹。但我不觉得2030年前可能发生这么逆天的事情,甚至2050年前都不太可能发生这种事情。 省流:主线建议游玩,但是一定要不带脑子游玩。不建议买DLC,DLC建议云,因为无聊到死。无论主线还是DLC,都建议Wemod或风灵月影一步到位,放心大胆的开移速加倍、跳跃加倍和瞬间转移功能,能帮你省下不少时间。有的时候,节省时间恰恰是保持新鲜感的最好方法。
Far Cry 5 — это когда «американская мечта» оборачивается сектантским кошмаром: вместо уютных ферм и пикников — проповедники с ружьём, промытые мозги и округа, где каждый сосед может быть врагом. Прохождение с достижениями здесь не про спокойную зачистку карты, а про тотальную войну за каждый дюйм Хоупа: ты не просто освобождаешь заложников, а методично рушишь культ Иосифа Сида, пробуя разные тактики и собирая мир по осколкам. В центре истории — помощник шерифа, который врывается в округ как сила порядка, но быстро понимает, что здесь не работают привычные правила. Сюжет держится на напряжении между холодной логикой закона и слепой верой последователей Сида: чем дальше, тем сильнее ты чувствуешь, как культ пытается не просто победить, а переписать твою реальность. Сам Иосиф Сид — не карикатурный злодей, а спокойный, почти заботливый проповедник, от которого становится жутко именно из‑за этой уверенности в своей правоте. Когда ради ачивок возвращаешься к побочным активностям и миссиям за союзников, отдельные фразы и сцены обретают дополнительный вес: ты замечаешь, как культ манипулирует людьми через «семью», «защиту» и «спасение», и даже простые диалоги начинают звучать как ловушки. Достижения в Far Cry 5 задают ритм тотальной партизанской войны. Ачивки на освобождение аванпостов («Освобождение») заставляют не держаться за один стиль, а каждый раз искать новый подход: то в стелс с луком, то на вертолёте с ракетницей, то с напарником, который прикрывает огнём. Трофеи за использование напарников («Верный союзник») мотивируют прокачивать отношения и пробовать разные связки: например, пума отлично отвлекает, а Чизбургер — чистый хаос, который ломает планы врага. Достижения на охоту и рыбалку («Трофейный охотник», «Лучший рыболов») превращают природу округа из фона в ресурс: шкура медведя — это не просто лут, а способ стать сильнее, а спокойная рыбалка посреди апокалипсиса становится странной, но приятной разрядкой. Коллекционные предметы (листовки культа, кассеты, тайники выживальщиков) и связанные с ними ачивки раскрывают историю округа и показывают, как долго и незаметно культ захватывал власть. А испытания на особые убийства и условия («В яблочко», «Без единого выстрела») тренируют внимание к деталям: ты начинаешь замечать, как работают физика и окружение — от ветра, качающего траву, до бочки, которая решает исход стычки. Атмосфера округа Хоуп балансирует на грани пасторальной идиллии и религиозного ужаса: зелёные поля, церкви, амбары и тихие городки будто специально созданы, чтобы ты успел поверить в безопасность, — а потом из‑за угла выходит фанатик с дробовиком. Смена погоды и времени суток влияет не только на картинку, но и на тактику: в ливень враги хуже слышат шаги, а в туман легко потерять ориентацию. Даже рутина ради достижений не ощущается как пустая трата времени: каждый новый маршрут, каждый штурм аванпоста и каждая вылазка за коллекционками открывают округу с новой стороны. Минус в том, что часть достижений откровенно гриндовая: охота на редких животных, сбор всех кассет или выполнение условий на идеальные убийства требуют терпения и десятков попыток. Ещё некоторые ачивки завязаны на кооперативе: без напарника их просто не закрыть, и это может раздражать, если хочется пройти всё в одиночку. Отдельные трофеи зависят от удачи или специфических ситуаций — вроде редкого поведения врага или случайного стечения обстоятельств, — и тогда прогресс ощущается не как мастерство, а как ожидание подходящего случая. Но в целом Far Cry 5 с достижениями — это способ прожить восстание против культа не как зритель, а как участник: ты не просто смотришь историю помощника шерифа, а сам выбираешь, каким оружием и какими методами будешь ломать систему. Каждое закрытое достижение здесь — это маленькая победа над культом, над окружением и над собственными привычками. Оценка: 9/10.
Игра чёткая, советую играть с другом
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