Far Cry 6: Lost Between Worlds DLC – PS5 Review 1

Despite getting three lots of DLC last year, the Far Cry 6 expansions keep coming with the latest, Lost Between Worlds, now available on PSN.  Unlike those previous DLCs though, this one gives the player back control of Dani Rojas, the protagonist from the main game.

A short, slightly glitchy cutscene sets the scene.  While hanging out by his car, Dani spots a mysterious floating object that he then shoots.  It turns out that it was a container for an alien AI called Fai and she’s now transported him into some sort of weird parallel dimension.  If Dani wants to get back to the real world, he’ll need to retrieve five shards which are spread out across a network of twelve levels.

While these levels are based on Yara, the fictional country that Far Cry 6 was set in, you’ll soon come to realise that things are pretty strange there.  You see, these are fractured simulations of Yara where things have all gone a bit weird.  You’ll see lots of scenery floating randomly in the sky and buildings that can be rotated in mid-air.  It might sound odd but if you’ve played the other DLCs, this is now kind of an old trick.

Essentially this DLC is another rogue-like.  Your job is to try to find the five shards but they are located at the end of five branching paths, each one consisting of three levels.  When you play through a level, you’ll be given a choice of two exits at the end and this is how you get to the shard that you ultimately want.  I don’t know if that’s a good explanation, but it’s better than the one that the game gives you.

Unlike the main game or the other three DLCs, you don’t have a map and so you’ll need to explore your way through each level which is honestly the thing that’ll slow you down the most.  You should be pretty comfortable with Far Cry 6‘s gunplay by now and so combat isn’t really a problem.  But finding your way to the next portal might be.

However, once you get used to this DLC’s rhythm, it all starts to make sense.  And actually there are some nice twists to the gameplay as each level has its own set of rules.  One is set in a large maze, another sees you getting hit by lightning if you stand out in the open, another is set under water and one requires you to destroy crystal gates using mortar cannons.  Each of the 12 areas has its own quirks, so there’s some fun to be had there.

When you get to a shard, you’re tasked with returning it to Fai via the end of level exit.  However, you’ll need to keep finding lit up areas or else the shard will destroy itself and kill you.  So there’s that I suppose.  It can make for some tense gameplay but it’s a bit annoying navigating a level in the dark when you’ve not got a map, or objective marker, to help you figure out where to go.

Once you liberate a shard, Fai will grant you a power that will then let you skip through chunks of the early levels by giving you the ability to open doors, blow up walls and grapple to high points.  All stuff that you could do in the main game of course.  Indeed, between having these abilities slowly drip-fed to you and having a very limited arsenal when Far Cry 6 was so full of fun weapons, Lost Between Worlds does feel like a bit of a downgrade from the main game.

This is especially true when it comes to the enemies.  While Far Cry 6‘s generic South American militia types weren’t super interesting to battle with, this DLC just gives you human (and animal) shaped figures covered in coloured crystals.  They’re very generic, lacking even a little personality, and they feel like a throwback to the three previous DLCs as well, so we couldn’t help feeling like we’d done all this before.

That said, the game throws in a little gameplay quirk where you can switch between blue and red bullets with each type only being able to hurt enemies of the same colour.  While this adds a little Ikaruga-esque element to the combat, it’s not really developed and ends up just being a bit of a nuisance rather than giving you opportunities for combo building or anything interesting like that.

If anything though, our main gripe is that the Dali-esque surrealism of Lost Between Worlds feels exactly like the previous DLCs.  It was interesting during the first of those.  Indeed, Insanity was a great bit of DLC in its own right.  But when they copied the formula for the next two, we were already a bit bored of the whole formula so seeing another rogue-like expansion that follows the same stylistic choices is really quite the let down.  Especially as this DLC retails for twenty quid.

And even though the levels are actually designed (rather than procedurally generated), they feel so disjointed and weird that it all feels random anyway.  Each one of them is so full of dead ends, empty corners and ladders to nowhere that you quickly become disinterested in exploring and instead just want to get each one beaten so that you can move on.

Thankfully, Far Cry 6‘s decent gunplay is still evident and despite their guttural moans and groans, the enemies are still quite tactical.  Also, the lack of interesting weapons does help balance this DLC’s difficulty a bit (the main game was trivially easy).  But really, we’ve seen this kind of thing four times now and we’re over it a bit.  Far Cry 6 was great but it feels like its had its day and needs to make way for number seven.

Far Cry 6: Lost Between Worlds
5 Overall
+ Solid Far Cry 6 gunplay
+ Interesting gameplay twists for each level
- Feels very similar to previous DLCs
- Dani's capabilities feel limited compared to the main game
- Level design is weak
- Not all that much fun to play
Another Far Cry 6 DLC, another rogue-like with surreal levels but not a whole lot else to talk about. Far Cry 6 was great but it feels like it is time to move on.

About Richie

Rich is the editor of PlayStation Country. He likes his games lemony and low-budget with a lot of charm. This isn't his photo. That'll be Rik Mayall.

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