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The limited capacity does force you to choose and curate your selection, but they make a noticeable difference in play. Powers can do anything from granting you more health to improving defense, increasing damage with a specific weapon, or providing an extra life so it's not game over if your health goes to zero.
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Increasing the difficulty level makes the advanced (gold) powers more likely to appear. At the lower difficulty levels, you'll mostly encounter basic (white) powers. They're lost if you die, so there's an incentive to play carefully until you unlock the previously mentioned ability to retrieve all your items after dying. You can collect up to eight temporary powers at once. He may be entertaining, but he's no hero.Īnother appealing aspect to replaying Insanity is customizing Vaas to your play style via temporary powers. Notably, while the visions show that Vaas was manipulated by others, they don't try to retroactively "redeem" him. The running commentary provided by Mando is great and the memories - "visions" in game parlance - fill in a lot of questions about Vaas's history. The main quest can be beaten relatively quickly, but the value in Insanity lies more in exploring the character of Vaas. Quitting while in a safe zone saves your weapons and gear but resets progress in the game world. Abilities and weapon upgrades stay unlocked, but upgrades and gadgets are re-rolled whenever you start a new run. Abilities, both permanent and temporary, can be purchased with currency earned by killing enemies and opening chests.ĭying means losing all of your weapons and a chunk of your money, so there is a penalty to death - at least until you unlock the ability to retrieve all of your items from the site of your death. Thankfully, the feeling of being underpowered doesn't last long, as you unlock new weapons by completing challenges.
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In other words, you're back to square one. When you start playing Insanity, it feels like a step up in difficulty from Far Cry 6, but that's primarily because you start with no abilities, no upgrades, and no weapons - except for a basic pistol. That said, it's much more rewarding from a lore perspective to take your time and explore the world, at least on your first time through, as Insanity does fill out some back story from Far Cry 3. The stated goal of the DLC is to collect all three pieces of the Silver Dragon Blade and escape the mental prison Vaas has built for himself.
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A tropical island with a volcano at the center, Insanity's key locations include a beach, a jungle environment, Doctor Earnhardt's house, and a well with a hidden hotel. Much like the special operations missions, the world map here is bespoke, though clearly inspired by major events in Far Cry 3. Insanity's world map is relatively constrained, but it doesn't reuse content from Far Cry 6. This can make for a slightly unreliable narrator (after all, everything we're seeing is from Vaas's point of view), but it also allows for creative re-interpretation of the original environments. Set shortly after Jason's showdown with Vass in Far Cry 3, the Insanity DLC occurs entirely within Vaas' subconscious.
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