Crafting has been a major component of many of Ubisoft's previous titles and Far Cry 6 is no exception, though its crafting system leaves a lot to be desired, especially where the suspension of disbelief is concerned. Mods for the player's weapons, vehicle, Supremo, and a few tools may be crafted at any Resolver Workbench found inside all three of the camps that will unlock with progression. Crafting the mods themselves will require players to have collected a few different materials that can seem fairly arbitrary as they are put to use.

The island of Yara is isolated, meaning modernized gear and weaponry is hard to come by and only easily accessible to the oppressive regime led by Antón Castillo. The guerilla forces are left to upgrade their outdated tools with scavenged materials found on the island at their home bases, giving a legitimate reason behind the crafting system used in Far Cry 6. The logical failings only become apparent as players begin to assemble their mods.

Related: Far Cry 6: Every Supremo (So Far) Explained

As FUMBLING_TITAN pointed out in a post on Reddit, upgrading their fishing line would require three units of Gun Powder and three Industrial Circuits, which seems more than a bit ridiculous. When crafting is boiled down to simply upgrading a weapon or tool because it is no longer effective enough in new zones, leaving players required to rub some arbitrary quick fix on it to make it stronger, the crafting begins to feel rather uninspired. If the crafting is also narrative-breaking or ridiculous in general, that can also leave the experience with an unpleasant aftertaste. Crafting should allow the player to feel like they have given themselves a tactical advantage while remaining logical.

Far Cry 6's Crafting Is A Different Kind Of Nonsensical Compared To Other Games

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Fallout 4 has a crafting system that allows for the creation of inventive mods and impressive builds like a huge post-apocalyptic skyscraper. This system also requires players to conduct all of their modification creation at designated benches found at unlocked settlements, though the junk players would collect to use for crafting had much more variety, with 31 different base materials that can all be found in the world in multiple forms to be broken down. This system also has its flaws, but the diversity of materials adds a sense of realism when crafting, if nothing else, as opposed to the very particular nine materials utilized in Far Cry 6, which can lead to some absolutely ridiculous recipes.

Dragon Age: Inquisition has the alternative problem of having a crafting system that is both too simple and too overpowered. Employing only three materials, with different tiers of each, players can frequently optimize their gear. This often results in most discovered loot and dropped items becoming obsolete almost immediately. Far Cry 6's problems are different by comparison, but still make just about as little sense from either a mechanical or narrative standpoint.

Far Cry 6 and its crafting system lean into some of the worst qualities of its predecessors, as Ubisoft is no stranger to arbitrary crafting ingredients. Most previous titles in the Far Cry franchise exclusively used hunting for their materials. This may not have been something all players enjoyed, but it did at least make a certain about of fictional sense. Far Cry 6's system isn't really any better or worse on the whole, but it's limited palette from which players have to build their crafted items makes the whole thing feel a little nonsensical - and maybe just a bit cheap.

Next: Everything Far Cry 6 Does Better Than Far Cry 5

Source: FUMBLING_TITAN