Far Cry 6: Lost Between Worlds DLC Review

While Far Cry 6’s previous DLCs may have put previous villains from the series in the spotlight, the latest expansion returns to familiar territory in a different way: by jumping the shark altogether. Lost Between Worlds puts you back in the shoes of Dani Rojas and is about an alien entity called the Fai that crash lands in Yara, creating a multitude of time rifts and portals to alternate dimensions. What follows is a web of interconnected semi-roguelit levels that you’re free to play through in any order you like. It’s a genuinely fun way to end Dani’s story that I happily plowed through all six hours in a single day, even if it really felt like a watered down version of the main game.

Similar to how Far Cry 3 brought us the neon-dappled Blood Dragon, Far Cry 4 gave us an awesome valley of Yetis, and Far Cry 5 dropped us off on Mars, Lost Between Worlds isn’t afraid to end Far Cry 6 with getting a little weird . Fai’s arrival scattered five shards in alternate dimensions, and it needs your help to find these shards and assemble its ship to get off the planet. Fortunately, the very process of collecting reefs should save the world from ending as well – handy, right? The best way I found to have fun with Lost Between Worlds was to immediately give up in a suspension of disbelief. There is nobody genuine explanation of an alien craft crashing on Yara, and the sooner I realized that it meant nothing, the sooner I had fun blasting away at the DLC’s colorful, crystalline enemies.

Collecting shards means venturing through portals into destabilized twists on the real world called rifts. Each rift looks like a cool, bizarre world version of Yara and is essentially a self-contained level with a unique quality that presents a new challenge. For example, one rift suffers from periodic lightning strikes, another has a slowly descending spiral of doom from the clouds, and another is completely pitch black except for the pink glow of the precious shard.

As you venture through rifts, you can also collect sparkling “Glint” fragments. When you die, you can use Glint to revive at the start of that rift if you have enough – otherwise, dying means you have to start the whole backtrack again at the start of the rift grid with Fai. It’s a welcome failsafe for anyone who doesn’t like a more traditional rogue-like formula, but I actually didn’t die very often throughout Lost Between Worlds, throwing in credits with a whopping 1000 Glint saved up.

The smart progression structure dramatically reduces repetition.


When you reach the end of a rift, you have to choose between two portals (naturally red or blue) to progress. The portals are simply gateways to your choice of two other random rifts, and which they lead to remain the same throughout the run. It gives a fun sense of variety to mix things up the first time you go through a new portal, but also means you know where it connects if you have to go back through a rift later. Your map even shows you which portal connects to which rift when it’s unlocked, so you don’t have to guess when you’ve visited each rift at least once.

With each shard you collect, Fai gives you a new piece of equipment to speed up your rift journey. For example, after you retrieve the first shard, she’ll give you a C4-style bomb that can be used to open shortcuts on subsequent rift visits. Other gadgets include a grappling hook to scale walls to skip sections and a key to open previously locked doors that usually contain loot. This is a great progression structure because it cuts down on repetition dramatically if you’re not required to replay entire rifts every time you visit.

Aside from the handful of permanent equipment upgrades, any weapons and gadgets you’ve collected along the way will be lost every time you collect a shard or die trying. Since there are only a handful of guns to be found, I like this feature because it forces you to adapt to what’s available instead of picking a favorite gun and never switching. In turn, it helps that each rift remains entertaining even when you visit it for the second or third time.

Since all the rifts intersect and connect in different ways, you don’t even have to visit the same rift more than once or twice if you don’t want to. For example, I absolutely hated the rift that requires you to swim around underwater, floating from bubble to bubble while trying not to drown. It was simply annoying and boring, like most water levels. So I avoided it on all my other shard collecting trips. I much prefer this style of pre-meditated variation to the procedural generation or random rift selection that Ubisoft could have chosen here, allowing me to play each scenario in the order I preferred.

The new color-coded enemies don’t really add much to combat.


The other major twist Lost Between Worlds introduces is “chromatic combat”. All the enemies in this DLC are crystallized humanoid creatures that are either all blue or all red – to damage one, you have to shoot them with the matching color by changing the bullet color on the fly. (Though, for some strange reason, the default key binding on PC for switching colors is ‘L’, which was uncomfortable until I changed it to the mouse thumb button.)

Unfortunately, this color changing idea doesn’t add much as enemies seem to always spawn in the same places every time you visit a rift and switching is as simple as a button press. Apart from reinforcing the otherworldly image on display, it’s largely pointless. That’s especially true since there are only a handful of actual enemy types between your standard assault rifle users, snipers, melees, and shielded machine gunners. I would have preferred better encounter design or more creative enemy AI rather than adding a superfluous color changing layer to fight.

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