True enough, a game I wholeheartedly consider to be a watertight little marvel was graced with a sequel that promises bigger and better - and in their attempt to deliver, it begins to burst at the seams. There was a certain elegance to the way the Okomotive, the main mode of transport in FAR: Lone Sails, was designed. In the context clarity for which every function and dial coexists with the rest of the machine and how breezy it felt to dart around its internals. Much of that game’s appeal was in the ease with which you could Zombie Mode it, stringing together repeated steam release speed boosts while spinning all the other managerial plates thrown your way, all with enough spare time to enjoy the journey you’re making.

FAR: Changing Tides trades the Benz for the boat, with an interesting inversion of the previous title’s control scheme, and a very different internal routine you’ll have to learn and adapt to as an increasing amount of plates demand to be spinned. I’m all for a spot of intentioned friction in my games, but it felt as though I was struggling with the control scheme more often than the barge itself. Changing Tides’ doesn’t let you hold on to the momentum you build for very long before you need to grind to a halt, it’s a very harsh stop-and-start routine you have to rigidly follow. My main source of disappointment is in how I felt as though I stared at my vehicle’s gauges and switches for far longer than the stunning environments rolling by, bumping around its cramped internals and trying to nurture any semblance of speed I built. All of this is a thorn in the side of a game that deserves to be absorbed into. It pains me to hear a wonderful piece of background score coming to an end before I can reach the finale of a setpiece or chapter. There's a lot of strained silence in stretches of Changing Tides that smack less of Muted Immersion and more that I’m Fucking Up Somewhere. This kind of lack of clarity tends to extend to the puzzle the segments that break up the boat trips, I’m somewhat in disbelief at how often they’d place items or levers behind obstructing pieces of geometry.

Not without its flashes of brilliance, don’t get me wrong. When the going gets going, and you hit the supercharge, carving your ship through the cerulean nebula, I felt like I was driving a carmine dagger and dealing the killing blow to God. In a stunningly good final act, Changing Tides is genuinely host to one of the biggest sentimental sequel popoffs I’ve had since Shadow Moses in MGS4. I can forgive all matter of ooo clunkiness when a game makes me loudly exclaim “No Fucking Way”.

Reviewed on Feb 13, 2023


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