**Far Cry 5: Trouble in Hope County**
Spoiler scope: the opening, the main cast and the campaign structure. The ending is left alone here.
Hope County gives you farmland, mountain roads, fishing spots and a religious cult that has decided it owns all of it. Far Cry 5 takes the series to Montana, puts you in the boots of a junior deputy, and lets a disastrous arrest turn into a county-wide fight against the Project at Eden’s Gate.
That setting does a lot of work. A roadside encounter can happen beside a grain silo or a quiet stretch of water. The countryside looks like somewhere people should be living ordinary lives. Seeing the cult turn those places into armed compounds makes its presence feel invasive before Joseph Seed has said another word.
Joseph calls himself the Father. His Heralds handle the territory around him: John in Holland Valley, Jacob in the Whitetail Mountains and Faith around the Henbane River. They have different methods, and the regions give those methods room to become more than a villain introduction. Coercion, military conditioning and the drug Bliss all shape what you run into.
**Pick a direction, then pay attention**
After the opening on Dutch’s Island, the three main regions are open to you. There is no requirement to finish John before visiting Faith or Jacob. That makes the first stretch particularly inviting. A companion you want, a town under attack or a strange-looking place on the map can be reason enough to head down a road.
The game also changes how information reaches you. Instead of climbing a tower every time you want the surrounding map filled in, you find people, read things and follow discoveries. Stop and talk to someone after a rescue. A quiet bit of exploration can turn up the start of another job.
There is a catch to all that freedom: Resistance Points push the story forward. Damaging the cult’s operation raises the pressure in that region, and eventually the Herald responds. Those interruptions are part of the campaign’s structure. If you like taking a region apart at your own speed, it helps to understand that the meter is advancing while you do it.
This gives the map an interesting rhythm. You choose the activity, but you do not have complete control over when the cult decides it has had enough of you. Some players enjoy that pushback. Others would rather finish the job they were in the middle of. Either reaction is understandable, and a useful guide needs to account for the interruptions instead of pretending they cannot happen.
**The people and animals beside you**
The companion system is a big part of the game’s personality. You can bring help suited to the sort of trouble you expect, including animal companions. Boomer and Cheeseburger alone give the countryside a very different feel from travelling with another rifleman.
A companion changes more than your damage output. It changes where your attention goes. With help covering one angle, you can watch another. With a noisy ally beside you, a quiet approach needs a little more planning. Give orders deliberately and think about whether the next objective calls for an extra attacker or a careful entry.
The same applies to co-op. A second person can make an outpost wonderfully messy, or turn it into a coordinated job with separate sight lines and a shared escape route. Decide who is covering whom before the first shot. It takes very little planning to avoid both players spending the entire fight in the same doorway.
One important save detail: campaign world progress belongs to the host. A guest keeps eligible personal gains, such as money and perks, but does not return to a separately cleared copy of Hope County. Agree on whose campaign you are advancing before settling in for a long session.
**What belongs to this game**
Far Cry 5 launched in 2018 for PC, PlayStation 4 and Xbox One. Its later console update supports 60 FPS on PlayStation 5 and Xbox Series X|S, including its three DLC adventures. [Ubisoft’s update announcement](https://t.co/JuKDk0sbFB) confirms that scope. That is an update to the existing game, rather than a different campaign that needs its own story guide.
The Standard Edition contains the base game. Gold adds the Deluxe Pack and Season Pass, according to [Ubisoft’s edition listing](https://t.co/NLyFj0epnY). Check the exact listing for your region instead of assuming every bundle with a grand-sounding name includes the same extras.
The Season Pass adventures are Hours of Darkness, Lost on Mars and Dead Living Zombies. They are substantial changes of setting and structure, so they deserve their own guides. New Dawn is a separate game and a direct continuation of Hope County’s story, not the fourth Far Cry 5 DLC.
Far Cry 5 has enough going on that rushing from one story marker to the next leaves a lot behind. Its strongest practical questions are about managing that freedom: which perks open useful options, which companions suit the plan, where the collectible quests begin, and how to prepare before the regional story pulls you into its next confrontation. Those are the details worth getting into.
**Far Cry 5: Trouble in Hope County**
· Games / Far Cry 5