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I recall the first time I stumbled across the elusive beast in the open world I had (foolishly) attempted to bring it down with a bow, and it gave chase.
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Since they’re essentially 10-foot gorillas, the yetis are incredibly strong – usually one to two hits and you’re dead – but they’re also alarmingly fast. As the title implies, mythical beasts roam these hills - and they are both fun and frightening opponents in combat. Of course, wolves are hardly the most dangerous creature in this icy playground. This is one of the best environments seen in a Far Cry game yet, to the point where I’m somewhat upset there weren’t more areas like this in Far Cry 4. Sparse branches and brown leaves cover trees along the edges of snowy fields and iced-over rivers, while packs of wolves hunt high in the foothills and caves of the icy Himalayas. The snow-covered valley map is beautifully designed, and creates the impression that it’s much larger than it is. This new defensive emphasis makes sense, given the relatively smaller scale of Valley of the Yetis. The ability to add defenses like machine gun nests or minefields – available either by completing side missions or by purchasing them for in-game cash – gave it an enjoyable tower-defense sensibility that meshes well with the horde-repelling action.
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When the sun goes down, waves of soldiers - and eventually yetis - begin their onslaught, and the balance of fortification and frantic action feels just right. Forgoing the organic day-night cycle, assaults are triggered by advancing time. Instead, it places you (as Ajay Gale) in a single relay station that you must defend from nightly attacks. The most notable omission in this new location is the need to liberate any outposts. While basics of Far Cry’s first-person exploration remain unchanged, there are a few mainstays that have been done away with here.