The currency is found in Treasure Hunts and can also be bought with real-world money, and it's a quick way to get around replaying Outposts and Expeditions. Unfortunately, Hope County has an immersion-breaking in-game currency, effectively the Highwaymen version of Disney Dollars, and it can be used to fast track resources or buy items outright, including clothing and certain weapons.
This can feel like a grind, particularly for those players who don’t enjoy repeating gameplay in order to progress. If a player wants to upgrade everything and unlock all weapons, then replaying these is definitely necessary. At times – particularly when it comes to Outposts – players will feel as though they have to replay these elements in order to reach a level they want. For Expeditions, it’s loot required for more powerful weapon crafting, while Ethanol upgrades the home base, unlocking higher levels of crafting, health percentage, or Gun For Hire strength. Much like the Expeditions, the emphasis is on replaying these events in order to gather enough resources to function. Some will feel this is a step back from the complexity of the Family, but this does allow the returning Joseph Seed to function better. Whereas the sometimes infuriating, lackadaisical nature of the Seed family caused dissonance at times in Far Cry 5, sharing the spotlight with some more direct, aggressive villains makes him more interesting here - although questions will be asked as to whether Seed functions as a standalone character for those who haven't picked up Far Cry 5 before playing New Dawn. The duel antagonists of Lou and Mickey are villains in the tone of Far Cry 3's Vaas, rather than the more nuanced approach of the Seeds.
There is a horde of nasty, post-apocalyptic killers, and you have to blow them up - even if the game does sometimes draw sympathy through the harshness of a post-nuclear life. It was awkward going on a bloodthirsty rampage against a cult, given the way that cults traditionally take advantage of those in desperate and unfortunate positions in a way, this raised a bigger question of who the real villain is than any of the pseudo-philosophical dialogue that Joseph Seed put forward. At the very least, the odd politics of the last game aren't as jarring here.