When Far Cry New Dawn launches later this week, on the 15th of February, gamers will get their first chance to meet eight new Guns-for-Hire (including 2 ‘Fangs-for-Hire,’ Timber and Horatio). While most of these characters are new to the game, there are some familiar faces, and one of those is Hurk Drubman Jr. Hurk has been a recurring character since Far Cry 3, even appearing as his ancient ancestor “Urki” in Far Cry Primal and as a severed head attached to a flying robot in Far Cry 5’s Lost on Mars DLC. Now, he will appear as one of the eight Far Cry New Dawn Guns-for-Hire, reprising his role as a companion from Far Cry 5.
Far Cry New Dawn Guns-for-Hire: Hurk Drubman Jr., the “RPG”
Hurk’s return in Far Cry New Dawn isn’t nearly as outlandish as his last appearance in Lost on Mars. Seventeen years have passed since his appearance in Far Cry 5, but the fan-favourite companion doesn’t look much different. His beard is grey, but his sense of style doesn’t seem to have changed whatsoever. In fact, Hurk’s abilities seem largely unchanged since Far Cry 5. His role is listed as “RPG” in Far Cry New Dawn, suggesting that he will continue to be the rocket-launcher specialist.
Hurk’s first ability slot is actually taken up by a vehicle this time around, however; something new which several of Far Cry New Dawn’s Guns-for-Hire have. This suggests that he’ll show up on an ATV when players summon him. His second ability is called ‘Fast Hands,’ and simply increases Hurk’s reload speed. Finally, he has ‘Heat Seeker,’ which causes his RPG rockets to track both air and land vehicles.
According to Ubisoft, Hurk now has a son named Blade, whom he co-parents with his cousin Sharky; another of Far Cry 5’s Guns-for-Hire. The two of them are apparently now “gentleman moonshiners”. It’s unknown what Hurk’s story will be in Far Cry New Dawn. However, given his track record, it’s likely to be absurd and explosive in equal measure.