History VideoGame / FarCry2

11th Jun '16 11:42:07 PM Kadorhal
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** The Jackal delivers one of these to Reuben in one of the Jackal Tapes.

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** The Jackal delivers one of these to Reuben in one of the Jackal Tapes.Tapes, saying that Reuben has all the skills to be an even better arms dealer than he is, and that the only reason he's a "good person" is because circumstances haven't forced him to be something else.



** All major characters get around this way; rather than travelling across the game world like the player, they just appear in safe houses or at objectives, most likely to stop the player killing them and sabotaging the plot.
** The Arms dealer gets around too.

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** All major characters get around this way; rather than travelling traveling across the game world like the player, they just appear in safe houses or at objectives, most likely to stop the player killing them and sabotaging the plot.
** The Arms dealer Dealer gets around too.



* ProductPlacement: Has a couple of Jeep vehicles from the time of release. When every other car is a fictional rusted pile of junk held together with sheet metal and wishes, it's a little jarring to find a far number of real-life American 4x4s in war torn Africa, albeit in similarly beaten up states.

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* ProductPlacement: Has a couple of Jeep vehicles from the time of release. When every other car is a fictional rusted pile of junk held together with sheet metal and wishes, it's a little jarring to find a far fair number of real-life American 4x4s in war torn Africa, albeit in similarly beaten up states.
27th May '16 10:33:10 PM Kadorhal
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* RightHandedLeftHandedGuns: Including a top-ejecting Desert Eagle that still has the barrel lock on the wrong side, a Springfield with a lefty bolt (the animation is about as awkward as you'd expect) and, just to get the other side of the equation, a right-ejecting PKM.

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* RightHandedLeftHandedGuns: Including a top-ejecting Desert Eagle that still has the barrel lock on the wrong side, a Springfield with a lefty bolt (the animation is about as awkward as you'd expect) and, just to get the other side of the equation, a right-ejecting PKM.PKM; one of the shotguns even has a left-side ejection port added on despite its real-world base being famous for not ''having'' an ejection port on the side (it ejects shells from the same port they're loaded through).



* SpiritualSuccessor: To ''VideoGame/FarCry''. The developers of ''Far Cry 2'' have also stated that it was meant to be a sequel in spirit, not in plot.
* StoryToGameplayRatio: Unlike the 1st and 3rd games, ''Far Cry 2'' has an extremely minimalist plot, with most of the focus being on exploring the open world and doing various side-quests for buddies, the church, the weapons dealer, and the mysterious voice. The faction missions advance the game's progress but largely have no connection to each other and are usually stand-alone, miscellaneous sabotage or assassination tasks. There is no real "main quest"; the search for the Jackal is hinted to be one, but this plot line only shows up a for a minute or so at the end of each act, and is ultimately subverted in the finale. This means there's no real over-arcing story, but allows for a ''very'' unscripted game experience with most of the narrative being created by the player through emergent gameplay.

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* SpiritualSuccessor: To ''VideoGame/FarCry''. The developers of ''Far Cry 2'' have also stated that it was meant to be a sequel in spirit, not in plot.
* StoryToGameplayRatio: Unlike the 1st first and 3rd [[VideoGame/FarCry3 third]] games, ''Far Cry 2'' has an extremely minimalist plot, with most of the focus being on exploring the open world and doing various side-quests for buddies, the church, the weapons dealer, and the mysterious voice. The faction missions advance the game's progress but largely have no connection to each other and are usually stand-alone, miscellaneous sabotage or assassination tasks. There is no real "main quest"; the search for the Jackal is hinted to be one, but this plot line only shows up a for a minute or so at the end of each act, and is ultimately subverted in the finale. This means there's no real over-arcing story, but allows for a ''very'' unscripted game experience with most of the narrative being created by the player through emergent gameplay.



* UniversalAmmunition: Weapons of the same type, with some distinctions for which slot they go in, use the same ammo; this means any given pistol is chambered for .45 ACP, 9mm Makarov and .50 Action Express all at the same time. Gets particularly silly with the flare gun; the ammo pickup is shown as the same can of gasoline the flamethrower and Molotovs use. An attempt at justification was made with the automatic rifles, which are all 7.62mm ones (including use of the name of a highly-obscure AR-15 prototype just for that sake), which just made it more apparent because the most common of the four uses an entirely ''different'' 7.62mm round than the other three. Conversely, it also means that some weapons which ''do'' share ammo in real life, like the M79 and M32 grenade launchers, or the sawed-off and silenced shotguns from the ''Fortune's Pack'', cannot share ammo in-game for no other reason than because the former is being used in place of a pistol and the latter is in place of a rifle.
* UniversalDriversLicense: Trucks, boats, cars...If you can get in, you can drive it.

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* UniversalAmmunition: Weapons of the same type, with some distinctions for which slot they go in, use the same ammo; this means any given pistol is chambered for .45 ACP, 9mm Makarov and .50 Action Express all at the same time. Gets particularly silly with the flare gun; the ammo pickup is shown as the same can of gasoline the flamethrower and Molotovs use. An attempt at justification was made with the automatic rifles, which are all 7.62mm ones (including use of the name of a highly-obscure AR-15 prototype just for that sake), which just made it more apparent because the most common of the four uses an entirely ''different'' 7.62mm round than the other three. Conversely, it also means that some weapons which ''do'' share ammo in real life, like the M79 and M32 grenade launchers, or the sawed-off and silenced shotguns shotgun from the ''Fortune's Pack'', Pack'' and any of the other shotguns, cannot share ammo in-game for no other reason than because the former is being used in place of a pistol and the latter is in place of a rifle.
* UniversalDriversLicense: Trucks, boats, cars... If you can get in, you can drive it.



** ''Far Cry 2'' actually seems to use the same basic stealth system as ''Far Cry 3''[=/=]''Far Cry 4'', but because the mechanics are much less transparent (no indicators, etc.) it's much less clear what's going on, so most people don't even bother.

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** ''Far Cry 2'' actually seems to use the same basic stealth system as ''Far Cry 3''[=/=]''Far Cry 4'', the next two games, but because the mechanics are much less transparent (no detection indicators, etc.) it's much less clear what's going on, so most people don't even bother.
19th May '16 3:02:58 PM CynicalBastardo
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Added DiffLines:

** Similarly, the Star .45 is the most balanced of the sidearms, being not as accurate as the Makarov or as powerful as the Desert Eagle, but has higher durability than both.
17th Apr '16 2:06:26 PM TheD3rp
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**The Jackal tapes are quite clearly stated to have been recorded in 2008, which sets the game in that year or later.



* {{Expy}}: The Jackal is on of Kurtz, from ''Film/ApocalypseNow''.

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* {{Expy}}: The Jackal is on of Kurtz, from ''Film/ApocalypseNow''.''Literature/HeartofDarkness''.
6th Apr '16 12:41:02 PM SavoryMaggotEggs
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* BigBad: The Jackal, an arms dealer selling weapons to both warring factions, APR and UFLL, who you were sent to kill. [[spoiler: Subverted as he turns out to be one of the good guys ([[GrayAndGreyMorality if you can call it that]]), and by the end of the game you work with him to combat the factions, led by Nick Greaves and Hector Voorhees respectively, which team up by the game's climax and intend to commit genocide on the civilians.]]

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* BigBad: The Jackal, an arms dealer selling weapons to both warring factions, APR and UFLL, who you were sent to kill. [[spoiler: Subverted as he turns out to be one of the good guys ([[GrayAndGreyMorality ([[WellIntentionedExtremist if you can call it that]]), and by the end of the game you work with him to combat the factions, led by Nick Greaves and Hector Voorhees respectively, which team up by the game's climax and intend to commit genocide on the civilians.]]
3rd Apr '16 8:30:42 AM SavoryMaggotEggs
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* HarderThanHard: Infamous difficulty. Enemies are much more accurate and do a lot more damage, to the point where even at full health you can only survive a couple more bullets than the basic Mooks can. Once alerted, enemies have instantaneous reflexes and aimbot-like accuracy. The maximum amount of ammo and syringes you can carry is also reduced by about half, and you receive much less health/ammo when you pick up items. If combined with the "no manual saves" feature, this is one of the most difficult FPS experiences in existence (or at least the most annoying), since it's very difficult to stay alive and dying can undo more than half a hour of progress each time.

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* HarderThanHard: Infamous difficulty. Enemies are much more accurate and do a lot more damage, to the point where even at full health you can only survive a couple more bullets than the basic Mooks can. Once alerted, enemies have instantaneous reflexes and aimbot-like accuracy. The maximum amount of ammo and syringes you can carry is also reduced by about half, and you receive much less health/ammo when you pick up items. If combined with the "no manual saves" feature, this is one of the most difficult FPS experiences in existence (or at least the most annoying), since it's very difficult to stay alive and dying can undo more than half a an hour of progress each time.
1st Apr '16 7:45:26 AM SavoryMaggotEggs
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The game lacks the mutants and sci-fi aspects of the original ''Far Cry'', instead opting for a darker, morally ambiguous and minimalist story inspired by the Joseph Conrad's ''Literature/HeartOfDarkness'' and Frederick Forsyth's ''Literature/TheDayOfTheJackal'' and ''Literature/TheDogsOfWar'' . ''Far Cry 2'' features a completely WideOpenSandbox game structure. There are no levels, and the game takes place in a 20 square mile area that the player can explore freely, traveling on foot, via vehicles, or by riding buses from station to station.

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The game lacks the mutants and sci-fi aspects of the original ''Far Cry'', instead opting for a darker, morally ambiguous and minimalist story inspired by the Joseph Conrad's ''Literature/HeartOfDarkness'' and Frederick Forsyth's ''Literature/TheDayOfTheJackal'' and ''Literature/TheDogsOfWar'' . ''Far Cry 2'' features a completely WideOpenSandbox game structure. There are no levels, and the game takes place in a 20 square mile area (or over 50 square kilometers) that the player can explore freely, traveling on foot, via vehicles, or by riding buses from station to station.
13th Mar '16 1:47:33 AM Joylock
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Added DiffLines:

** ''Far Cry 2'' actually seems to use the same basic stealth system as ''Far Cry 3''[=/=]''Far Cry 4'', but because the mechanics are much less transparent (no indicators, etc.) it's much less clear what's going on, so most people don't even bother.
7th Mar '16 10:35:09 PM Joylock
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* MooksButNoBosses: Stat-wise, every enemy in the game is identical, even the assassination targets. The only exception are your merc buddies, who are on the level of EliteMooks. At no point is there anything resembling a "boss" enemy or even a CutsceneBoss.

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* MooksButNoBosses: Stat-wise, every enemy in the game is identical, even the assassination targets. The only exception are your merc buddies, who are on the level of EliteMooks. At no point is there anything resembling a "boss" enemy or even a CutsceneBoss. The only real enemy variety come in the form of perched snipers armed with sniper rifles or rpgs, and (later in the game) mortars.



* WorstAid: The game requires the player to perform quick "medical care" in the field when injured if his or her health drops to one bar. This generally involves resetting broken bones with your bare hands, pulling pieces of shrapnel and stray branches from your gut, and removing bullets with pliers (or ''ejecting them from your elbow by straightening your arm''), all without even bandaging the wound up and immediately getting back into the fight (to be fair, one animation has your character lighting a bunch of matches and then cauterizing the open wound). You even spit out a tooth in one. Hilariously, this also applies to the gradual damage you take while drowning, and you can heal yourself from the damage taken by drowning in the same way when standing in shallow enough water, leading to you [[https://www.youtube.com/watch?v=enb0zWbYUik getting bullet wounds, broken limbs, and broken teeth]] by ''swimming''!

to:

* WorstAid: The game requires the player to perform quick "medical care" in the field when injured if his or her health drops to one bar. This generally involves resetting broken bones with your bare hands, pulling pieces of shrapnel and stray branches from your gut, and removing bullets with pliers (or ''ejecting them from your elbow by straightening your arm''), all without even bandaging the wound up and immediately getting back into the fight (to be fair, one animation has your character lighting a bunch of matches and then cauterizing the open wound). You even spit out a tooth in one. Hilariously, this also applies to the gradual damage you take while drowning, and you can heal yourself from the damage taken by drowning in the same way when standing in shallow enough water, leading to you [[https://www.youtube.com/watch?v=enb0zWbYUik getting bullet wounds, broken limbs, and broken teeth]] by ''swimming''!
19th Dec '15 10:50:05 AM Josef5678
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* TruceZone: The main cities. Also a case of TheDevTeamThinksOfEverything. If you do start waving guns in people's faces, they stick their hands up and taunt/threaten/try to calm the player. Their buddies however, will all aim their guns at you. If you aim at a dude too long, all the buddies will open fire even if you haven't let off a shot. This can also happen if you sprint and bump into a dude enough times.

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* TruceZone: The main cities. Also a case of TheDevTeamThinksOfEverything.DevelopersForesight. If you do start waving guns in people's faces, they stick their hands up and taunt/threaten/try to calm the player. Their buddies however, will all aim their guns at you. If you aim at a dude too long, all the buddies will open fire even if you haven't let off a shot. This can also happen if you sprint and bump into a dude enough times.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.FarCry2