This isn't mine and all credit goes to the guy who first mentioned it, but I thought it to be relevant: You know all those Goddamned Bats that are endlessly respawning enemies, no matter how many you kill? They represent the futility of trying to change things in Africa. There'll always be another crazy gunman. - Gentlemens Dame 883
The Jackal acknowledges this in his tapes. He talks about how no matter how many men you kill there will always be another soldier to take their place and be brainwashed by the corrupt forces in power. The futility of it all makes the Jackal consider that killing everyone might be the solution, no people no more wars. Before that he at least acknowledged that maybe if America were willing to dedicate its Military strength Africa might have a chance, but at the end the Jackal has given up all hope of changing the cycle.
In English terminology a far cry is an idiom describing how one thing is different from another thing. How does this apply to the Far Cry series? The war torn areas that the protagonists find themselves in are a "far cry" from any sort of peaceful civilization. Far Cry 1? The Island is filled with mercenaries and mutants. Far Cry 2? War torn African nation with criminals, warlords, and mercenaries all over the place. Far Cry 3? Stuck on a remote Island with war lords, insane people like Vaas (Definition of Insanity guy), and your girlfriend has been kidnapped. All of these places are a far cry from civilization.
Why are there never any references to the previous games in the sequels? Because they are all a "far cry" from their predecessor!
Instincts gets much more fun and satisfying, especially in dark areas, the instant you realize that you are playing the monster terrorizing everyone from the shadows right out of an action-horror movie.
"Did I ever tell you the definition of insanity?" It's doing the same thing, again and again, and expecting different results. Who is Vaas talking to when he says that? Jason, the kid who keeps running into and capturing whenever he tries to save his friends? Himself, the man who has already tried to kill you three times at that point, resulting in your escape? Or the player, who has been playing this series three times doing the exact same thing? Who will likely leap to another game just like this one when they are done with it seeking a different experience? Or replay the game on a different difficulty setting once they are done with this one? They could all apply.
Why does the third game use Alice in Wonderland to compare Jason's journey in the game? Maybe its because the islands are approached from North to South. In other words, you go down. Like Alice went deeper down the rabbit hole, deeper into a world of madness. Alice also took a lot of potions and drugs that altered her mind and perspective, just as Jason does in his journey.
The diamonds are referred to as being "rough" diamonds, and while they certainly have the foggy, milky appearance of an unpolished stone, their shape still resembles one of the typical diamond cuts (sort of like a chaos emerald, you know). Coconut Effect, most likely.
Your character seems to have an unlimited supply of matches with which to cauterize wounds, but when you're out of Molotovs and flamethrower gas, can you use those matches to start fires? Of course not!
Well, you try holding a flimsy match to some dry grass in a windy area, likely during a firefight.