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** There is, however, one particular exception in the form of TheVeryDefinitiveFinalDungeon that starts from Prison area and continues east. It's blocked off from the rest of Bowa-Seko map and becomes accessible only at the end of the game. Approaching it yields this message:
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** There is, however, one particular exception in the form of TheVeryDefinitiveFinalDungeon TheVeryDefinitelyFinalDungeon that starts from Prison area and continues east. It's blocked off from the rest of Bowa-Seko map and becomes accessible only at the end of the game. Approaching it yields this message:
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* WideOpenSandbox: Half the map is open for you to explore from the get-go, and once you get into the south you can return to the north.
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* WideOpenSandbox: Half the map WideOpenSandbox:
** The entire Leboa-Sako (North) district is open for you to explore from the get-go, and once you get intothe south Bowa-Seko (South) district, you can return back to North at your leisure.
** There is, however, one particular exception in thenorth.form of TheVeryDefinitiveFinalDungeon that starts from Prison area and continues east. It's blocked off from the rest of Bowa-Seko map and becomes accessible only at the end of the game. Approaching it yields this message:
-->''The terrain is rough here. Once you move forward, [[PointOfNoReturn you won't be able to return.]] Be sure you have all you need before proceeding.''
** The entire Leboa-Sako (North) district is open for you to explore from the get-go, and once you get into
** There is, however, one particular exception in the
-->''The terrain is rough here. Once you move forward, [[PointOfNoReturn you won't be able to return.]] Be sure you have all you need before proceeding.''
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* OddballInTheSeries: Despite setting up the format that ''3'', ''4'' and ''5'' would follow, ''2'' is still a very unique ''Far Cry'' game. The immersion-enhancing mechanics like weapon inspection, weapon degrading, and malaria are not present in any other games in the ''Far Cry'' series.
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* OddballInTheSeries: Despite setting up the format that ''3'', ''4'' and ''4'', ''5'' and ''6'' would follow, ''2'' is still a very unique ''Far Cry'' game. The immersion-enhancing mechanics like weapon inspection, weapon degrading, and malaria are not present in any other games in the ''Far Cry'' series.
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* PointOfNoReturn: There's one right at the game's finale - at the southeastern corner of the Southern map (the one where it leads to the aptly-named "Heart of Darkness" area and beyond). Annoyingly, the game only informs you that you're approaching it after you think you've already passed it, but there's a path back to the rest of the map. Even so, you're really, really far from the last arms dealer or safe-house at this point.
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* PointOfNoReturn: There's one right at the game's finale - at the southeastern corner of the Southern Bowa-Seko map (the one where it leads to the aptly-named "Heart of Darkness" area and beyond). Annoyingly, the game only informs you that you're approaching it after you think you've already passed it, but there's a path back to the rest of the map. As soon as you drop down the cliff, however, you won't be able to return back to Prison area. Even so, you're really, really far from the last arms dealer or safe-house at this point.
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* TheVeryDefinitelyFinalDungeon: A large chunk of southeastern map from Bowa-Seko district remains inaccessible [[spoiler:until The Jackal opens up the eastern entrance of the prison during the final mission. Once you cross the drop-off leading to "Heart of Darkness" area, [[PointOfNoReturn you won't be able to go back]]]].
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* AntiFrustrationFeatures: One of the very few deliberate ''aversions'', as detailed in the description. While some staples of the medium in general stick around like [[CriticalExistenceFailure being able to fight on as you're bleeding out at your last bit of health]], OneBulletClips, and [[WarpWhistle bus-based travel]], the game really ''does not like you'' - though the caveat is that enemies often suffer from most of the same problems you do (for example, their guns are as likely to jam as yours).
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* AntiFrustrationFeatures: AntiFrustrationFeatures:
** One of the very few deliberate ''aversions'', as detailed in the description. While some staples of the medium in general stick around like [[CriticalExistenceFailure being able to fight on as you're bleeding out at your last bit of health]], OneBulletClips, and [[WarpWhistle bus-based travel]], the game really ''does not like you'' - though the caveat is that enemies often suffer from most of the same problems you do (for example, their guns are as likely to jam asyours).yours).
** There is, however, one saving grace for PC version that might count as "Anti-Frustration Feature". Players can quickly save the game at any time - either through the main menu or assigning a specific button for it.
** One of the very few deliberate ''aversions'', as detailed in the description. While some staples of the medium in general stick around like [[CriticalExistenceFailure being able to fight on as you're bleeding out at your last bit of health]], OneBulletClips, and [[WarpWhistle bus-based travel]], the game really ''does not like you'' - though the caveat is that enemies often suffer from most of the same problems you do (for example, their guns are as likely to jam as
** There is, however, one saving grace for PC version that might count as "Anti-Frustration Feature". Players can quickly save the game at any time - either through the main menu or assigning a specific button for it.