"A living being seeks above all to discharge its strength. Life itself is will to power. Nothing else matters."
It wasn't so long ago that this was one of those dirty little wars that barely rated a sidebar. There was an arms embargo in place, and everyone back home could just cluck their tongues and plan their next tax-deductible donation... When the Jackal showed up here with containers full of AKs and RPGs - that set off some alarm bells somewhere.
After publisher Ubisoft and developer Crytek parted ways, Crytek kept their engine and went on to create Crysis, while Ubisoft retained the name rights and went on to develop Far Cry 2, a sequel in terms of a Thematic Series that has the player take the role of one of a dozen mercenaries working in a war-torn African nation, playing both sides while hunting a notorious arms dealer known as the Jackal. The game lacks the mutants and sci-fi aspects of the original Far Cry, instead opting for a darker, morally ambiguous story inspired by the Joseph Conrad novel The Heart of Darkness and Frederick Forsyth's The Day of the Jackal. Far Cry 2 features a completely Wide Open Sandbox 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.
Far Cry 2 shows examples of the following tropes:
A.K.A.-47: Mostly averted with real weapon names, save the Desert Eagle ("Eagle .50") and Star Model-P ("Star .45"), though the FAL is labelled as the wrong model ("FAL Paratrooper," a version which should have a folding stock) and the AR-16 is a basically fictional AR-15 pattern rifle given the name of a highly obscure prototype to explain why it's sharing ammo with two battle rifles (see also Rare Guns below). The text on the weapon models, however, quotes fictional company names such as "Precision Armament" instead of Heckler & Koch.
Actually, Precision Armaments is a real company that specializes in replicas and what some would consider "ripoffs" of other companies' work, including Heckler & Koch, which throws this into Fridge Brilliance: H&K is far too reputable to take conflict diamonds as payment (even though some people think that H&K is willing to sell to anybody), but Precision Armaments is just sleazy enough.
The All-Seeing A.I.: Long grass and cover often doesn't seem to have quite the same effect on their line of sight that it does on yours.
Anti-Hero: Played with, as while your character never commits any super-dickery onscreen without your input, he is obviously using the war to his advantage, and does whatever the person paying him tells him to do. Although with your Morality Pet buddies missions you can do things like stopping a human trafficking unit, stop a drug syndication from selling a drug meant for children, and with the ending mission sacrifice your life to save a group of refugees.
Anti-Villain: The Jackal turns out to be a Well-Intentioned Extremist in the end who only wants to end the war by wiping out what he calls "the cancer". The last few missions have you working for him.
Arbitrary Maximum Range: Once you light a fire, it will spread... up to a set distance. After which it will go out no matter what's around it. It's fairly obvious this is a gameplay conceit to avoid burning down half the map with a single Molotov, but it's still a little jarring seeing perfect circles of scorched earth surrounded by untouched tinder-dry grass.
In a post-mortem developer interview, the developer responsible for the fire tech (who was given the task of implementing a basic fire system expecting it to be a fairly routine job, then ended up getting obsessed with fire dynamics and spending the best part of a year on it) said that they had to put an Arbitrary Maximum Range on it after starting a fire to test the technology out and watching it quickly spread and engulf the entire game world, killing every man, woman and beast in it.
Authority Equals Asskicking: Completely averted. Every single assassination target (including the faction leaders), will simply stand there with their hands in the air, telling you not to shoot them. Even if you shoot them in the leg to aggro them, they're no tougher than a standard merc, and are armed only with pistols to boot.
Bag of Sharing: Once bought, the storage crates allow a weapon to be placed in any of them and retrieved from any other one. They're at every Safe House and Arms Dealer.
BFG: All but one weapon in the heavy weapon slot (the dart rifle) qualify, as do the mounted M2 heavy machine gun and the Mark 19.
Bilingual Bonus: Enemy mercenaries are sometimes heard to shout in Afrikaans and Xhosa.
Knowing either of these languages can give you a tactical bonus. Most of it (as with the English voice files) is just empty threats, but enemy soldiers also sometimes loudly lament the fact that their gun is jammed, or that they need to reload. While they're busy broadcasting their problems to the world in general, you know you can safely hop around the corner for a spell and shoot them in the head.
Bling Bling Bang: You can find golden AK-47s throughout the game. For some reasons, they are more durable than the normal, non-shiny ones. Possibly because nobody in universe knows how to maintain a firearm.
Boring but Practical: While there's a large selection of weaponry, the cross-country drives tend to militate against specialist hardware; gravitating towards M79 grenade launcher, SVD sniper rifle and LPO-50 flamethrower lets the player deal with almost any potential threat, but leaves all the shinier hardware back at base.
Breaking Speech: The Jackal does this every. single. FUCKING TIME. The two of you meet, but it fails horribly as he talks about the horrors of war while continually arming both sides in the war, so any guilt you would get from it is torn away when you realize it's like Hitler talking how bad anti-Semitism is.
Breakable Weapons: Weapons have a chance of jamming, or even exploding in your hand, after prolonged use. Poor condition weapons taken from killed enemy soldiers are most prone to these problems, whereas new guns taken from the armories (next to weapon shops) are much more reliable. A lack of means to repair weapons means prolonged firefights and tactical choice of weaponry go hand in hand.
This reaches ridiculous level, as the weapons get visibly degraded after firing several magazines worth of ammo and break after shooting several more. Even the AK/FAL assault/battle rifles, famed for their robust design. Just to put things in perspective, most weapons of this kind are able to shoot tens of thousand times before they start to malfunction. Bonus points for protagonists being military (or ex-military) who should know how to maintain their guns. They are implied to be shoddy knockoffs, though.
But Thou Must: It's impossible, despite claims in some reviews, to pick a side; once you've done all one faction's missions in an area, the plot is on hold until you've done the other faction's. It's also impossible to carry out your initial mission and kill The Jackal; you're forced to join up with him. What's worse is that you're then forced to kill all your friends and allies for the sake of NPCs you've never met before at the behest of a man you've been trying to kill.
Car Fu: A viable tactic for getting past checkpoints is to just run over the guards. However, the enemy can do this to you too.
Checkpoint Starvation: In the console versions of the game, you can only save your progress at safehouses and faction H Qs. Most missions take place at least a 5 to 10 minute drive from the nearest safehouse, and many involve visiting multiple locations at completely different parts of the world map. As a result, dying in the middle of a mission can set you back a significant amount of progress. This is averted in the PC version, which lets you save at any point.
Collection Sidequest: Collect diamonds from cases scattered around in order to spend them on weapons. There are also audio tapes to be found which give insight into the Big Bad (which, in a well-known but still uncorrected bug, stop giving different messages after the second map). And promotional content gives predecessor tapes to collect.
The Computer Is a Cheating Bastard: The AI vehicles go much faster than yours, making escape impossible on flat terrain. Thankfully, the AI can't drive worth a damn and will smash into a tree or cliff when you're in the jungle areas.
Cool Guns: A fair bit of that page's list is present and correct.
Critical Existence Failure: Vehicles can be repaired from near-critical damage to full health infinitely. However, if they're damaged to the point there's black smoke and fire coming from the engine, they're basically doomed.
If you look closely at the ratchet, you see the Not Exploding Bolt on the radiator isn't even being tightened or loosened. Merely jiggled a bit.
All the weapons fall into this as they all explode in some way once they run out of durability.
If an animal gives the bumper of a car so much as a light tap they will collapse into a very dead heap.
Cutscene Incompetence: The Jackal always gets the drop on you. In addition, the player character manages to contract malaria during the opening cinematic. And after you get malaria, the Jackal nurses you back to health. Yes. It is just as embarrassing as it sounds.
Bonus points for the fact that several player characters come from the regions where malaria is a problem and would either be resistant to it or knew better than to not take any precautions.
Difficult, But Awesome: If you know how to aim the mortar (hint: press reload to fire HE rounds), you can take down whole bases of heavily armed mercenaries without any resistance.
Disc One Final Dungeon: As the player reaches the end of the missions in the North, it seems the game is winding down to a conclusion where one faction emerges victorious. You then totally screw that up and are sent to the second map where the game more or less starts over.
Double Agent: Regardless of choice, you ultimately end up working for both the UFLL and APR, then later screwing either one of the other to temporarily weaken that side's power in exchange for the other's.
Downer Ending: At the end of the game, the Jackal informs you that civilians are fleeing the country, with both factions pursuing them with the intention of committing genocide. He tells you that he needs to destroy the pass to block the army from pursuing the civilians, and bring diamonds to the border checkpoint to bribe the guards into letting the civilians pass. He offers you the choice of delivering the diamonds or setting off the dynamite, while he'll take the other task. If you set off the dynamite, you sacrifice yourself by detonating the bombs directly because the fuse is broken. If you deliver the diamonds, the Jackal makes you promise to put a bullet in your own head afterwards, in order to kill every cell of the cancer of war and prevent it from spreading to another country. The game ends before you kill yourself, so this ending could be a Bolivian Army Ending, although it is heavily implied during the endgame that your PC's malaria is getting progressively more fatal, as it goes from a level 1 (best) to 5 (the worst symptoms of it and on the verge of death). However, it might not be all that bad, because most of the surviving civilian population did manage to escape the war zone. The APR and UFLL are still locked in an endless, pointless war, but it's implied that their followers choose to live that way.
Downloadable Content: The Fortunes Pack adds three new weapons (sawed-off shotgun, silenced shotgun, explosive crossbow) in a crate in the middle of the Arms Dealer's warehouse, and two new vehicles, the Unimog (a big truck that always has an M2) and quad bike, which respectively replace some of the trucks and cars.
Handy when your starter RPG (If you even get it over the LPO) decides to explode in your face. Good luck taking on jeeps with hand grenades.
Dragon Ascendant/The Starscream: Nick Greaves and Hector Voorhees, the foreign mercenary commanders working for APR and UFLL, end up taking control of the two factions after the top faction leaders are both killed at the end of Act 2. In turn, the faction Lieutenant who saved you at the beginning of the game, and his opposite number on the other side, hire you to kill Greaves and Voorhees so they can take their place as the top warlords.
The Dreaded: The Player Character essentially becomes this depending on their reputation. At reputation level 0, the player is completely unknown, while at level 4, mooks believe that the player the the devil incarnate and at level 5 the mere sight of him is enough to send even brave men into panic because they know if he is around things will get messy.
Easy Logistics: Damaged vehicle? Don't worry about taking it to a repair shop, just pop the hood and tighten the Not Exploding Bolt on the radiator.
Emergency Weapon: The machete, literally. Not "stealth weapon" or "one-hit kill weapon", just "emergency weapon".
Creating an account with Ubisoft gives you more options for the cosmetic look of the machete.
It can be used as a stealth weapon and has a unique One-Hit Kill animation if used on a downed enemy.
Enemy Scan: The monocular magically fills in everything in "major" area if you spot one thing of that type; the types are vehicles, weapons (mounted guns and snipers), first aid and ammo. Spotting the main powerup in a checkpoint counts as "scouting" it.
Et Tu, Brute?: The game's "final battle" is a firefight against your mercenary buddies, who are trying to use blood diamonds to bribe their way out of the country. You want the diamonds as bribes to help save the civilian population from genocide.
Additionally, some of the optional buddy missions (especially those given by the 3 female mercs) given to you at Mike's Bar were actually fairly altruistic in motive (collecting evidence of war crimes, destroying weapon supplies, killing drug dealers marketing to children, etc.), so it's fairly jarring when at the end the majority of them turn out to be a bunch of selfish jerks.
Especially the guys that saved you half a dozen times before, and in whose interest you literally killed for.
To be fair to them, they are pretty good friends and they appear to genuinely care for you, risking their own lives to help you. Just that they can't take any more of the crapsack country.
Allied with one faction? Don't expect help. Or even neutrality: "your" side will try to kill you too.
Handwaved in that you are on a 'secret mission' and that the soldiers are not a aware your working for them. Once you receive a mission from either of the factions, they warn you of this as you leave the room.
Evil Versus Evil: The UFLL and APR, the game's two main factions, both claim to have the people's best interests at heart, but both are ultimately shown to be evil, led by greedy ambitious men and staffed with psychopathic killers and thugs. The player character himself also commits a number of morally questionable actions throughout the course of the game, notably shutting off fresh water supplies to a neighboring country, leading to the climactic "final battle" where they kill almost all their mercenary buddies in a large firefight to steal blood diamonds needed as a bribe to save the lives of fleeing civilians.
Exploding Barrels: They might not have much else left in this country, but they seem to have a limitless supply of propane and gasoline.
Fetch Quest: A lot of the "subverted" missions boil down to going to a place, getting/destroying/otherwise triggering a thing, then doing whatever the mission was supposed to be.
Forever War: What the Jackal's plans boils down to, incite the UFLL and the APR into all out war while simultaneously conducting a mass exodus of all the civilians in the country. This gives the UFLL, the APR and any other scum of the world somewhere to fight to their heart's content without actually hurting innocents.
Game-Breaking Bug: The infamous Dogon Sediko Captive mission, where as the name implies, you rescue a captured buddy from Dogon Sediko. It goes down in two ways, one, you reach the building but cannot get in due to a programming error marking the door as locked, and two, you can go inside but the buddy never interacts with you. Both ways freeze the progress of the story, making the game Unwinnable. The worst part? Ubisoft knows of this bug and hasn't fixed it in the 4 years the game has been out.
Hand Cannon: Slot 1 gets a Desert Eagle, M79 grenade launcher, and with the DLC also a sawed-off shotgun.
Heal Thyself: Injections from syrettes cure any wounds. Even if you run out of health, you get a second chance as long as you have a buddy standing by to revive you. This applies even if you deliberately blew yourself sky-high with a bomb.
Hyperactive Metabolism: You can heal your health to full by drinking bottle of waters found lying around enemy bases.
Impressive Pyrotechnics: In addition to explosive ammo piles and fuel tanks, dry grass catches on fire very easily. This can be exploited for useful diversions or simply clearing a whole checkpoint with a couple of well placed shots. Kill It with Fire indeed.
Improvised Weapon: Seemingly the only reason for the addition of the flare pistol to a game loaded to the brim with flammable materials, besides to call enemy reinforcements. Possibly meant to have more of a role had the game been shipped fully made. For a more straight-up usage of this trope, one of the weapons you can have in the first weapon slot is an IED.
Infinite Supplies: The Arms Dealer can furnish you with an infinite number of pristine weapons, despite the fact that everyone else in the country is carrying beat-up wrecks.
Informed Ability: The Jackal is supposed to be an arms dealer, but he's never seen actually doing anything to that effect.
Kill 'em All: Combined with Downer Ending. The game ends with everybody dead. The faction leaders, your mercenary buddies (you kill most of them), and presumably you and The Jackal as well. The final diary entry made by your character even reads "It's done. Everybody's dead. Everybody."
Kill It with Fire: Everyone who's playing the game turns into a pyromaniac pretty quickly. The game takes place in African savannah and jungles where highly flammable foliages are everywhere, and once fire starts, it spreads quickly. Fire can be started by Exploding Barrels, damaged oil/natural gas storages, molotov cocktails, flamethrowers, explosions, rocket backblasts, flares... Additionally, you can start fires to burn down enemies or distract them, allowing you to sneak in, escape, or gun down the panicking enemies. If you find yourself in the middle of a savannah far away from your objective, you'll find yourself throwing molotov cocktails around just for the hell of it.
Kleptomaniac Hero: Nobody in the safe areas seems to care about you looting their medical cabinets or walking around with dozens of rough-cut diamonds which presumably belong to someone. They do care if you try to steal theirs though.
La RÚsistance: A non-violent example, and you have to help these people every now and then to obtain medicine to avert your illness. It's revealed that the Jackal has been helping these people all along, by playing the warring sides against each other.
The Law of Conservation of Detail: There are three levels of map; the overall map, the current grid map, and for some areas a special mini-map for that area. You can guarantee that if an area has such a map, it's because a mission is going to take place there at some point.
Luck-Based Mission: At one point in the beginning of Act 2 the player must ride a riverboat as it floats slowly across the middle of a lake while being fired on from all angles, having to swap between manning the turret to kill the attackers and tightening the Not Exploding Bolt while taking fire himself. On hard difficulty the outcome is completely determined by when the gunboats decide to turn up and how close to the riverboat they come. On Infamous difficulty this mission is widely believed to be impossible. It helps a bit if you know where the RPG and mortar users are, and that all the turrets on the boat are grenade launchers.
The Jackal: The death of a 23 year old from Iowa gets more air time than the death of 50,000 people he gave his life to protect. Even if they did give a shit about things over here, their own media prevents them from taking any action.
Missing Backblast: Averted with the Carl Gustav launcher. Firing the weapon while next to or in a patch of grass will cause a wildfire and can hurt you in the process. In the case of vehicles, the backblast may cause it explode, which can probably kill you. Therefore, be careful when putting yourself into position with this weapon. Played straight with the RPG-7, however.
Money Sink: After buying a weapon, there's still the accuracy upgrade, reliability upgrade and ammo upgrade, all of which cost extra. In some cases buying all of them is essential for the weapon to be halfway useful.
Mooks but No Bosses: 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 Elite Mooks. At no point is there anything resembling a "boss" enemy or even a Cutscene Boss.
Moral Myopia: Lampshaded by Greaves, who said to Oliver Tambossa's face that propagandas are only called lies when they're from the UFLL. Also spoofed when Tambossa asks you to steal liberate some TNTs in a UFLL base.
Motor Mouth: Everyone in the game speaks rapidly and quietly. It's very difficult to make out what people are saying without subtitles sometimes. A decent but somewhat off-putting aversion of Realistic Diction Is Unrealistic.
Multinational Team: The player's band of mercenary buddies is a wide assortment of various nationalities, from former US Special Forces to Middle-Eastern guns-for-hire.
New Era Speech: At the end of Act 1, after you assassinate one of the faction leaders, the opposing leader will take over the entire northern region and give one of these to his troops.
Non-Action Guy: Reuben Oluwagembi, an African reporter who serves as the only really "good" main character in the game.
No Sidepaths, No Exploration, No Freedom: A common criticism of the map design is the presence of a large number of impassible mountains, effectively turning the wide-open map into a series of fairly wide trails.
At one point, The Jackal tells the player that "[he] used to be you."
(Somewhat) Obvious Beta: Granted, the game's initial release was less of a trainwreck than some other titles you might care to mention... but every single version of the game had bugs that, while small in number, were utterly crippling when it was first released, and patches haven't entirely eradicated them.
Offscreen Teleportation: 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.
You can however kill them when they show up to help you after you have fallen. Plot based mission help generally has to be kept alive though.
The Arms dealer gets around too.
One-Man Army: The player, of course. Also, to a lesser extent, the player's mercenary buddies, who are quite capable of taking out a couple squads of enemy soldiers by themselves. Finally, the Jackal is also a One-Man Army, if the massive carnage and property destruction seen in the aftermath of his attacks is any indication.
Hector Voorhees and especially Nick Greaves both come across as noticeably saner and more self-aware than their propaganda-spewing, Ax-Crazy bosses. Like your own character, however, they've decided to just go along with the madness instead of doing anything about it so as to get paid.
The GPS pointer's ability to end up on top of the player character's thumb in certain locations means the patchwork is 3D!
Playing Both Sides: The Jackal. One of his tapes explains this as simply being a business decision. It turns out it isn't for money though; it's to stop the factions massacring the civilian population. Even if that makes very little sense.
The player does this to try and gain information on The Jackal, switching sides as soon as he feels that he's getting nowhere.
Plot Armor: The Jackal, the one person you're supposedly sent to kill.
Plotline Death: Syrettes and bottled water can cure every ill except malaria. Or falling over three times if you're not the PC.
Point of No Return: There's one right at the game's finale. 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.
Port Town: The capital of the Southern map is right next to a gigantic lake.
Product Placement: Has several Jeep vehicles from the time of release. When every other car is a rusted pile of junk held together with sheet metal and wishes, it's a little jarring to find a brand new SUV.
Pyrrhic Victory: In the end, you rid yourself of the leaders who ordered you to help them destroy each other and you rescue the civilian population from nationwide genocide, but you and nearly every other character in the entire game dies in the process, Reuben's reports on the war are ignored, and there's no sign that the conflict will ever end.
Railroading: You might appear to be making choices during the course of the plot, but none of them have any meaningful effect on the outcome.
Rare Guns: This pops up in the form of the AR-16, a 7.62mm variant of the AR-10 which never entered production. The SPAS-12 and Desert Eagle also pop up.
Regenerating Health: A unique example. Your health bar is divided into five segments. Regeneration is restricted to the current segment; to replenish lost segments, you must use a syringe or drink a bottle of water. If your health is reduced to one segment, you will slowly bleed out unless you perform a healing action.
Reliably Unreliable Guns: The guns wear out at an extremely exaggerated rate; you can actually see the USAS-12 becoming more corroded as it fires. And almost all of them will eventually explode or fall apart.
Right-Handed Left-Handed Guns: 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.
Sadistic Choice: About halfway through the game, you're given the choice of either saving a church full of civilians or a bar full of your mercenary buddies. There's not enough time to come to the aid of both. Although your choice is ultimately pointless because you end up overrun by enemy soldiers either way. Your mercenary buddies actually survive, but you never meet them again until the end of the game. When they try to kill you. Not completely pointless, as the people in the church (presumably) escape if you assist them.
Scenery Porn: Lush jungles, dry savannas teeming with zebras and antelopes, parched deserts and dilapidated shantytowns, all rendered in loving detail.
Scenic Tour Level: The opening depicts your character's taxi ride into Pala, while the driver chats about the current state of the country.
Sequel Difficulty Drop: The game is noticeably easier than the original Far Cry (especially the Nintendo Hard PC version), due to the addition of Regenerating Health combined with being able to carry several syrettes that can be used to instantly restore all your health. In Easy difficulty, even new players could easily finish the game in ~15 hours with less than a half dozen deaths. Yet still dying far more than most 'easy' FPS games. The console versions balance this out with a very unforgiving save system (no automatic checkpoints, manual saves only allowed at safehouses), although the result is generally more an exercise in frustration (having to drive 15 minutes every time you get killed) rather than a test of skill.
Shout-Out: To Apocalypse Now. As well as The Jackal's mumbled rants being an obvious homage to Kurtz, the map for the lower-right corner of the second map contains, in clockwise order, the locations "Marina," "Landing Zone," "Swamp" and "Heart of Darkness," making it a map of the movie.
Shrouded in Myth: As your reputation level grows, your character eventually gains this status among the enemy Mooks. Their in-game combat dialogue changes accordingly, from "Who's this asshole? Who cares, let's kill him." to "Oh God! It's him! We're all gonna die!".
Description at Level 4: People believe I'm the Devil himself. Heard a rumor that I eat my victims and I prefer wounding rather than killing outright... just for the fun of it.
Shoot the Shaggy Dog: Despite the actions of the Player Character and The Jackal, the conflict continues in spite of the remnants of the UFLL and the APR attempting to form a government and Reuben's story is ignored by the world press.
The game's plot basically amounts to this. The opening journal entry suggests that it's a simple enough job, until the player succumbs to malaria and has to go looking for information on The Jackal, getting dragged deeper and deeper into the conflict.
Sniper Pistol: The handguns are surprisingly useful at long range. Ghost-sniping (using the sniper rifle scope to aim, then switching to a different weapon to shoot exactly where you aimed) works in this game as well.
Sociopathic Hero: Arguably both your character and buddies. And The Jackal definitely fits the bill too.
Taking You with Me: Mortally wounded enemies will draw a pistol if they see you. It's rare to have this happen unless you insist on using the machete on the higher difficulties.
Thematic Series: While not so much a thematic successor to the original PC Far Cry, it is something of a thematic successor to Far Cry Instincts and especially Far Cry Evolution (both developed by Ubisoft instead of Crytek), with the overarching theme of third-world strife and suffering. From what's been seen of the plot of Far Cry 3, it will continue the trend. All three games also seem to be about man's descent into savagery, Far Cry 1 just takes it a lot more literally.
Also a case of The Dev Team Thinks of Everything. 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.
▄bermensch: The Jackal quotes Friedrich Nietzsche's The Will To Power in the game's opening sequence, forges his own path, defies both factions for the sake of the civilian populace, and in the end convinces the player to join his side through the force of his personality and the rightness of his cause. Though the fact that the player has no choice is also a factor.
Unexpected Gameplay Change: The last part of the game plays out like a fast-paced run-and-gun shooter through a fairly linear path. Since the game mechanics are not designed for this and the enemies can take a lot of punishment, this caused some problems.
Universal Ammunition: Weapons of the same type 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. Huh?
Useless Item: The flare gun; sure, it can cause fires, but so can Molotovs, without wasting the pistol slot. It also doesn't produce a useful amount of light, even at night.
Also, the Homeland 37. It's the slowest shotgun with the smallest magazine and it doesn't reload that fast either.
On the other hand, it's simple to aim and has an unobstructed sight picture; it does a lot of damage, often making a man keel over wounded with one shell; and it hits reliably out to 15 metres. It also has a slower rate of wear than other shotguns, so you can cart it around the country without it jamming halfway through a mission.
There are several useless upgrades, as well, such as the repair upgrades for vehicles (there's replacements pretty much everywhere) and accuracy upgrades for weapons that don't need them at all, such as the Flamethrower and the laser-guided Carl-G.
Useless Useful Stealth: "Conventional" stealth really isn't the best option; you need to pay a ton for a special stealth suit, the silenced weapons are puny and expensive (save the dart rifle, which just has a tiny ammo count), and sneaking around just means if you mess up you'll be surrounded rather than being able to make the enemies come to you. However, a more limited stealth approach of sneaking around the edges of a camp, in order to have the best position to begin an assault, is a very useful and viable tactic.
Video Game Caring Potential: Your dozen or so mercenary buddies are the only friendly faces in the whole country. They help you out in missions and arrive to save you if you're ever critically injured in a firefight. This gives you an incentive to keep them alive throughout the game.
Video Game Cruelty Potential: Aside from the various uses of incendiary devices, you can shoot enemies in the foot or the gut with an SVD to draw their buddies out.
Videogame Flamethrowers Suck: Except this one. The ammo capacity is ungodly, and thanks to the fire propagation feature, several short bursts can easily flatten an enemy base.
Villain Protagonist: The main character of the game, in his obsessive pursuit of his target, will help the opposing armies destroy medicine, kill innocents, and eliminate water supplies. Not to mention one of the fellow Mercenary's side quests, which is to kill a dozen or so people for some drugs to smoke, for fun.
Wall of Weapons: The Arms Dealer's storehouse, which gradually fills up as you purchase more weaponry.
Warp Whistle: For some reason, the bus services in the country are still running and let the player fast-travel to fixed map locations without having to fight anyone in the process. Why the checkpoints have orders to shoot you on sight unless you're on a bus is never particularly clear. It even seems like you're the bus service's only customer, as you never see buses while you're on foot.
We Have Reserves: The APR and UFLL have an unholy number of mooks available to man those vital checkpoints in the middle of nowhere or drive endlessly in circles.
Worst Aid: Far Cry 2 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 getting bullet wounds, broken limbs, and broken teeth BY SWIMMING.If your health is at least two bars, healing involves simply injecting yourself with a shot of morphine. If a buddy is critically injured, you can heal them simply by injecting them as well. Otherwise, the only options are comforting them in their passing or blowing their brains out to hasten it.
After a given buddy has been rezzed three times, they ask for more — to put them out of their misery. Three syrettes of morphine is enough to do it. Meanwhile, in a heated battle you can inject yourself with twice that amount, and be fine.
Don't forget that a good amount of damage can be repaired simply by waiting a few seconds without being shot.
Your Days Are Numbered: Once you get about 55% into the story, your malaria gets progressively worse until you are at death's door at the end of the game subverted because you never will succumb to it if you have pills.