"Did I ever tell you... the definition of insanity?"
The third game in the Far Cry series (yet another Spiritual Successor to its predecessors), set on a group of South Pacific islands known as the Rook Islands.When Jason Brody, an aimless twenty-something who channels his energy into extreme sports, skydives onto the wrong island with a group of his friends, they are all captured by a group of Ruthless Modern Pirates under the command of the deranged Vaas. Jason escapes with the help of his ex-military brother, but soon finds himself alone and trapped in a hostile and untamed world. With no other option, Jason must rise to the challenge and take on Vaas' entire army in order to rescue his friends before they are killed or sold into slavery. To do this, he must learn the ways of the hunter with the aid of the native "Rakyat", but as the body count piles up and his killing instincts become sharper, Jason risks losing himself to the ruthless tribal mentality of the Rakyat.There's also an independent co-op campaign set six months prior that follows characters Leonard, Callum, Tisha and Mikhail. Running from their individual awful pasts by working on a boat, the group soon finds the captain has emptied the ship safe and sold them to Vaas' pirates, forcing them to pursue him to the Rook Islands to retrieve their money and get revenge. The game also boasts a multiplayer mode containing typical "Death Match" modes, and an editor that allows players to create their own maps.Its vast setting, reasonable difficulty curve, immersive action, and unpredictable wildlife were many reasons why Far Cry 3 was critically acclaimed and honored as one of the best titles of the year, winning the 2012 Gamespot Reader's Choice GOTY award against Mass Effect 3. It has sold 4.5 million units as of February 2013.A stand-alone expansion, titled Far Cry 3: Blood Dragon, was also released May 1st, 2013. Related only by game engine and title, Blood Dragon is an Affectionate Parody of 80's sci-fi action flicks such as Robocop, Aliens, and The Terminator (among others); set in the distant, cyberpunk year of 2007, it features retro cutscenes, VHS tracking, a synthetic soundtrack, and other elements of 80's goodness. Watch the trailer here.Oh, and it has Skrillex in the soundtrack.
Far Cry 3 provides examples of the following tropes:
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Absurdly High-Stakes Game: Upon revealing that he knew who Jason really was, Hoyt turns the poker game into this. One finger cut off for every time he loses a hand. The prompt literally says "Press X to bet your life".
Also, Jason's first kill during his fevered flight through the jungle: he obviously didn't mean to kill the pirate, and he freaks out about it.
Action Bomb: Hurk, who only appears in the "Monkey See, Monkey Go Boom" DLC missions (though he has a part to play in the game proper, it's extremely minor and unseen) had this crazy idea about strapping C4 to primates and sending them off. You even see a few! The only problem is, he maintained a weird bond with the creatures even as he was putting explosives on them, and started to view them like little brave soldiers going off to war.
In the last few Letters of the Lost, Hurk mentions that one of his trained monkeys went crazy, and taught other monkeys to prime and throw grenades... minus the throw part. Hurk eventually tracks him down and kills him.
Action Survivor/Dare to Be Badass: The trope is meditated on as gameplay tropes. Where is the line drawn between being a badass fighting to survive and being a mass murderer? Are your rewards from exploring the jungle upgrades to game stats, or Jason's corruption by power? As indicated by this interview:
The more Jason follows "the path of the warrior," the more tribal he becomes. The more the island leaves its mark. "At the start of the game, you're really going to feel like you don't know what's going on. You really are lost in the jungle. We want that feeling of 'Oh my God, this is really overpowering.' We want you to be afraid," Keen said. "By the end of it, you've learned the way of the Rakyat, you've learned the path of the warrior, and you're a very dangerous person.'
Affably Evil/Faux Affably Evil: Vaas comes off this way at least 80% of the time you see or hear him. In reality, he's full-blown Chaotic Evil, killing innocent civilians, selling drugs, taking over the northern island and selling people as slaves (like Jason's friends). This video sums it up nicely.
Vaas: (examining a tooth he just yanked out of his co-star's head with pliers) Chris? Chris, you haven't been flossing, huh? That's really bad, you know that? (to the audience) You should always floss. That's fucking embarrassing.
Hoyt tries to come off this way to his men, but since your introduction to him starts with him kicking the dog, and every subsequent interaction with him involves him kicking the dog again, it's impossible to see him that way.
"I am thought of being a bad guy because I am German. I got promoted just because of an accent."
Animals Hate Him: While the animal encounters are not as bad as, say, the animal encounters of Red Dead Redemption, you can still quite often find yourself on the receiving end of animal attacks such as bears, sharks, big cats, etc. Luckily for you, they also hate your enemies and can thus be "weaponized."
Bears Are Bad News: You might come across a bear at times and have to fend off attacks, or unleash them upon your foes.
Feathered Fiend: Cassowaries are present. Don't let their beautiful plumage fool you. Truth in Television — in real life they are very territorial and can kill a man with a few well-placed kicks from their clawed feet.
Full Boar Action: Not necessarily as hostile as most other animals, but one angered boar can still gore you.
Reptiles Are Abhorrent: None more abhorrent than giant komodo dragons, who are often found inhabiting ancient ruins. Less common and not quite as dangerous are snakes, which can be also found in ruins or houses.
Annoying Arrows: Averted. The Composite Bow is one of the deadliest weapons in the game, capable of killing nearly anything in one silent shot. If you can get used to adjusting for the arrow drop, anyway. Not to mention two (stealth) shots can take down a Heavy Unit. And even if there are too many enemies in a tight space you can make explosive and incendiary arrows on the fly.
Apocalyptic Log: The Letters of the Lost are the final letters written by Japanese soldiers towards the end of WW2 save a few.
Arc Symbol: The Chinese Knife. Every time you see it something weird is going to happen.
The tatau. They not only symbolize the extra skills that Jason unlocks, but as the tatau grows, the more Jason becomes like the Rakyat in mindset.
Pirates and privateers are extremely intelligent and fight with coordinated tactics. Assault troops provide covering fire for shotgun/machete soldiers, and will quickly move to surround and flank you or hunt you down in the brush (they even say, "Establishing Overwatch!"). Heavies will close in to take you out using their heavy armor if they have numbers, or fall back to provide covering fire. Snipers will always try to find elevated positions to locate and pick you off, and rifle troops will also look for elevated position to shoot you from. If an outpost is under attack and calls for reinforcements, the troops will bunker down and wait for backup to arrive before moving out to hunt you down.
If you're sniping from a distance, the first shot will put the enemy on alert, and if you fire another shot from the same location they'll spot you, whereas if you move they'll have trouble spotting you when the next shot is fired. If they do spot you, they'll pour suppressing fire at you that makes it very hard to shoot back until you withdraw. Close-assault troops being sniped at from long range will take cover rather than run out to attack you, and wait for reinforcements to show up.
Placing mines or C4 in the open won't work; pirates and privateers will bypass obvious traps like that. They're much more effective in the brush. They'll also avoid a mine or charge if they see you setting it.
Animals use clever hunting tactics, and will often try to sneak up on you without being noticed. They'll even use grass and bushes to conceal them from sight until they can get close. Fortunately for you, they do this to the baddies as well.
Artificial Stupidity: Vaas did not issue his troops with instruction manuals to deal with thrown rocks, sadly.
The Molotov Cocktail-wielding berserkers tend to throw their fire bottles at just about anything, even if they are right in front of it. This often means that, in the process of attacking anything from an assaulting Jason to a rampaging dingo, they set fire to half the base (and possibly their allies) and at a minimum kill themselveswith their own Molotovs. Somewhat justified in that, while they're not attacking anyone, they are very obviously drunk, judging by their wobbly walking.
While nearly all outposts can call for reinforcements, guards will only do so if they actually see you. Finding the bullet-ridden bodies of half-a-dozen of their comrades or the door of an animal cage being shot open and resulting in carnage is apparently not enough justification for more troops.
that actually might be justified. Perhaps the Rakyat are fond of pulling hit and run attacks. If so, they may be assuming that the perpetrator of the attack ran away if they do not spot them. It is only when the see you that they know it is not a hit and run attack and decide to call for back up.
The animals also have their moments, largely in the form of terrain detection. Since all NPC characters have Super Drowning Skills, animals will often kill themselves after running into a shallow stream. They may also accidentally fling themselves from cliffs in an attempt to kill you or flee. Conversely, sharks may beach themselves.
They aren't the only ones with pathfinding issues. Vehicle drivers tend to have a hard time driving if it isn't done on a straight, obstruction-free road.
On the second island you will quite often encounter enemy troops standing around their car in the middle or at the side of the road. That it's upside-down and on fire doesn't seem to bother them at all... until the vehicle quite literally blows up in their faces, usually killing at least most of them and more often than not wiping out the whole patrol. The explosion will alert other enemies within earshot who immediately get into their car and set out to investigate the explosion. The combination of the AI's not-so-brilliant pathfinding and driving skills on one hand, and the quite bumpy roads on the other is likely to result in enemy troops standing around their car in the middle or at the side of the road. That it's upside-down and on fire doesn't seem to bother them at all...
Awesome, but Impractical: Some of the more advanced takedowns, like the Grenade Takedown, might look and sound awesome, but are so situational you'll never get the chance to use them.
Awesome yet Practical: Death From Above. Especially when you discover that it can be used at any point where you are above an enemy and can jump on them, even boxes, vehicles, or small inclines.
Most of the other Signature Weapons, particularly the silenced ones like the Shredder SMG and the Bushman assault rifle. Not only do they come with more attachments than their stock counterparts, but they also have improved damage, making them excellent choices for both run-and-gun as well as stealth. They all have unique paintjobs to boot.
Chain Takedowns allow Jason to, well, chain takedowns, meaning players can quickly clear out several enemies who are close to one another. And if you happen to get caught and manage to get one foe in takedown position...
Ax-Crazy: A great many people, which the advertising for the game heavily emphasized.
Back from the Dead: Jason, or at least people think he did when Vaas shoots him in the chest after the "definition of insanity" scenes. In actuality, it is because a lighter he has worked as a Pocket Protector. And in a feat of poetic irony Vaas gave you that lighter, put it in your chest pocket even, because it wouldn't light so he couldn't set fire to you with it.
Backstab: A hugely important part of the gameplay now. Instant-kill melee takedowns with your machete can be performed on unaware enemies (or enemies you surprise from the front) and you get triple the XP from it. Later in the game you'll unlock the ability to do fancier variations, like a plunging attack from above, a sneak attack from below a ledge, the ability to grab one guy's knife out of his holster to throw it at a second guy as you're stabbing the first guy, the ability to yoink his gun to rapidly perforate nearby enemies, or to simply rush straight through a group of enemies and punch them through with your machete one after another.
Badass Boast: Quite a few, some of which come from Jason when he's in a corner; for example, when Jason is about to confront Hoyt in a knife fight, just after Hoyt cut off one of his fingers:
There's actually a fair bit of Malay used throughout the game, and for the most part it's correctly used. However, for subtitle, the words are incorrect grammatically. For example, "berikanher ba" is actually "berikan herba."
Blue and Orange Morality: While they're not straight up evil like Vaas or Hoyt, Citra and her Rakyat live by a native warrior culture whose morals are incompatible with urbanite western culture up to and including human sacrifice. However, this only extends to Citra's warriors; most of the Rakyat on the islands seem to be generally extremely nice people who just don't want to be murdered by pirates, get addicted to drugs, or be sold into slavery. Citra, and to some extent her personal guard, is creepy as hell, and one will probably spend most of the campaign wondering how much better than Vaas she really is. Part of it is the nigh-godlike status she seems to possess. The temple she runs the Rakyat resistance from isn't called 'Rakyat headquarters' or something similar. No, it's 'Citra's Temple,' which is extremely off-putting, appearing to be a temple to a living person, which goes back to the incompatibility of their culture with Western culture.
Bond One-Liner: While he's certainly not suave about it, in the final sequence of the game, Jason has some choice words as he manages to stop his pursuers.
Jason: There goes your four-by-four! I JUST SUNK YOUR BATTLESHIP!
Bond Villain Stupidity: Vaas tries to kill Jason in various creative/painful ways without waiting around to confirm him as dead. He tries to kill Jason first by burning him alive, and then by drowning him, before finally just shooting him, but doesn't check to see whether the bullet actually killed him. Hoyt also pulls this in the finale, taking his time taunting and torturing Jason when he could have just had him killed. Vaas gets a pass because he is genuinely insane. Hoyt, on the other hand, should really know better.
Boom, Headshot: Works on most enemies, and nets you extra XP. Heavies and animals avert this, though: The former have thick helmets that can absorb at least two sniper bullets except from the back, and apparently predators just have really thick skulls.
Boring, but Practical: Some outposts can be cleared by shooting open an animal's cage and calling it a day.
By that same virtue, equipping one of the game's two modifiable Sniper Rifles with a silencer and keeping your distance as you pick enemies off one by one is an easy way to liberate outposts undetected.
Ay! Kin we go? I'm fair scunnered waitin' on you tae stop playin' wi' yer fannies, so c'mon tae fuck 'n let's pikey the fuckin' engine off the cunts so we can get off this fuckin' island!note Hey, can we go? I'm tired of waiting for you to stop playing with your genitals (more precisely, "vaginas"), so come on, let's leave and steal the engine off them so we can get off this island!
Call Back: The first DLC; some backstory from Hurk explains that one of Hoyt's funds comes from Bowa-Seko diamonds, the same ones found in Far Cry 2; somehow they made it to Rook Island and are now sold for about $80-$100 each. Also, the Package Locator from a sidequest is a damaged version of the Far Cry 2 GPS mapping system; includes that Beeping Sound, but the colors on the LED beep red and lock-on with blue, rather than the green light in FC2.
If you're familiar with the series, you don't even have to guess what your starting melee weapon is.
Car Fu: An entirely viable hunting tactic. Most of the animals you'll need to hunt to upgrade your gear are either fast and agile enough to leave you in the dust if you're on foot, or entirely capable of ripping you to shreds and tanking multiple magazines of rifle fire. Hitting them with a Jeep is the safest option.
Climax Boss: Vaas and the ink monster is the mental high point of the game. Everything after him is falling action rather than rising action, the hangover that comes after the high.
Cluster F-Bomb: What Vaas runs on, and just about every enemy threat will drop f-bombs as well.
Most of the co-op characters run on this. Callum, however, takes this Up to Eleven by using f- and c-bombs as every other verb/adjective/noun/punctuation mark.
Colossus Climb: Jason runs up the arm of the stunned Ink Monster in order to stab it in the eye, then hangs on for dear life as he finishes it off.
Colour-Coded For Your Convenience: Each of the three factions is instantly distinguishable from each other due to their uniforms. The friendly Rakyat are blue, the pirates are bright red and the privateers are (oddly) yellow. Better yet, these colors can still be distinguished from one another by people with the most common variant of Color Blindness (that being Red Green).
The plants are also color coded, with green plants giving you health recipes, red plants give combat-boosting drugs, yellow plants give hunting-related formulas, blue plants give exploration-assisting chemicals, and white plants are used in the Game Breaker mixes unlocked with relics.
Continuity Nod: One sidequest has you finding a couple of diamonds kept in briefcases.
Could Have Avoided This Plot: Hoyt says that his issues with Jason could have been avoided if he had just joined him to be paid for each kill. Given this happens after what happened with Vaas and the slave ring, along with Hoyt chopping off one of Jason's fingers, Jason is less than accommodating.
At one point, Liza blames herself for the events, stating she was uncomfortable with the group skydiving but decided not to complain, indirectly resulting in the events of the game.
Country Matters: Multiplayer character Callum manages to drop a c-bomb a few times during his backstory monologue, despite said monologue being just a few sentences.
Aye, I was the head man 'til I slashed up the wrong cunt. [...] I'm off the skag and I still got my knife 'case an'er wrong cunt comes 'roon.
Cutscene Boss: All the main villains are killed with quick time event knife fights.
Press X to Not Die: Failing just one of the QTEs usually features a rather horrid way to die.
Dangerously Genre Savvy: Hoyt Volker. He intentionally invites Sam and Jason to a poker game, where they think he'll let his guard down, specifically because it gets them to let their guard down, thinking they have the upper hand, when in fact he knows that they're working against him. And then he kills Sam with zero forewarning.
Death by Irony: Buck. He sends you out to find an ancient Chinese Knife, guess what you kill him with.
Death by Sex: The bad ending, which has Jason being the victim of post-coital stabbing by Citra.
Deconstruction: Of the classical action hero. The game takes a good, hard look at how traumatic the transformation from a meek everyman to a gung-ho action hero can be, as well as examining just whatstate of mind one has to be in to be able to casually slaughter thousands of mooks.
Demoted to Dragon: Despite appearing on all the commercials and being the more quirky villain, not too long into the plot it's revealed Vaas actually works for someone more terrifying.note Vaas is a pirate that kidnaps and kills people, and that's bad. Hoyt, his boss, gets Vaas to kidnap people so that he can ransom them off, sell them into slavery anyway, and runs a massive drug empire that's also built on the murder of both the indigenous people and anyone who gets in his way.
Depraved Homosexual: A large amount. Besides Buck, and when Jason infiltrates the pirates several of the soldiers warn him that he's likely to be raped by them.
"So Hoyt's hiring pretty boys now, huh? Better pucker that asshole."
The Dev Team Thinks of Everything: In Dr Earnhardt cave, taking some drugs stored in a bowl triggers a playable flashback involving Jason and his whole friends band, a couple of days before being captured by Vaas pirates in Rook Islands. If you spend skill points during the sequence, the "Jason looks at his forearm to show the growth of the tatau" animation is played, but the tatau won't be there.
Developing Doomed Characters: Folded into the intro in a unique way. The montage of the young adults hanging out with each other and having fun is a collection of videos on a video phone Jason owns, and Vaas is watching it. Segue into Vaas taunting Jason in a cage with his phone. "This is a really nice phone..." It's not a lot of development, though, and the actual unique traits of each person are only shown after the horror begins... except for Grant, of course. There's also optional, interactive cutscenes that you can experience, detailing what Jason and friends were doing at the club the day before they were all kidnapped.
The recurve bow can kill most human enemies and herbivores in a single shot and is completely silent, but it has a slow firing rate, limited ammo, and you need to compensate for drop past fifty meters.
The flamethrower. It has a short range and if you're not careful you can easily set yourself on fire. But the flames are incredibly deadly, spread over a decent area, and can completely clear out entire outposts and buildings in seconds, and if you craft plenty of fireproof syringes, you don't have to worry about the damage.
Killing everyone in an outpost without being seen is tricky to do, especially if you have to deal with dogs and Heavies. But doing so nets you a huge XP bonusnote The trick with this one is that being detected is not the same thing as being seen. It's okay if the enemies know someone's there, just don't let them actually see you before they die.
Disc One Final Boss: Vaas's confrontation is built up enough that you'd certainly expect it to be the final battle, what with just how crazy and intense things get beforehand...but it's not. You've got a whole second island to explore after that, with much tougher enemies, a fully-unlocked skill tree and the newly-acquired ability to glide like a flying squirrel, thanks to a wingsuit.
Disc One Nuke: Two of the best weapons in the game, the Shredder SMG and Ripper LMG, can be unlocked very early in the game, by finding 10 Memory Cards (commonly found at outposts) and completing 6 Trial of the Rakyat challenges.
Double Standard: Rape, Female on Male: A woman raping a man after drugging him (he is under the influence of hallucinogenics) was actually used as a "sexy" promotional image for the game at E3. On the other hand, in-game this is presented as a much less sexy thing, as it's a warning as to how unstable Citra is, however it's never brought up again.
YMMV on that. While there is definitely nothing funny about the situation, Keith is portrayed in other scenes as extremely confident and macho. If a female character written as an aggressive tomboy was humbled in the same way, it would likely be called sexist.
The Dreaded: The game sets up Hoyt Volker as this. Everyone speaks of him with fear and awe in their voices.
Dressing as the Enemy: In the first mission of the South Island, you steal a Privateer recruit uniform and infiltrate their organization. As long as you wear it, Privateers won't attack you on sight, but they'll start shooting if you enter a restricted area or they start seeing dead bodies or hearing gunshots.
Eldritch Location: There is something subtly but fundamentally wrong with the Rook Islands. The extremely hostile animal life, the gradual madness that consumes anyone who goes into the jungle, the strange and mystical relics, the drugs giving accurate prophetic visions, the ink demon, and so on. It's not obvious, but the islands are doing things to the people who spend time there.
Elite Mooks: Hoyt's privateers are, as the name's origin implies, much more professional than Vaas' pirates. They wear thick flak vests that make shooting them to death tougher, they're more heavily armed and they have a very professional attitude about everything they do. Fortunately they also give you more XP when you take them out.
Vaas' pirates have their own elites, identifiable by their caps and heavy torso body armor, which become much more commonplace the further east and south you go. Privateer riflemen also have their own elites, which can be identified by having even heavier armor and helmets, but are still as fast and agile as regular privateer troops.
Everything Trying to Kill You: Averted. Unlike Far Cry 2, there is an openly friendly faction whose soldiers will actually help you instead of shooting you on sight. Their presence in the islands expands as you capture enemy territory and outposts. The pirates and all the wildlife are still out to get you, though.
Not all of the animals are out to get you. Animals are separated into two groups, Predators and Prey. Prey are passive and will flee if attacked or startled, whereas the predators will attack you (or anyone else) if approached or attacked.
Exact Words: Buck tells Jason that if he gives him the Chinese knife, he can leave with Keith. He can leave with Keith. That doesn't mean he will...
Fighter, Mage, Thief: Your three skill trees are based off of your tattoos: shark, heron, and spider. They stand for raw power and damage absorption, high-caliber distance fighting and mobility, and stealth and hunting, respectively.
Fingerless Gloves: Jason upgrades to these in the second mission on the second island in order to help hide his tattoo, the only known facet of his appearance for Hoyt.
Fingore: Since Hoyt is making Jason gamble his life at poker, but they're only a few rounds in, he instead opts to cut off his ring finger as an alternative.
Grant: You're crazy, J! Jason: I learned from the best!
The scenes in the first drug-induced hallucinations after meeting Citra. They each show which villain has which of Jason's friends by the time they are found. They also show Keith cowering on the floor at Buck's feet like an abuse victim, and Hoyt dealing cards.
When Vaas tries to kill Jason the first time, he gives a long-winded monologue about Citra, and how your loved ones 'blindside you every fucking time.' In his words: "So they say to me, they say, "Vaas! Vaas! Who the fuck is it going to be? Them or me? Me or them?" Replace 'Vaas' with 'Jason,' and you've basically summed up the final choice of the game.
The whole point of The Infiltration is that Hoyt doesn't know what Jason looks like. After your first meeting with him, you see he has the vacation videotape of Jason and his friends, show that he knows exactly what Jason looks like. Of course, the infiltration turns out to be a complete failure, although Hoyt's overconfidence still ends up putting Jason in a position to kill him.
Cynic: Callum, the chef; a violent, Scottish thug who ended up attacking the wrong person.note Street smart, but with questionable morality
Aye, I was the head man 'til I slashed up the wrong cunt.
Optimist: Tisha, the medic; a surprisingly calm ex-soldier who feels she was wrongfully discharged.note Feelings over facts/stubbornness; forcibly discharged, but insists there's something wrong with everyone rather than just her
I would still carry my M9 if I could, but crazies don't get to keep their guns. The general pulls a few strings and suddenly I have a disorder.
Now I cannot go back. Not until I know I can keep my Katya and our daughter safe.
Gaining The Will To Kill:Jason's first kill occurs when a pirate ambushes him with a knife, and in an attempt to defend himself he accidentally forces the knife through the pirate's neck. He then spends a few seconds looking at his hands in shock. Over the rest of the game, he becomes more comfortable with the prospect of killing people, while his friends get less comfortable with his shift in personality.
Genre Savvy: Vaas, to an extent. When he first tries to kill Jason, he figures setting him on fire is good enough. That doesn't work, so he tries to drown him. That doesn't work, so he decides to stop fooling around and shoot him. THAT doesn't work either!.
Then Vaas just outright stabs him. Through the heart. For reasons that are never entirely explained, even that doesn't stick.
Going Native: Jason gradually goes through this process, courtesy of Citra, as part of his journey of becoming tough enough to defeat Vaas and Hoyt. In the end, Citra urges Jason to go all the way and kill his girlfriend and friends to sever his ties with his decadent previous life.
Goomba Stomp: The Death From Above follows this trope in practice. Even the prompt to press "melee" for a takedown is replaced by one that says "Jump On Enemy To Perform Takedown" when approaching an enemy from above.
Guide Dang It: One of the relics is not marked on the map. It can be found in the cave with the boat where your friends are. When you first get access to the cave, you can climb up some small cliffs across the cave from the boat to a new area with the relic, if you try to go to that area any time after you first find the cave, the area will be blocked by an Invisible Wall and the relic will be Lost Forever.
Gratuitous German: Sam, who occasionally slips in German comments such as "Wunderbar!", and who even gives an assignment titled "Doppelgänger". Exaggerated further when it's revealed he's half-American and was born in the states, but was moved to Germany when young; the name "Sam" is even a reference to "Uncle Sam".
Hungry Jungle: Even when ignoring all the Maybe Magic, Maybe Mundane elements, the Rook Islands are a terrifying place, and it can be seen that no small amount of effort was placed into making the place look as lively and dynamic as possible. It's just that most of the life out there wants to kill you.
Interface Spoiler: Activating all the towers shows that the island's outline only covers half the map and tower locations, which effectively spoils the fact that there's a second island.
Also, in the Handbook to check progress, even if you buy/acquire all available guns you will still have at least 10 empty tick-boxes, as well as the skill tree locking you out of the last third even if you have 5 skill points sitting there waiting to be assigned.
Every Handbook entry for a specific person is unlocked soon after you meet them in-game. The fact that Riley is not added to your Handbook when Jason believes him dead indicates that he's still alive.
Impaled with Extreme Prejudice: Nearly every major character who dies goes out this way. The exception known is Liza if Jason kills her, and the rest of his friends and brother are implied to have died the same way.
Implacable Man: The aptly-named Heavies are covered in head to toe with body armor and will slowly walk towards you firing their LMG or flamethrower and won't stop until you run away or one of you dies.
Improbable Aiming Skills: Justified in a blink-and-you'll-miss-it throwaway line during one of Jason's mushroom trips. He remembers his brother asking him why he doesn't join the Army, as he is a natural with a gun. This is why he doesn't need too much extra training on weapon handling compared to most other things.
Prior to the game's release the developers were talking about Jason's backstory and how he came to be so skilled with weapons and survival in combat. They had two story board ideas: 1) Jason was ex-Army and thus had personal firsthand combat experience with weapons. 2) Jason picked up a few things from his brother, the actual military guy in the family, and is more or less just a genre savvy guy who has seen enough action movies and video games to know how guys like him survive. Naturally they settled on the 2nd option.
Indecisive Parody: Jeffrey Yohalem says that the game is meant to be treated as an over-the-top parody of many video game cliches. Most major video game reviewers and many bloggers not only failed to see the satirical elements but considered it a largely serious and disturbing story.
The lead Far Cry 3 game designer, Jaime Keene, thought it was a horror game.
The Infiltration: Jason pretends to be one of Hoyt's rookie mercenaries to get close to him to kill him. It works... up until Hoyt kills Sam, realizing who Jason is from at least the interrogation of Riley.
Ironic Echo: At one point, Vaas gives a lengthy speech that opens "Did I ever tell you the definition of insanity?", before he goes on a lengthy tangent of how it equates to doing the same thing repeatedly, such as how he can't seem to kill Jason Brody permanently. Several scenes later, Vaas tries to kill Jason yet again, and lampshades it by repeating the above line again.
Dennis: "You have the right to take my life. But know, I will also take yours." Jason effectively ruins Dennis' life by going beyond their Rakyat boundaries and hogging The Chosen One status. Dennis loses it and... it doesn't end well. Jason survives, though.
Item Crafting: Though technically optional, Jason needs to collect animal skins and plant parts to craft equipment holsters and combat-boosting "medicines", respectively. Holsters that hold more ammo and equipment require more skins from rarer animals, and more potent mixes require more leaves. It certainly puts a more justified spin on Hyperspace Arsenals and Healing Potions.
Jump Scare: Any predator animals that can jump out at you, but especially the crocodiles.
Justified Tutorial: The game's stealth mechanics are introduced in an attempted escape from Vaas' camp by Grant, a former Army reserve serviceman. Meanwhile, survival techniques, combat, and exploration around the islands are all introduced by Dennis as he indoctrinates the newcomer, Jason, in the ways of the Rakyat.
Karma Houdini: It's a bit blink-or-you'll miss it but Doug, who serves as a spotter for Vaas and sends Jason and his friends to slavery and death, starting the whole thing off, has nothing bad happen to him.
Katanas Are Just Better: Collect enough letters from deceased Japanese soldiers, and you get a sixty-year-old tanto. Unlike your modern machete, it can one-shot most unarmored enemies.
Kill It with Fire: Molotovs and flamethrowers can set the entire landscape on fire, turning Rook island into the Vietnam War, and they work amazingly well for killing anything in the game. Even tigers, bears, and pirate and privateer Heavies will die in seconds if you can catch them and set them ablaze.
Jason and, by extension, the player. Many of the stealth mechanics in the game center around using Back Stab attacks to quickly and silently eliminate enemies. You also see plenty of Jason holding a knife in cutscenes.
The Wanted Dead missions all specify kill your target with a knife like a true Rakyat Warrior.
Land Mine Goes Click: All landmines beep when you start to approach, and get louder the closer you get to them.
Laser Sight: The rifles used by enemy snipers have these, which you can take advantage of to figure out where they are standing and aiming.
Lethal Joke Weapon: The Flare Gun seems like a good way to alert everyone in the vicinity to your presence and burn yourself alive, but it's good at taking out tight clusters of enemies, killing aggressive wild animals, and destroying vehicles.
Love Triangle: Jason, Liza, and Citra (Vaas's sister). However, it seems that only Citra really registers it, with Liza not saying anything about it due to her not even knowing Citra exists until toward the very end of the game.
Also, Dennis, Citra, and Jason. How Jason feels is up to the player.
Made a Slave: The fate of Jason's friends and little brother if he doesn't save them. There are several indications of this including work as a Sex Slave, regardless of gender of the victim or buyer.
Madness Mantra: Vaas, who gives a speech on how insanity is repeating the same thing over and over, expecting the situation to change. The kicker? He opens and closes the speech with "Did I ever tell you the definition of insanity?"and even repeats said line again when he tries to kill Jason again.
Jason's tattoo is a symbol of all the killing skills he gains and somehow grows as he gains more. It might just be a symbol that lets him think he's gained power, as he never really gets the ability to do completely physics-defying things, but then again, he does unlock more skills by undergoing trippy rituals...
There is also the Chinese compass Jason ends up in possession of when he goes to find a ceremonial knife for Buck. The compass begins to glow brighter and more intensely the more Jason pieces it together. He even goes so far as to say "this is some magic shit". It is never made clear if it is Jason having another trip, or if it really has some magical element to it.
Also, during the boss fight with Vaas, Jason is stabbed in the back and goes into a coma trance, in which he of course kills Vaas. What's weird about this is that despite having a dagger through the heart, Jason wakes up alive and Citra claims Vaas really is dead. The same happens with Buck (why didn't Jason just shoot him?) and Hoyt (two guards, Hoyt is busy chopping Jason's finger off). One explanation is that the Tatau causes a wearer's object of hate and himself to hallucinate in a battle of wills, regardless of who has more backup/got the drop, when the wearer is extremely stressed or hateful, causing whoever has the stronger will to obliterate the enemy in a berserk-filled rage, regardless of said upper-hand.
The Rakyat initiation also explicitly shows Jason visions of the future using information that he could not have possibly known at the time, and Dennis reacts to these visions as though they were the explicit truth.
Willis all but outright says that something about the jungle is gradually driving everyone insane, which is why he stays in his nice, comfy bunker. Further backed up by the fact that the people who generally stay out of the jungle, such as Jason's friends, are much more mentally stable than the pirates, Jason, or the Rakyat in general.
One of the side missions has you searching a recent plane crash for a concerned elderly woman... Except when you get there, you find out the plane crashed over a decade ago, and there is no elderly woman in the area. The ghost aspect certainly tips it towards magic.
More subtle elements are also present, like the lit torches and firepits in the Chinese ruins that have been abandoned for hundreds to thousands of years, or the way the murals light up on Citra's walls.
Mandatory Twist Ending: Most of the side "story quests" end with some sort of twist or punchline that comes out of nowhere.
Mighty Whitey: Both a positive example (Jason) and a negative one (Hoyt) are shown, though the positive one... isn't that great either. Ultimately, the fight for the southern island is between Western natives, rather than the Rook Islands natives.
Delving into Rook Island's background and paying attention to the players involved in the current story indicates that it's less of a case of Mighty Whitey and more of a case of Mighty Outsider-In-General. Rook Island has a history of outside individuals coming to the island and taking control of it, only to go mad and be killed by another outsider. The Chinese general who took over island and left many of the ruins, only to be killed by his superiors, the Japanese who took over only to go mad and be killed by each other, and now Jason and Vaas/Hoyt (as well as Citra). Depending on the ending, either Citra is killed by Dennis or Citra kills Jason after he kills his friends. in either case, it's another example of an outsider effectively dominating the island being killed by another outsider. Even the mythological background of the island involves an outsider (the "prince from the northern kingdom") slaying another malevolent outside power (the giant).
It's also fairly clear that Citra only cares about Jason insofar as he helps her accomplish her own ends.
Mind Screw: Sometimes, there just is no way to tell what is real and what isn't, or how or why. Various files on memory cards you obtain may mention that there are various hallucinogenic properties of all sorts of plants in the territory and Willis says that just living on the Rook Islands is enough to eventually make you go crazy and forget who you are (and he's so weirdly jingoistic he's hardly an example of sanity himself). The tattoo is Maybe Magic, Maybe Mundane, sometimes bizarre things happen when Jason hasn't been visibly exposed to any mind-altering chemicals, and there's all sorts of other complicating factors.
Weirdest of all, if only for its total subtlety and complete unexpectedness, is one particular random side quest where you talk to a hysterical old woman asking you to investigate a plane crash. You go down there, find a crashed, rusted, plane scattered across the beach. You talk to the guy living in the wreck, and he tells you that the plane crashed ten years ago, and that no old woman lives in the village you came from. There is absolutely no lead up for this, nor any indication it's anything more than one of the forty or so other side quests. Just two sentences from a random Malay dude and suddenly you wonder if any of this is real, not just the parts where Jason's clearly on some truly wacky pharmaceuticals.
All of this actually makes a certain amount of sense, given the evident similarities to Alice in Wonderland.
"We're all mad here," said the Cat. "I'm mad, you're mad." "How do you know I'm mad?" said Alice. "You must be," said the Cat, "or you wouldn't have come here."
Misplaced Wildlife: The island's location is left vague (it's said to be somewhere in borders of the Indian and Pacific oceans), but the animals on the islands are obviously not supposed to live together (i.e. tigers live in Asia, cassowaries live in Australia and New Guinea).
Justified by the pirates, who use the islands as staging areas for their trade in exotic animals. The animals aren't all native to the islands; they were brought there and escaped.
Bittersweet Ending: If Jason chooses to spare his friends at the end, Citra sacrifices herself to protect him from the angry villagers — well, one very jealous villager. Jason, Liza, and their friends manage to escape the islands, though Jason is acutely aware that he will never live down the fact that he had killed countless people and will have to live with the guilt. However, he remains confident that he's a good enough person at heart to resist his violent urges and move on.
Downer Ending: If Jason opts to kill Liza at the end of the game, then he kills the rest of his friends as well. Then, after having sex with Citra, Jason is murdered by her when she believes herself to be pregnant, since she believes he should die a warrior's death. Afterwards, she plans to raise their future child as the next ruler of the islands.
Named Weapons: Each of the Signature Weapons is a modified variant of one of the available weapons in its category, with a unique name to distinguish it. They usually have more attachments than their stock counterparts will allow and boast increased damage, often making them the Infinity+1 Sword in their respective categories.
No Arc in Archery: Averted. The recurve bow has a realistic range and drop, so shooting anything at beyond fifty meters requires great skill. One upgrade gives you a scope that gives you markers for drop distance, allowing you to adjust your shots.
No One Could Survive That: The reason Jason manages to survive encounters with Vaas is because Vaas insists on using increasingly elaborate and exotic methods to kill him. Even lampshaded in the insanity speech:
Vaas: The thing is... Alright, the thing is I killed you once already... and it's not like I am fucking crazy.
Also of a mental version. By the time you rescue your friends, it's quite obvious that none of them will ever again be the person they were before being captured. Except Ollie, but as long as he's getting stoned, he doesn't mind much.
Not the Fall That Kills You: The wing-suit/parachute combination allows you to survive pretty much any large drop, provided you have enough of a fall and plenty of time deploy without hitting the ground.
One-Man Army: Jason, to a ridiculous extent. Lampshaded frequently by his enemies, who cannot believe that one guy is giving them so much trouble. Also subverted, as by the end of the game, Jason rampage and extreme death toll have driven him completely out of his mind. Even in the good ending, he struggles with what he's done and knows he'll never be okay again.
At one point, Citra promises Jason that if he saves some warriors, she'll give him the army he needs. He fails to save the warriors, but still pulls off incredible actions despite horrible odds, and rallies the Rakyat to help him attack Vaas's island compound. But then he goes alone anyway.
Only Sane Man: Out of everyone on the island, only Jason's friends, especially Liza and Daisy, seem conscious of how weird and nightmarish the events of the game are. Jason seems relatively stable too, but not for long.
Pineapple Surprise: A skill Jason can learn, where he backstabs a foe and pulls the pin on a grenade on his foe's person. He then kicks them away, leaving the corpse to explode. Useful for diverting attention or making his pirate buddies go kablooey.
Bonus points because Vaas himself put it there after it proved to not have enough fluid in it to set Jason on fire in one of his earlier attempts to eliminate Jason.
Point of No Return: Right before you play the poker game with Hoyt, Sam asks you if you are ready and tells you that there is "no going back" if you decide to go through with the mission.
Poor Communication Kills: At the ending, Citra leaps directly to kidnapping all of Jason's friends as a way of preventing him from ever leaving the Rakyat, and his ritual murder of them being his final secession from the outside world. Instead of asking him to stay after his friends leave, which is an option he had already agreed to. However, this procedure was probably so that he would have no reason to change his mind later down the line.
Post-Climax Confrontation: Jason confronting Citra and the Rakyat after killing Hoyt and saving Riley. How the confrontation ends is up to the player.
Power Tattoo: Possibly. Your skill tree is based off of your three tattoos, but it may be rule of symbolism instead of magic. It fills up as you get more skills and as you complete more optional objectives like finding relics.
Proud Warrior Race Guy: Citra and her Rakyat take this to an extreme that would be simply impractical in real life ( including ritually sacrificing Jason once he gets Citra pregnant, so he can die as a warrior instead of facing the terrible fate of growing old, fat, and settled.)
Puzzle Boss: Vaas himself toward the end. The player can win by shooting through his clones, but it is a severely frustrating and challenging fight where you shoot the same guy, over and over and over, and likely won't progress. But if the player instead simply runs past the clones instead of trying to win by doing the same thing over and over again and expecting different results, they can reach the end of the path and finish off Vaas.
On the flipside, though, the archipelago isn't as gigantic as that in Just Cause 2 and if you were to get in a vehicle, you could probably cross the islands in a few minutes if you could drive in a straight line. They are, however, very dense and full of little discoveries here and there that keep you going.
Plus driving in a straight line here is virtually guaranteed to send you over at least one cliff. Apparently nobody on the islands believes in seat belts.
Rape as Drama: Done with Keith being kept as a Sex Slave by Buck and during Hoyt's first appearance, he says for his privateers to go ahead and rape their property, as long as they don't rough them up and ruin their chances of being sold into slavery.
Rape Is a Special Kind of Evil: Hoyt and Vaas both have rape as part of their modus apparandi. However, the character of Buck is built around this in order to make the players truly hate him.
Citra drugs Jason and proceeds to rape him while he hallucinates, however her portrayal never truly reaches "Evil"
Reality Ensues: Jason's friends do not react well to his growing bloodlust. Liza even completely freaks out over how much fun he is having while fighting the pirates during their escape.
"The Reason You Suck" Speech: Vaas gives one to Jason in the final encounter after he traps Jason in a burning room with profanities written all over the walls.
RPG Elements: Unlike Far Cry 2, in Far Cry 3 you earn XP for kills and mission completions to upgrade your stats. The game also uses an earned money system instead of a fixed amount of collectible diamonds.
Rule of Three: A subtle (and likely unintentional) case, where Jason has to break the news of Grant's death three times. The significance is in regards to showing how more jaded Jason is becoming throughout the story.
The first time, to Daisy, he can't even say it, and he breaks down trying to.
The second time, he says it outright, though he does hesitate a bit before doing so, and he accepts a sympathy hug from Liza. By that point, his personality has calloused a bit.
The third time, when finally finding Riley, it's the most blunt delivery he gives of the news.note Though in this case, it's also because he has a very limited amount of time to explain that he's not working with the people that have imprisoned Riley, he can't get him out yet, and he has to torture him to keep up his disguise. There just isn't time to grieve here... The context of the scene further cements how hardened he's become.
Pretty much 90% of the missions will have you either do something three times or gather three things.
Soft Water: Played With. Subverted as jumping into water from a height makes Jason black out briefly and will kill/injure you if the water isn't deep enough, but played straight in that it's totally harmless if the water is deep enough.
Soundtrack Dissonance: The game's techno ambience and occasional dubstep are a stark contrast to the serene nature and the more serious aspects of the game's story. Ends up being flipped all the way back around when you're dispatched to burn down a farm of marijuana plants to trippy dub-step music.
Your character's name is Jason and your first melee weapon is a machete.
Simple Yet Awesome: The humble flare gun. Most don't use it because its projectile is slow moving and it only has one shot before reloading, but the flare gun can, and does, oneshot Heavies.
Stealth Run: Mostly possible save for a few sequences. Clearing guard posts even grants a massive experience bonus provided nobody is alerted by gunfire/alarms/shouting.
Story Overwrite: Whichever of the two endings you choose, the game concludes on a jarring note of Gameplay and Story Segregation. After the last mission, Jason either leaves the islands with his friends, or kills them for Citra; the latter choice results in his Death by Sex. However, after the credits roll, Jason is inexplicably returned to the island, alive and (mostly) unharmed, and you are able to complete any remaining Side Quests as you please.
Straw Nihilist: Almost all of the locals follow this kind of philosophy.
Summon Bigger Fish: Most pirate camps and guard posts contain a caged animal that can be freed to cause havoc. Justified as shipping exotic animals isn't a surprising activity for thugs into human trafficking.
Super Drowning Skills: Pirates and mercs will flail in the water for a moment before dying. Thankfully averted with Jason.
Even applicable for animals; providing you can scare it into the water by shooting from a distance, it's even possible to kill tigers and leopards this way.
Take Cover: Done quite subtly; the game doesn't feature a dedicated cover button, but if you crouch behind a waist-high obstruction or stand near the edge of a wall, Jason will peer up over/around the obstruction to fire if you aim down the sights or blind-fire the gun from cover if you shoot without aiming.
Take That: The Survival Guide entry to Yellow Sage has this at the end. "I'd recommend we bring in the animal-rights activists, but they'd all get murdered. And then we'd have to bring in PETPETA, which would be a whole other headache." Remove the PET in PETPETA and what do you get?
From a more in-story standpoint, pirates and privateers will continue to appear in and patrol parts of their respective islands long after you've finished the game, captured all their outposts, and killed Vaas and Hoyt.
Reaching the higher relic milestones unlocks the "special" syringes; the player is required to collect 40 relics for both, and then spend 12 leaves for one syringe which grants 30 seconds of being invincible or one-hit kills.
Explosive arrows. While a One-Hit Kill for most enemies, it requires a grenade and an arrow to make, meaning it's $34 for a single shot that requires careful aiming above and ahead of any target not at point-blank or totally stationary.
Any of the fire weapons, which all come with the very probable result of setting yourself and everything nearby on fire.
Trick Arrow: The bow is the only weapon in the game for which you can craft ammo. You can combine a grenade with a regular arrow to create explosive arrows, and a Molotov Cocktail with a regular arrow to make fire arrows.
Vendor Trash: An absolute flippin' ton of it, and we really do mean trash. We're talking crumpled cigarettes, lost poker chips, random cards from a deck of 52, broken trinkets like compasses and used syringes, and other knick-knacks that do nothing but take up space in your loot bag and wait to be sold. Once you've gotten all possible upgrades for your gear, all animals skins become effectively vendor trash too. On the other hand, you'll need to pawn a lot of this stuff to keep a reliable cashflow for ammunition and armor.
The Verse: Acording to the Fridge page, the Lost Expeditions DLC implies this is set in the same universe as Assassin's Creed.
Viewer-Friendly Interface: When Jason boards the Nostalgia, he accesses a laptop for information. When downloading the files, the screen helpfully displays a large "Downloading..." box that obscures most of the screen; then, despite the fact Jason is only copying documents to an external drive, it is then replaced by a flashing "Hacking Dectected!" warning message complete with a siren sound effect.
Video Game Cruelty Potential: This is a game that gives you Molotov cocktails, a flamethrower, and land mines. It's practically expected. In fact, you get a trophy for killing fifty enemies with the flamethrower.
You could attack an outpost by shooting every pirate in the vicinity, or stealthily backstab them all. Or, you could shoot a cage holding some vicious animal and watch with sadistic glee as it rips them to shreds.
Videogame Flamethrowers Suck: Nope. The flamethrower is one of your most powerful weapons, ideal for clearing out outposts, killing wildlife, and generally making life hell for the enemy. Of course, it's not a precision weapon, and the flames can spread to you if you're not careful, though that's easily remedied as long as you carry several fireproof syringes.
Welcome to Corneria: When idle, Pirates have about three lines that they repeat almost constantly: something about it being too hot, complaining about the rebels, and "OH MY GOD!"
World Gone Mad: Almost everyone exposed to the violence of Rook Islands long enough turns some form of crazy. This is so prominent that the advertising calls the limited edition the "Insane Edition". Willis goes so far as to suggest that a person can go mad simply by being on the islands. Given the sheer number of dangerous animals on the islands, as well as the plants having wildly hallucinogenic and poisonous properties, the violence may well be just a symptom of living there.
Worst Aid: As in Far Cry 2, you can pull out bullets with your knife and so on if you're at low health.
You usually do "First Aid" whenever you don't have any syringes, and the animations are pretty... disturbing. From stabbing a stick or a scalpel into your arm to get the bullet out, or remove a shark-tooth from your hand.