These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
Best Level Ever: Kick the Hornet's Nest, the aforementioned mission where you burn Vaas' marihuana crops. As soon as you start, the soundtrack goes into a perfectly appropriate Dubstep/Reggae mix.
Crazy Awesome: Vaas. Did he ever tell you the definition of insanity?
Complete Monster: Hoyt Volker is the boss of the biggest slave-trading ring in the South-Pacific. He's described as the root of all the evil happening on the island, and is responsible for manipulating Vaas with drugs into becoming a madman. In his first appearance, he gleefully forces a small group of innocent civilians to run across an active minefield. The second time we see him, he burns one of his own men alive and tells the rest of his privateers to kill any island native they see on sight. Finally, during a poker game, he kills Jason's friend Sam and threatens to cut off one of Jason'sfingers every time he loses a round, a threat that he makes good on. Volker may seem pleasant, but is in fact an utterly psychotic sadist without a single redeeming quality.
Heavy pirates can take a tremendous beating from conventional weaponry, and are nearly immune to small arms. But even worse are the pyromaniacs; heavily armored privateers who will burn everything in sight with their flamethrowers and soak up absurd amounts of damage, shrugging off grenade and C4 explosions and openly laughing in your face when you fire upon them. Only a close-range blast from an RPG or the AMR is guaranteed to kill them in one hit.
Snipers can and will use their deadly accuracy to put devastating rounds into you, given even the slightest chance. Even a tiny gap between trees will invite pinpoint fire. Unfortunately for them, if you've got a sniper rifle, the reverse is also true.
Enemies with RPGs (especially armored ones) can be a pain the ass, as the rockets can give you splash damage while you're in cover and leave you vulnerable for other enemies to gang up on.
Did you think you were safe from the sharks in the rivers? Hah. Crocodiles are arguably worse, since it's incredibly hard to see them with the camera, and due to the rivers not having lots of boats, you're very open to attacks from them. The worst thing is that crocodiles are never used for crafting, making them worthless to hunters. It helps that they've one of the scariest Jump Scares in the game. About the only good thing about them is that you can, at least, get into a QTE with them to instakill them - sharks require a boat or some range.
Tigers. Stealthy, fast, and can eat multiple assault rifle magazines without stopping. Tigers are the #1 cause of random encounter deaths in the game. Leopards are almost as bad, being smaller but not quite as deadly. Bears also take several clips to bring down and can down you quickly if you're not careful. Cassowaries can also be deadly if they get in close, simply due to their raw speed. Dingos hunt in large numbers and can be very stealthy in tall grass. Ditto for komodo dragons.
Water Buffalo may look friendly, and they don't get set off as easily as any of the other predators, but make no mistake: bullets have less stopping power against them than any tiger, and they're more than happy to kill you in seconds. There's a reason they get marked as 'predator' when you scout them.
Disappointing Last Level/Ending Fatigue: The majority of the game leads to the confrontation between Vaas and Jason, which occurs three-quarters of the way through the main plot. The rest of the campaign focuses on assassinating Hoyt, Vaas's boss, who's much less colorful and lacks the motifs Vaas had that made him resonate with Jason.
If you think about it, though, that's kind of the point: Jason has a clear target in Vaas, who's been antagonizing him since he was initially captured and killed his brother Grant and, he thinks, Riley. The second part of the game, after Vaas is dead and Jason puts Hoyt in his sights, the novelty of revenge has worn off. Things are blasÚ and boring, there's no new skills to get, there's just the new enemies and they aren't much challenge because you're a Bad Ass; that's the point. Jason still wants to kill Hoyt, but it's no longer new and interesting and it's reflected in the gameplay. The climax of the game is the fight against Vaas, just like the first time you do drugs; it's never as good as the first time. By the time you get to the second island, the rush is starting to wear off, the drugs aren't working as well, and suddenly...you're looking for another hit that's as good as the first. Whether you take it or not depends on whether you can realize your addiction and try to overcome it, or revel it in.
You're fighting the guy who MADE Vaas. The second half of the game is less about revenge and more about dismantling an empire.
Evil Is Sexy: Again, Vaas. Subverted with Citra - she's creepy as hell and more on the side of disservice than anything else.
Goddamn Bats: Dogs. They come in packs, and they're one of the fastest animal types in the game.
While not quite as fast or aggressive, boar can be annoying due to their willingness to ram anything that moves to death.
While not very dangerous on their own, pirate patrol cars can easily screw up any carefully planned stealth assault on an outpost if they decide to come through and snoop around at the wrong time, which they have a nasty habit of doing.
He's Just Hiding: There are some around the internet who believe Vaas isn't really dead. Evidence for this is largely based on how the final fight between Vaas and Jason is a Mind Screw from Jason's perspective, and when Jason makes it back to reality he never sees Vaas' corpse.
Hypocrite: Citra mourns her brother being turned into a lunatic killer after Hoyt controlled and corrupted him with drugs and promises of money and power. Citra then proceeds to control and corrupt Jason Brody with drugs(hallucinogens mostly) and promises of power, turning him into a lunatic killer.
Internet Backdraft: Was the subject of this due to a number of factors. Accusations of Unfortunate Implications and Mighty Whitey dogged the game while some developers maintained the game was a parody. This, despite other developers maintained the game was dead serious. These problems became so prevalent Ubisoft made Far Cry 4 a direct answer to many.
Magnum Opus: This installment is considered to be this for the franchise.
Memetic Mutation: "Did I ever tell you the definition of insanity?", has been one since before the game even came out. It's taken a double meaning in the Youtube community, who like to joke that Vaas is secretly taking a jab at games in the military first-person shooter genre and the players who continually buy the "same game".
Moral Event Horizon: Jason possibly crosses it if he elects to kill his friends and brother at the end. He comes perilously close throughout the rest of the game, but the good ending is his redemption.
Most Annoying Sound: If you play poker in single-player, the NP Cs in the bar will NOT STOP COMMENTING on how many pirates you've killer, how many targets you've assassinated or what an AMAZING hunter you are.
At the same time, there are those who lament that FC 3 shed some of Far Cry 2's more ambitious elements like the buddy system and Diegetic Interface.
That One Achievement: "Fully Inked", unlocked by learning all the skills in all three categories. Not only is this a massive time sink, but it can actually be rendered Unwinnable because one of the skills requires you to clear at least two Outposts without a single guard seeing you. Since the game has come out, Ubisoft patched in an option that allows for the player to reset all outposts, making this easier now.
Just because a region of the map has been cleared of pirate outposts doesn't mean that you're not gonna run into random pirate patrols.
No matter where you are, tigers, leopards, komodos, or dogs can show up, and often your only warning is when they bite a chunk out of your arm or leg. The indicators on the map of where they can be found are just a warning that you'll see them more often in those parts of the island.
The fundamental nature of the game's themes about insanity, the subtle supernatural underpinnings, and Willis' warning that the jungle drives people crazy bit-by-bit are a potent form of psychological paranoia. Is it the stress of what's happening that is driving Jason further into his Blood Knight tendency, or is it something more?
What an Idiot: Sam states that Hoyt doesn't know anything about Jason Brody except the tattoo on his arm and his skill with a machete. Why he thinks that may as well be anyone's guess, since it's Hoyt in the beginning of the game that tells Vaas to "stop scaring the hostages" and calls him away. Granted, Hoyt was standing rather far away when this happened. However, keep in mind that Jason, like anyone else Hoyt captures, was going to be sold into slavery; it's a safe assumption that Hoyt would have photographs and profiles for everyone he captures. Really, it seems highly unlikely that Hoyt wouldn't know more about Jason than his tatau - that he wouldn't have a fat binder filled with every detail he can dig up about the hostage who escaped him and became the single largest threat to himself and his operation.
Also, given that Jason (under his disguise) and Sam made some rather noisy attacks on some privateer's installations during the later part of the plot (and the game doesn't forbid you to attack outposts while wearing the privateer's disguise during the open-world exploration of the southern island), Hoyt must already know that Sam is a mole and which disguise Jason is wearing.