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* ''VideoGame/FarCry'', a videogame series.
** ''VideoGame/{{Far Cry|1}}'', the first game in the series.

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* ''VideoGame/FarCry'', a videogame video game series.
** ''VideoGame/{{Far ''{{VideoGame/Far Cry|1}}'', the first game in the series.





* ''Film/FarCry'', a movie adaptation by Creator/UweBoll.
* ''Literature/FarCry'', a crime mystery novel.

If an internal link led you here, please correct it to point to the right page.

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to:

* ** ''Film/FarCry'', a movie adaptation by Creator/UweBoll.
* ''Literature/FarCry'', a crime mystery novel.

If an internal link led you here, please correct it to point to the right page.

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novel.


* ''Film/FarCry'', a movie adaptation by Uwe Boll.

to:

* ''Film/FarCry'', a movie adaptation by Uwe Boll.Creator/UweBoll.

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** ''VideoGame/{{Far Cry|1}}'', the first game in the series.


[[redirect:VideoGame/FarCry]]

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[[redirect:VideoGame/FarCry]]''Far Cry'' may refer to:

* ''VideoGame/FarCry'', a videogame series.
* ''Film/FarCry'', a movie adaptation by Uwe Boll.
* ''Literature/FarCry'', a crime mystery novel.

If an internal link led you here, please correct it to point to the right page.

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The original ''Far Cry'' was a PC game that was perhaps the first of the "next-gen" first-person shooter games exemplified by the likes of ''HalfLife 2, Videogame/{{Doom}} 3'', and ''[[FirstEncounterAssaultRecon F.E.A.R]]''. It was released a few months before ''Doom 3'' and ''Half Life 2'' by the then-unknown developers Crytek, for whom it was their debut title.
The game was critically acclaimed for what was at the time truly mind-blowing graphics, wide-open open-ended levels set in lush tropical jungle islands, and advanced enemy A.I.

The basic premise of the game has boat captain Jack Carver, a sarcastic, ill-tempered man in a gaudy Hawaiian T-shirt, having his boat blown up and forced into battling a small army of mercenaries on a series of tropical islands owned by reclusive geneticist Dr. Krieger. After several levels, killer mutants known as Trigens start attacking both Jack and the mercenaries, and it is revealed that Krieger has been working on creating mutants ForScience!

The game's popularity spawned a console version, ''Far Cry: Instincts'', which was made by Ubisoft instead of Crytek and had the same characters and basic plot premise, but markedly different gameplay, levels, and story. Besides simplified A.I. and graphics and more console-style gameplay, ''Far Cry: Instincts'' also gave the player character access to special mutant "feral powers" which included regenerating health, super-speed, super-jumps, and super-melee attacks. ''Far Cry Instincts: Evolution'' was the sequel to the console version, and switched from fighting mercenaries and mutants in a fictional series of tropical islands to fighting pirates and feral warriors in Indonesia. The story for ''Evolution'' has Jack being lured into a gunrunning scheme by half-native FemmeFatale Kade, which ultimately leads to him battling pirates and government soldiers while being hunted by Westerner-hating native warrior Semeru and his tribe of feral warriors, who all possess the same feral powers as Jack.

After publisher Ubisoft and developer Crytek parted ways, Crytek kept their engine and went on to create ''VideoGame/{{Crysis}}'', while Ubisoft retained the name rights and went on to develop ''Far Cry 2'', a sequel InNameOnly 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 HeartOfDarkness'' (not to mention Frederick Forsyth's ''The Day of the Jackal''). ''Far Cry 2'' features a completely WideOpenSandbox 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 3'' has just been announced and is in development. The game returns back to the island setting and see you play as Jason Brody, part of a group of vacationers that had the misfortune of getting stranded on an island in the middle of a civil war. Jason's brother is killed and his girlfriend is kidnapped by Vaas, the deranged leader of a group of armed mercenaries. Now Jason must take on his entire army to get her back, though his sanity may be on the line along the way.

There was also a [[TheMovie movie]] made of ''Far Cry'' made by... Uwe Boll. Most notable in that Stuttering Craig and Handsome Tom of ''ScrewAttack'' are in it ([[spoiler: Though not in the main, cut feature]]), and so are [[InglouriousBasterds Hugo Stiglitz]] and [[NoReservations Anthony Bourdain]], oddly enough.
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!!''Far Cry'' shows examples of the following tropes:

* ActionGirl: Valerie Cortez really likes to kill people in ''Instincts''. In ''Far Cry''... not so much.
* TheAllSeeingAI: Notably averted; enemies can't see you if you hide in foliage, and a large part of the game involves jungle warfare using the plants to conceal your position from the enemy. Trigens, on the other hand...
* AllYourPowersCombined: [[spoiler: Mutated Krieger]] has the abilities of all 3 humanoid Trigen types (superjumps, super durability, and cloaking). Interestingly, this makes him quite similar to the nanosuit-wearing protagonist of ''VideoGame/{{Crysis}}''.
* ArmorIsUseless: Massively averted, especially on the PC version. There it's pretty much the key to survival, especially on the harder difficulty settings where armor can take several hits, but one or two bullets will outright kill you if you don't have any armor left. Also, the hard armor breastplates worn by enemy soldiers actually ''completely deflects bullet hits'', but only protects their upper torso (leaving everything from the stomach down vulnerable).
* ArtificialStupidity: The Feral Warriors in ''Evolution'' will occasional overshoot their super-jumps and end up flying off cliffs Wily Coyote style.
* AuthorityEqualsAsskicking: In ''Far Cry'', Crowe the mercenary leader is a bit tougher than his men (partially because he has a bit more health, but mostly because he has an [[{{BFG}} M249]]), and Krieger himself [[spoiler: mutates into a ClimaxBoss supermutant]]. In ''Far Cry: Instincts'', Crowe [[spoiler: outright mutates himself to a similar degree as your own character, becoming the final boss]]. Likewise, in ''Far Cry Instincts: Vengeance'', both the Commando Leader and BigBad Semeru put up a much bigger fight than their standard {{Mooks}}.
* BadBoss: In ''Instincts'', Crowe releases the mutants all over the islands, causing his own men to be overrun. Not to be outdone, Krieger sends in his personal [[EliteMooks elite troops]] to kill ''everybody'' to clean up Crowe's mess.
* BareYourMidriff: Val. Sheesh, girl, put on a flak jacket!
** In ''Instincts'', Val starts out wearing nothing but short shorts and the briefest of tube tops, the better to show off her perfect abs. After the shooting starts, though, the next time you meet her she's wearing a reasonably sensible, non-midriff baring khaki safari shirt, long pants, and hiking boots.
* {{Black Helicopter}}s: Well, Ospreys.
* BondVillainStupidity: TheMole reveals his identity at the end for no reason other than to gloat at you, motivating you to spend your last minutes to hunt him down and kill him.
** In ''Vengeance'', the Wii version of ''Evolution'', Kade stabs Jack after he kills Semeru for her, then gives him a YouHaveOutlivedYourUsefulness speech. Unfortunately for her, Jack, a superpowered killing machine, is barely phased by the stab and very much pissed at learning about her betrayal.
* ChekhovsVolcano: At the end of the first game.
* CollapsingLair: See above.
* ConvectionSchmonvection: The final battle takes place in the crater of an active volcano.
* CopyProtection: In an early example of Ubisoft's rather draconian attitudes toward possible software piracy, the game would refuse to start if it detected certain CD copying or emulation programs on the system. It went further than just not letting you simultaneously run the game and the tools in question, however -- the game would actually demand that you ''uninstall'' any tools it thought could be used for piracy. ItGotWorse if the tools in question did a less-than-perfect uninstallation, which would require you to trawl through the registry and Program Files directory in order to satisfy the game's demands. Or, alternatively, you could just use a hacked executable.
* DarkerAndEdgier: The ''Instincts'' storyline is noticeably darker than the original ''Far Cry'', with all the characters generally being much bigger jerks.
* DungeonBypass: In the PC version, you can shoot the chains holding the lifeboat from the lower deck of the carrier in the second level. Doing so lets you skip the shootout on top of the carrier.
* EnemyScan: One function of the binoculars is the ability to tag enemies so they appear on your radar.
* EliteMooks: The gasmask-wearing Elite Mercenaries in ''Far Cry'', armed with the best weapons and armor and possessing superior tactics and thermal-vision goggles. These guys can take about half a mag of assault rifle fire to kill, compared to just a few shots for the standard enemy {{Mooks}}.
** They appear in the last 2 levels of ''Far Cry Instincts'', too. There's also the Alpha Trigen Soldiers; you fight a few dozen of them just before the final boss fight. Both of these enemy types also have a 50% damage bonus to their bullets, which means they can kill you much faster than you can kill them.
* EscortMission: In ''Far Cry'', Valerie tags along for about 10 minutes at the beginning of the Swamp level, but she's tolerable as long as you don't try to shove her into an actual firefight. In ''Instincts'' you have to protect Doyle through a gauntlet of a few dozen EliteMooks, and again in ''Evolution'' you have to defend him from waves of attacking rebels.
* EverythingsBetterWithMonkeys: Subverted by the monkey Trigens, who were generally hated by many players due to their ability to quickly kill you.
* ForScience: Krieger's apparent motive for creating the Trigens in the first place.
* GiantMook: The 9-foot tall "Fat Boy" Trigens, who have a rocket launcher for an arm and can soak almost a hundred bullets worth of assault rifle fire. In a game with otherwise "realistic" combat where enemies can be brought down with about 3 assault rifle hits each, this can be quite jarring at first.
* HarderThanHard: Realistic difficulty. Made easier if you know how to take cover and dodge shots efficiently, and know the enemy locations, but good luck if you can't find any armor... highest levels are straight up NintendoHard.
* HopelessBossFight: Your first encounter with BigBad Semeru in ''Instincts: Evolution''. You can't kill him, and the fight ends as soon as he lands a hit on you.
* InvisibilityFlicker: Averted. The Stealth Trigen are ''truly'' invisible, with almost no distortion giving them away (fortunately, you're armed with special goggles that reveal them). However, when the player first encounters them there's a pool of shallow water nearby that makes plainly visible ripples when they step in it.
* LighterAndSofter: ''Vengeance'', the Wii version of ''Evolution'', is a bit lighter and softer; notably Jack is a ''slightly'' nicer guy (even suffering something of the DulcineaEffect in regards to Kade). He also never manages to sleep with her in ''Vengeance''.
* MadScientist: Krieger. {{Lampshaded}} by copies of ''Evil Science'' magazine found here and there throughout the game.
* MeleeATrois: Jack vs. Mercs vs. Trigens. Mercs vs. Soldier Trigen fights are pretty static, though, since AI [=NPCs=] do dramatically reduced damage to other AI [=NPCs=], so if you just hide and wait for them to kill each other you'll be waiting a LONG time.
** ''Instincts'' has a ''four''-way fight between Jack, Crowe's Mercs, the Mutants, and Kriger's personal [[EliteMooks elite troopers]] who he sends in to kill all of the above.
* MsFanservice: Val. And Kade in ''Far Cry Instincts: Evolution''.
* TheMole: [[spoiler: Doyle]].
* NeverFoundTheBody: Lampshaded by Val in ''Instincts'' after Doyle disappears following a huge helicopter crash. Sure enough, he turns up again at the end just fine. Averted in ''Evolution'', where [[spoiler: you find his corpse at the end.]]
* NoGearLevel: One of the final levels has Dr. Krieger taking away all your guns and dropping you into a jungle full of battling Trigens and mercenaries.
** He does give you ONE weapon... An assault rifle with ten rounds in it, just enough to kill the first trigen you see. After that, it is a NoGearLevel.
* OneManArmy: Jack Carver. Enemy mooks speculate about how one person could not possibly pull off the stunts he does. However, his GenreSavvy allies Val and Doyle both expect and demand that he be a OneManArmy on a regular basis.
** Even lampshaded at one point in ''Evolution''. Carver asks Doyle why he has to do 3 mission objectives while Doyle only gets one, Doyle replies simply that he doesn't have Jack's "skills".
* OutrunTheFireball: Done with a nuke.
* PowerFist: Jack's arms a quarter of the way through ''Instincts.''
* PsychoSerum: Krieger's mutagen causes massively increased muscle development, but also induces complete mindless psychotic rage. In ''Instincts'' it's not even ''that'' good, turning most of his subjects into rabid gun-wielding zombies.
* RaceLift: Mainly as a result of the ''Instincts'' characters being extremely different from their ''Far Cry'' counterparts. Most notably, in ''Far Cry'' Roland Doyle is a black scientist who [[spoiler: ultimately betrays you and becomes the final enemy]], while in ''Instincts'' David Doyle is a white guy who kinda looks like Bruce Campbell and sort of becomes your {{Vitriolic Best Bud|s}}. Also, Valerie Constantine is changed to Valerie Cortez in ''Instincts''.
* RareGuns: The Pancor Jackhammer and OICW appear as quite common standard weapons, the Jackhammer as the game's default shotgun, and the OICW as the weapon of choice for the game's EliteMooks.
* RuleOfPerception: The weapon in your hand, and only that weapon, governs how long you can sprint for.
* SceneryPorn: One of the game's defining attributes.
* ShootTheShaggyDog: In ''Evolution'', after going through one of the game's most annoying difficult fights in order to protect a badly injured Doyle from attacking rebels, you go off to look for an escape vehicle, and when you get back Doyle has apparently crawled off, leaving a trail of blood for you to follow. After following his trail for 2 entire levels, [[spoiler: you come across his corpse, and realize that an indeterminate amount of the trail was just the BigBad leaving a trail of clues by dragging his corpse along, all just to dick with you]].
* TheStarscream: [[spoiler: Doyle again]]. In the ''Instincts'' storyline, Crowe turns against Krieger about 3/4ths of the way through the game and tries to take over the operation himself.
* {{Stripperiffic}}: Val again. Notable mostly because while Jack takes the time to put on a bulletproof vest over his attention-attracting shirt, she goes everywhere wearing short shorts and a tank top. Or less.
** In ''Instincts'', Val starts out like this (wearing nothing but shorts and a tube top to show off her perfect abs), but puts on a reasonably sensible khaki safari shirt, long pants, and hiking boots after the shooting starts. No flak vest, though.
* SuperDrowningSkills: The Trigens' one weakness. It's still unclear whether this was intentional or not. Given that the Korean soldiers in ''VideoGame/{{Crysis}}'' suffer a similar problem, perhaps not.
* SuperpoweredMooks: The Feral Warriors from ''Instincts: Evolution''. They have enhanced speed, enhanced jumping ability, enhanced durability, and a really mean melee attack... in fact in some ways they're more impressive than the enemy Nanosuit Soldiers in ''VideoGame/{{Crysis}}''.
** Although you can still mow through them quite quickly with Feral Attacks.
* UnexpectedGameplayChange: The switch from fighting mercenaries using intelligent infantry tactics in the jungle to fighting packs of two-hit-kill melee mutants in dank corridors.
* VoiceWithAnInternetConnection: Doyle, who talks you through the entire game.
* WoundedGazelleGambit: In ''Vengeance'', the Wii version of ''Evolution'', it's revealed Kade was partners with Semeru in creating the rebel army, and manipulated Jack into killing Semeru so she could take it all for herself. This makes more sense than the original ''Evolution'' plotline, where Jack and Kade just run into Semeru repeatedly by sheer bad luck.
* YouKillItYouBoughtIt: At the end of ''Instincts'', Jack becomes the new pack Alpha of the mutants after he kills Crowe. That lasts for about 1 minute, as the mutants help Jack kill Krieger then opt to stay behind while the island blows up. In ''Vengeance'', the Wii version of ''Evolution'', the Rebels take Jack as their new leader after he kills Semeru.

!!''Far Cry 2'' shows examples of the following tropes:
* AKA47: 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 RareGuns 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 FridgeBrilliance: H&K is far too reputable to take conflict diamonds as payment, but Precision Armaments is just sleazy enough.
* TheAllSeeingAI: Long grass and cover often doesn't seem to have quite the same effect on their line of sight that it does on yours.
* ArbitraryMaximumRange: 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 got 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 ArbitraryMaximumRange 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.
* ArmsDealer: The Jackal is [[InformedAbility supposed to be one]], the Arms Dealer (which is the only name you ever get for him) is one.
* AuthorityEqualsAsskicking: 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.
* BagOfSharing: 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 tranq rifle) qualify, as do the mounted M2 heavy machine gun and the Mark 19.
* BilingualBonus: 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.
* BlingBlingBang: 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.
* BolivianArmyEnding: See below.
* BoringButPractical: While there's a large selection of weaponry, the cross-country drives tend to militate against specialist hardware; gravitating towards M79 / SVD / LPO-50 lets the player deal with almost any potential threat, but leaves all the shinier hardware back at base.
* BreakableWeapons: 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.
* ButThouMust: 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. [[spoiler:It's also impossible to actually carry out your initial mission and kill The Jackal; you're forced to join up with him.]]
* CallAHitPointASmeerp: Paper money is worthless in the game (which makes sense, considering the local government has folded), and you are paid in fist-sized uncut diamonds for your efforts. You can also shop for weapons, gear, etc., and pay for them... online... with diamonds.
* CollectionSidequest: 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 BigBad (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.
* TheComputerIsACheatingBastard: 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.
** When they see you they suddenly shift gears to catch up; [[SecretAIMoves something you can't do]].
* CoolGuns: A fair bit of that page's list is present and correct.
* CriticalExistenceFailure: 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.
* CutsceneIncompetence: 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.
* DarkerAndEdgier
* DifficultButAwesome: 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.
* DiscOneFinalDungeon: 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 [[NiceJobBreakingItHero totally screw that up]] and are sent to the second map where the game more or less starts over.
* DisconnectedSideArea: TheVeryDefinitelyFinalDungeon is located in the bottom-right of the South map. It ''looks'' reachable down the river to the North, but the only actual way through is past a PointOfNoReturn in the next map section over.
* DoubleAgent: [[ButThouMust 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.
* DownerEnding: At the end of the game, [[spoiler: the Jackal informs you that civilians are fleeing the country, with both factions pursuing them with the intend 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 BolivianArmyEnding. 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.]]
* DownloadableContent: 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.
* DragonAscendant / TheStarscream: 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.
* EasyLogistics: 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.
* EmergencyWeapon: 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.
* EnemyScan: 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.
* EqualOpportunityEvil: Because a game that consisted solely of [[UnfortunateImplications shooting Black people in the face]] [[ResidentEvil would be incredibly controversial]], a fairly large portion of the enemy soldiers in the game are White foreign mercenaries (many of whom possess hilarious South African accents). One of the villainous Faction Lieutenants is even an EvilBrit EvilAlbino.
* EtTuBrute: The game's "final battle" is [[spoiler: 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, etc.), [[spoiler: 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.
* EveryCarIsAPinto: Apparently cars in this country are powered by blasting caps and dynamite.
* EverythingTryingToKillYou: Unlike ''VideoGame/{{STALKER}}'' or ''VideoGame/BoilingPointRoadToHell'', the game is a near-constant firefight as everyone in the game world will try to shoot you on sight. Only a few mission givers in no-weapon areas can be talked to.
** Allied with one faction? Don't expect help. Or even neutrality: "your" side will try to kill you too.
* EvilVersusEvil: 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/herself 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 [[spoiler: 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)]].
* ExplodingBarrels: They might not have much else left in this country, but they seem to have a limitless supply of propane and gasoline.
* {{Expy}}: The Jackal is on of Kurtz, from ''ApocalypseNow''.
* FetchQuest: 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. Thank you ObviousBeta.
* HandCannon: Slot 1 gets a Desert Eagle, M79 grenade launcher, and with the DLC also a sawed-off shotgun.
* HealThyself: 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.
* HeroicSociopath: Arguably both your character and buddies. [[spoiler: And The Jackal definitely fits the bill too.]]
* HumansAreWhite: Averted. You're just as likely to be attacked in the jungle by white Afrikaners as you are by black Africans.
* HyperactiveMetabolism: You can heal your health to full by drinking bottle of waters found lying around enemy bases.
* ImpressivePyrotechnics: 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. KillItWithFire indeed.
* ImprovisedWeapon: 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.
* InfiniteSupplies: 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.
* InformedAbility: The Jackal is supposed to be an arms dealer, but he's never seen actually doing anything to that effect.
* InNameOnly: Besides the name and the expanded concept of a wide-open game world, ''Far Cry 2'' really has nothing to do with the original ''Far Cry''.
* KillEmAll: Combined with DownerEnding. The game ends with [[spoiler: 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 [[spoiler: "It's done. Everybody's dead. Everybody."]]
* KillItWithFire: 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 ExplodingBarrels, 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.
* KleptomaniacHero: 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.
* LaResistance: A non-violent example, and you have to help these people every now and then to obtain medicine to avert your illness. [[spoiler: It's revealed that the Jackal has been helping these people all along, by playing the warring sides against each other.]]
* TheLawOfConservationOfDetail: 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.
* LetsPlay: [[http://drgamelove.blogspot.com/2009/06/permanent-death-episode-1-inasupicious.html Permanent Death]]
* LuckBasedMission: At one point 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.
* MadeOfExplodium: Most things not made of explodium are made of flame protardant burnium carbonate.
** The guns in particular are MadeOfExplodium: even the tranquilizer gun manages to go up in a huge fiery explosion in its failure animation.
* AMillionIsAStatistic: Discussed by the Jackal:
---> The Jackal: The death of a 23 year old from Iwoa 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.
* MoneySink: 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.
* MoralMyopia: Lampshaded by [[EvilAlbino 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 [[strike:steal]] liberate some TNTs in a UFLL base.
* MotorMouth: Everyone in the game speaks rapidly and quietly. It's very difficult to make out what people are saying without subtitles sometimes.
* MultinationalTeam: 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.
* NewEraSpeech: 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.
* NonActionGuy: Reuben Oluwagembi, an African reporter who serves as the only really "good" main character in the game.
* NoSidepathsNoExplorationNoFreedom: 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.
* NotSoDifferent: The Jackal delivers one of these... [[http://www.youtube.com/watch?v=LqDFFTqbc9A to Reuben.]]
* [[ObviousBeta (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.
* OffscreenTeleportation: 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.
* OneManArmy: 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 OneManArmy, if the massive carnage and property destruction seen in the aftermath of his attacks is any indication.
* OnlySaneMan: The Jackal, being an {{expy}} of Kurtz from ''ApocalypseNow'', believes himself to be this.
** Hector Voorhees and especially Nick Greaves both come across as noticeably saner and more self-aware than their propaganda-spewing, AxCrazy 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.
* PatchworkMap: Rivers... do not work that way.
** The GPS pointer's ability to end up on top of the player character's thumb in certain locations means the patchwork is 3D!
* PlayingBothSides: The Jackal. [[spoiler:It isn't for money though; it's to stop the factions massacring the civilian population. Even if that makes very little sense.]]
* PlotlineDeath: Syrettes and bottled water can cure every ill ''except'' Malaria. Or falling over three times if you're not the PC.
* PointOfNoReturn: 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.
* PortTown: The capital of the Southern map is right next to a gigantic lake.
* PyrrhicVictory: 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 nation-wide genocide, but [[spoiler:you and nearly every other character in the entire game dies in the process, Ruben'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.
* RareGuns: 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.
* RegeneratingHealth: 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.
* ReliablyUnreliableGuns: 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.
* TheRevolutionWillNotBeCivilized: Both the UFLL and APR.
* RightHandedLeftHandedGuns: 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.
* SadisticChoice: 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. [[spoiler: 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.]]
* SawedOffShotgun: The DLC includes one for the pistol slot.
* SceneryPorn: Lush jungles, dry savannas teeming with zebras and antelopes, parched deserts and dilapidated shantytowns, all rendered in loving detail.
* SequelDifficultyDrop: In Easy difficulty, even new players could easily finish the game in ~15 hours with [[EasierThanEasy less than a half dozen deaths.]] Yet still dying far more than most 'easy' FPS games.
* ShoutOut: To ''ApocalypseNow''. 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.
** The Silenced Shotgun in the DLC seems to be a ShoutOut to ''NoCountryForOldMen'', and the gold [=AKs=] to ''LordOfWar''.
* ShroudedInMyth: 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.
** [[http://www.youtube.com/watch?v=Axba_QS1VC0 The Jackal suggests]] [[InvokedTrope intentionally building this image]] but warns against ''becoming'' [[BloodKnight the image.]]
* ASimplePlan: When you're given a mission by one of the two major factions, one of your buddies will often phone you up and suggest additional objectives that will supposedly benefit one or both of you (as well as unlock upgrades for your safe houses). Complete these objectives, however, and [[CantGetAwayWithNuthin your buddy's scheme will rapidly head south,]] [[TheLoad requiring you to come and rescue them.]] This happens ''every single time.''
* SniperPistol: The handguns are surprisingly useful at long range.
* SophisticatedAsHell: The Jackal's all over this.
* SortingAlgorithmOfWeaponEffectiveness: Guns from the Arms Dealer gradually get better as the game goes on, though some wear out faster to balance this.
* SpiritualSuccessor: ''VideoGame/{{Crysis}}''.
** The developers of ''Far Cry 2'' have also stated that it was meant to be a sequel in spirit, not in plot.
* StuckItems: The machete in the melee slot, grenades, and Molotovs.
* SuicidalOverconfidence: Enemies will often drive their cars into you, even if they are in an unarmed car or jeep and you are driving a machine-gun armed truck which can perforate them in seconds.
* SupernaturalAid
* TakingYouWithMe: 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.
* TechDemoGame: The original ''Far Cry'' definitely qualifies, even having developed out of Crytek's ''X-Isle'' tech demo.
* ThematicSeries: 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 overarcing theme of third world strife and suffering. From what's been seen of the plot of ''Far Cry 3'', it will continue the trend.
* TruceZone: The main cities.
** Also a case of TheDevTeamThinksOfEverything. 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.
* {{Ubermensch}}: The Jackal quotes Creator/FriedrichNietzsche'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 [[spoiler: 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.
* UnexpectedGameplayChange: 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.
* UniversalAmmunition: 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?
* UniversalDriversLicense: Trucks, boats, cars...If you can get in, you can drive it.
* UselessItem: The flaregun; 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.
** 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.
* UselessUsefulStealth: "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.
* VideoGameCaringPotential: 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.
** [[spoiler:[[HeelFaceTurn ...And then they all try to kill you]].]]
* VideoGameCrueltyPotential: 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.
* VideogameFlamethrowersSuck: Except this one. The ammo capacity is unGodly, and thanks to the fire propagation feature, several short bursts can easily flatten an enemy base.
* VillainProtagonist: 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.
* VoiceWithAnInternetConnection: The assassination missions are given by tapping phone masts. It is never at all clear who the mission giver actually is.
** The Jackal, maybe?
* WallOfWeapons: The Arms Dealer's storehouse, which gradually fills up as you purchase more weaponry.
* WarpWhistle: 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.
* WeHaveReserves: 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.
* WellIntentionedExtremist: The Jackal, arguably.
* WideOpenSandbox: Half the map is open for you to explore from the get-go.
* WorstAid: ''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, all without even bandaging the wound up and immediately getting back into the fight. You even spit out a tooth in one. Hilariously, this also applies to the gradual damage you take while drowning, [[http://www.youtube.com/watch?v=enb0zWbYUik 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.
** Video here: http://www.youtube.com/watch?v=UWjoadyb2Eg
*** 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.

!!''Far Cry 3'' shows examples of the following tropes:
* AuthorityEqualsAsskicking: Played completely straight with Vaas.
* AxCrazy: Vaas, '''and how.''' Moreover, it is heavily implied that [[spoiler: Jason too will become this.]]
* BigBad: Vaas leads the pirates who killed your character's best friend and abducted your girlfriend.
* BilingualBonus: Rakyat is Indonesian for people.
* BreakThemByTalking: Vaas loves to do this to his enemies when they are held hostage by his forces.
* CutsceneIncompetence: Just when you think you'll finally have a chance to put a cap in Vaas' ass, a cutscene will come in so Vaas can find a way to outsmart or beat you.
* DarkerAndEdgier: Even more so than ''Far Cry 2'' if the E3 2011 and E3 2012 demos are to be believed.
* DeathSeeker: Vaas offers his hostages a chance to pull the trigger on him. Doug refused to kill Vaas and ultimately gets killed because of it.
* {{Fanservice}}: Citra dancing on top of Jason topless? [[SarcasmMode Yeah, TOTALLY NOT THIS.]]
* LoveTriangle: Jason, Liza, and Citra [[spoiler: (Vaas' sister)]]
* MushroomSamba: [[TheMovie The Video Game!]]
* QuicksandBox: According to [[{{Ubisoft}} Ubisoft Montreal]], there will be ''an entire archipelago'' of islands available to play. There will also be an island entirely dedicated to multiplayer.
* TheReasonYouSuckSpeech: Vaas gives one to Jason during the E3 2012 demo after he traps Jason in a burning room with profanities written all over the walls.
* TookALevelInBadass: Jason will do this during the game. Hell, just compare him from [[http://www.youtube.com/watch?v=iaGSSrp49uc the E3 2011 demo]] to [[http://www.youtube.com/watch?v=kLFZVNHPaeM the E3 2012 demo!]]

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to:

The original ''Far Cry'' was a PC game that was perhaps the first of the "next-gen" first-person shooter games exemplified by the likes of ''HalfLife 2, Videogame/{{Doom}} 3'', and ''[[FirstEncounterAssaultRecon F.E.A.R]]''. It was released a few months before ''Doom 3'' and ''Half Life 2'' by the then-unknown developers Crytek, for whom it was their debut title.
The game was critically acclaimed for what was at the time truly mind-blowing graphics, wide-open open-ended levels set in lush tropical jungle islands, and advanced enemy A.I.

The basic premise of the game has boat captain Jack Carver, a sarcastic, ill-tempered man in a gaudy Hawaiian T-shirt, having his boat blown up and forced into battling a small army of mercenaries on a series of tropical islands owned by reclusive geneticist Dr. Krieger. After several levels, killer mutants known as Trigens start attacking both Jack and the mercenaries, and it is revealed that Krieger has been working on creating mutants ForScience!

The game's popularity spawned a console version, ''Far Cry: Instincts'', which was made by Ubisoft instead of Crytek and had the same characters and basic plot premise, but markedly different gameplay, levels, and story. Besides simplified A.I. and graphics and more console-style gameplay, ''Far Cry: Instincts'' also gave the player character access to special mutant "feral powers" which included regenerating health, super-speed, super-jumps, and super-melee attacks. ''Far Cry Instincts: Evolution'' was the sequel to the console version, and switched from fighting mercenaries and mutants in a fictional series of tropical islands to fighting pirates and feral warriors in Indonesia. The story for ''Evolution'' has Jack being lured into a gunrunning scheme by half-native FemmeFatale Kade, which ultimately leads to him battling pirates and government soldiers while being hunted by Westerner-hating native warrior Semeru and his tribe of feral warriors, who all possess the same feral powers as Jack.

After publisher Ubisoft and developer Crytek parted ways, Crytek kept their engine and went on to create ''VideoGame/{{Crysis}}'', while Ubisoft retained the name rights and went on to develop ''Far Cry 2'', a sequel InNameOnly 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 HeartOfDarkness'' (not to mention Frederick Forsyth's ''The Day of the Jackal''). ''Far Cry 2'' features a completely WideOpenSandbox 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 3'' has just been announced and is in development. The game returns back to the island setting and see you play as Jason Brody, part of a group of vacationers that had the misfortune of getting stranded on an island in the middle of a civil war. Jason's brother is killed and his girlfriend is kidnapped by Vaas, the deranged leader of a group of armed mercenaries. Now Jason must take on his entire army to get her back, though his sanity may be on the line along the way.

There was also a [[TheMovie movie]] made of ''Far Cry'' made by... Uwe Boll. Most notable in that Stuttering Craig and Handsome Tom of ''ScrewAttack'' are in it ([[spoiler: Though not in the main, cut feature]]), and so are [[InglouriousBasterds Hugo Stiglitz]] and [[NoReservations Anthony Bourdain]], oddly enough.
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!!''Far Cry'' shows examples of the following tropes:

* ActionGirl: Valerie Cortez really likes to kill people in ''Instincts''. In ''Far Cry''... not so much.
* TheAllSeeingAI: Notably averted; enemies can't see you if you hide in foliage, and a large part of the game involves jungle warfare using the plants to conceal your position from the enemy. Trigens, on the other hand...
* AllYourPowersCombined: [[spoiler: Mutated Krieger]] has the abilities of all 3 humanoid Trigen types (superjumps, super durability, and cloaking). Interestingly, this makes him quite similar to the nanosuit-wearing protagonist of ''VideoGame/{{Crysis}}''.
* ArmorIsUseless: Massively averted, especially on the PC version. There it's pretty much the key to survival, especially on the harder difficulty settings where armor can take several hits, but one or two bullets will outright kill you if you don't have any armor left. Also, the hard armor breastplates worn by enemy soldiers actually ''completely deflects bullet hits'', but only protects their upper torso (leaving everything from the stomach down vulnerable).
* ArtificialStupidity: The Feral Warriors in ''Evolution'' will occasional overshoot their super-jumps and end up flying off cliffs Wily Coyote style.
* AuthorityEqualsAsskicking: In ''Far Cry'', Crowe the mercenary leader is a bit tougher than his men (partially because he has a bit more health, but mostly because he has an [[{{BFG}} M249]]), and Krieger himself [[spoiler: mutates into a ClimaxBoss supermutant]]. In ''Far Cry: Instincts'', Crowe [[spoiler: outright mutates himself to a similar degree as your own character, becoming the final boss]]. Likewise, in ''Far Cry Instincts: Vengeance'', both the Commando Leader and BigBad Semeru put up a much bigger fight than their standard {{Mooks}}.
* BadBoss: In ''Instincts'', Crowe releases the mutants all over the islands, causing his own men to be overrun. Not to be outdone, Krieger sends in his personal [[EliteMooks elite troops]] to kill ''everybody'' to clean up Crowe's mess.
* BareYourMidriff: Val. Sheesh, girl, put on a flak jacket!
** In ''Instincts'', Val starts out wearing nothing but short shorts and the briefest of tube tops, the better to show off her perfect abs. After the shooting starts, though, the next time you meet her she's wearing a reasonably sensible, non-midriff baring khaki safari shirt, long pants, and hiking boots.
* {{Black Helicopter}}s: Well, Ospreys.
* BondVillainStupidity: TheMole reveals his identity at the end for no reason other than to gloat at you, motivating you to spend your last minutes to hunt him down and kill him.
** In ''Vengeance'', the Wii version of ''Evolution'', Kade stabs Jack after he kills Semeru for her, then gives him a YouHaveOutlivedYourUsefulness speech. Unfortunately for her, Jack, a superpowered killing machine, is barely phased by the stab and very much pissed at learning about her betrayal.
* ChekhovsVolcano: At the end of the first game.
* CollapsingLair: See above.
* ConvectionSchmonvection: The final battle takes place in the crater of an active volcano.
* CopyProtection: In an early example of Ubisoft's rather draconian attitudes toward possible software piracy, the game would refuse to start if it detected certain CD copying or emulation programs on the system. It went further than just not letting you simultaneously run the game and the tools in question, however -- the game would actually demand that you ''uninstall'' any tools it thought could be used for piracy. ItGotWorse if the tools in question did a less-than-perfect uninstallation, which would require you to trawl through the registry and Program Files directory in order to satisfy the game's demands. Or, alternatively, you could just use a hacked executable.
* DarkerAndEdgier: The ''Instincts'' storyline is noticeably darker than the original ''Far Cry'', with all the characters generally being much bigger jerks.
* DungeonBypass: In the PC version, you can shoot the chains holding the lifeboat from the lower deck of the carrier in the second level. Doing so lets you skip the shootout on top of the carrier.
* EnemyScan: One function of the binoculars is the ability to tag enemies so they appear on your radar.
* EliteMooks: The gasmask-wearing Elite Mercenaries in ''Far Cry'', armed with the best weapons and armor and possessing superior tactics and thermal-vision goggles. These guys can take about half a mag of assault rifle fire to kill, compared to just a few shots for the standard enemy {{Mooks}}.
** They appear in the last 2 levels of ''Far Cry Instincts'', too. There's also the Alpha Trigen Soldiers; you fight a few dozen of them just before the final boss fight. Both of these enemy types also have a 50% damage bonus to their bullets, which means they can kill you much faster than you can kill them.
* EscortMission: In ''Far Cry'', Valerie tags along for about 10 minutes at the beginning of the Swamp level, but she's tolerable as long as you don't try to shove her into an actual firefight. In ''Instincts'' you have to protect Doyle through a gauntlet of a few dozen EliteMooks, and again in ''Evolution'' you have to defend him from waves of attacking rebels.
* EverythingsBetterWithMonkeys: Subverted by the monkey Trigens, who were generally hated by many players due to their ability to quickly kill you.
* ForScience: Krieger's apparent motive for creating the Trigens in the first place.
* GiantMook: The 9-foot tall "Fat Boy" Trigens, who have a rocket launcher for an arm and can soak almost a hundred bullets worth of assault rifle fire. In a game with otherwise "realistic" combat where enemies can be brought down with about 3 assault rifle hits each, this can be quite jarring at first.
* HarderThanHard: Realistic difficulty. Made easier if you know how to take cover and dodge shots efficiently, and know the enemy locations, but good luck if you can't find any armor... highest levels are straight up NintendoHard.
* HopelessBossFight: Your first encounter with BigBad Semeru in ''Instincts: Evolution''. You can't kill him, and the fight ends as soon as he lands a hit on you.
* InvisibilityFlicker: Averted. The Stealth Trigen are ''truly'' invisible, with almost no distortion giving them away (fortunately, you're armed with special goggles that reveal them). However, when the player first encounters them there's a pool of shallow water nearby that makes plainly visible ripples when they step in it.
* LighterAndSofter: ''Vengeance'', the Wii version of ''Evolution'', is a bit lighter and softer; notably Jack is a ''slightly'' nicer guy (even suffering something of the DulcineaEffect in regards to Kade). He also never manages to sleep with her in ''Vengeance''.
* MadScientist: Krieger. {{Lampshaded}} by copies of ''Evil Science'' magazine found here and there throughout the game.
* MeleeATrois: Jack vs. Mercs vs. Trigens. Mercs vs. Soldier Trigen fights are pretty static, though, since AI [=NPCs=] do dramatically reduced damage to other AI [=NPCs=], so if you just hide and wait for them to kill each other you'll be waiting a LONG time.
** ''Instincts'' has a ''four''-way fight between Jack, Crowe's Mercs, the Mutants, and Kriger's personal [[EliteMooks elite troopers]] who he sends in to kill all of the above.
* MsFanservice: Val. And Kade in ''Far Cry Instincts: Evolution''.
* TheMole: [[spoiler: Doyle]].
* NeverFoundTheBody: Lampshaded by Val in ''Instincts'' after Doyle disappears following a huge helicopter crash. Sure enough, he turns up again at the end just fine. Averted in ''Evolution'', where [[spoiler: you find his corpse at the end.]]
* NoGearLevel: One of the final levels has Dr. Krieger taking away all your guns and dropping you into a jungle full of battling Trigens and mercenaries.
** He does give you ONE weapon... An assault rifle with ten rounds in it, just enough to kill the first trigen you see. After that, it is a NoGearLevel.
* OneManArmy: Jack Carver. Enemy mooks speculate about how one person could not possibly pull off the stunts he does. However, his GenreSavvy allies Val and Doyle both expect and demand that he be a OneManArmy on a regular basis.
** Even lampshaded at one point in ''Evolution''. Carver asks Doyle why he has to do 3 mission objectives while Doyle only gets one, Doyle replies simply that he doesn't have Jack's "skills".
* OutrunTheFireball: Done with a nuke.
* PowerFist: Jack's arms a quarter of the way through ''Instincts.''
* PsychoSerum: Krieger's mutagen causes massively increased muscle development, but also induces complete mindless psychotic rage. In ''Instincts'' it's not even ''that'' good, turning most of his subjects into rabid gun-wielding zombies.
* RaceLift: Mainly as a result of the ''Instincts'' characters being extremely different from their ''Far Cry'' counterparts. Most notably, in ''Far Cry'' Roland Doyle is a black scientist who [[spoiler: ultimately betrays you and becomes the final enemy]], while in ''Instincts'' David Doyle is a white guy who kinda looks like Bruce Campbell and sort of becomes your {{Vitriolic Best Bud|s}}. Also, Valerie Constantine is changed to Valerie Cortez in ''Instincts''.
* RareGuns: The Pancor Jackhammer and OICW appear as quite common standard weapons, the Jackhammer as the game's default shotgun, and the OICW as the weapon of choice for the game's EliteMooks.
* RuleOfPerception: The weapon in your hand, and only that weapon, governs how long you can sprint for.
* SceneryPorn: One of the game's defining attributes.
* ShootTheShaggyDog: In ''Evolution'', after going through one of the game's most annoying difficult fights in order to protect a badly injured Doyle from attacking rebels, you go off to look for an escape vehicle, and when you get back Doyle has apparently crawled off, leaving a trail of blood for you to follow. After following his trail for 2 entire levels, [[spoiler: you come across his corpse, and realize that an indeterminate amount of the trail was just the BigBad leaving a trail of clues by dragging his corpse along, all just to dick with you]].
* TheStarscream: [[spoiler: Doyle again]]. In the ''Instincts'' storyline, Crowe turns against Krieger about 3/4ths of the way through the game and tries to take over the operation himself.
* {{Stripperiffic}}: Val again. Notable mostly because while Jack takes the time to put on a bulletproof vest over his attention-attracting shirt, she goes everywhere wearing short shorts and a tank top. Or less.
** In ''Instincts'', Val starts out like this (wearing nothing but shorts and a tube top to show off her perfect abs), but puts on a reasonably sensible khaki safari shirt, long pants, and hiking boots after the shooting starts. No flak vest, though.
* SuperDrowningSkills: The Trigens' one weakness. It's still unclear whether this was intentional or not. Given that the Korean soldiers in ''VideoGame/{{Crysis}}'' suffer a similar problem, perhaps not.
* SuperpoweredMooks: The Feral Warriors from ''Instincts: Evolution''. They have enhanced speed, enhanced jumping ability, enhanced durability, and a really mean melee attack... in fact in some ways they're more impressive than the enemy Nanosuit Soldiers in ''VideoGame/{{Crysis}}''.
** Although you can still mow through them quite quickly with Feral Attacks.
* UnexpectedGameplayChange: The switch from fighting mercenaries using intelligent infantry tactics in the jungle to fighting packs of two-hit-kill melee mutants in dank corridors.
* VoiceWithAnInternetConnection: Doyle, who talks you through the entire game.
* WoundedGazelleGambit: In ''Vengeance'', the Wii version of ''Evolution'', it's revealed Kade was partners with Semeru in creating the rebel army, and manipulated Jack into killing Semeru so she could take it all for herself. This makes more sense than the original ''Evolution'' plotline, where Jack and Kade just run into Semeru repeatedly by sheer bad luck.
* YouKillItYouBoughtIt: At the end of ''Instincts'', Jack becomes the new pack Alpha of the mutants after he kills Crowe. That lasts for about 1 minute, as the mutants help Jack kill Krieger then opt to stay behind while the island blows up. In ''Vengeance'', the Wii version of ''Evolution'', the Rebels take Jack as their new leader after he kills Semeru.

!!''Far Cry 2'' shows examples of the following tropes:
* AKA47: 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 RareGuns 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 FridgeBrilliance: H&K is far too reputable to take conflict diamonds as payment, but Precision Armaments is just sleazy enough.
* TheAllSeeingAI: Long grass and cover often doesn't seem to have quite the same effect on their line of sight that it does on yours.
* ArbitraryMaximumRange: 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 got 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 ArbitraryMaximumRange 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.
* ArmsDealer: The Jackal is [[InformedAbility supposed to be one]], the Arms Dealer (which is the only name you ever get for him) is one.
* AuthorityEqualsAsskicking: 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.
* BagOfSharing: 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 tranq rifle) qualify, as do the mounted M2 heavy machine gun and the Mark 19.
* BilingualBonus: 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.
* BlingBlingBang: 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.
* BolivianArmyEnding: See below.
* BoringButPractical: While there's a large selection of weaponry, the cross-country drives tend to militate against specialist hardware; gravitating towards M79 / SVD / LPO-50 lets the player deal with almost any potential threat, but leaves all the shinier hardware back at base.
* BreakableWeapons: 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.
* ButThouMust: 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. [[spoiler:It's also impossible to actually carry out your initial mission and kill The Jackal; you're forced to join up with him.]]
* CallAHitPointASmeerp: Paper money is worthless in the game (which makes sense, considering the local government has folded), and you are paid in fist-sized uncut diamonds for your efforts. You can also shop for weapons, gear, etc., and pay for them... online... with diamonds.
* CollectionSidequest: 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 BigBad (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.
* TheComputerIsACheatingBastard: 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.
** When they see you they suddenly shift gears to catch up; [[SecretAIMoves something you can't do]].
* CoolGuns: A fair bit of that page's list is present and correct.
* CriticalExistenceFailure: 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.
* CutsceneIncompetence: 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.
* DarkerAndEdgier
* DifficultButAwesome: 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.
* DiscOneFinalDungeon: 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 [[NiceJobBreakingItHero totally screw that up]] and are sent to the second map where the game more or less starts over.
* DisconnectedSideArea: TheVeryDefinitelyFinalDungeon is located in the bottom-right of the South map. It ''looks'' reachable down the river to the North, but the only actual way through is past a PointOfNoReturn in the next map section over.
* DoubleAgent: [[ButThouMust 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.
* DownerEnding: At the end of the game, [[spoiler: the Jackal informs you that civilians are fleeing the country, with both factions pursuing them with the intend 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 BolivianArmyEnding. 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.]]
* DownloadableContent: 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.
* DragonAscendant / TheStarscream: 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.
* EasyLogistics: 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.
* EmergencyWeapon: 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.
* EnemyScan: 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.
* EqualOpportunityEvil: Because a game that consisted solely of [[UnfortunateImplications shooting Black people in the face]] [[ResidentEvil would be incredibly controversial]], a fairly large portion of the enemy soldiers in the game are White foreign mercenaries (many of whom possess hilarious South African accents). One of the villainous Faction Lieutenants is even an EvilBrit EvilAlbino.
* EtTuBrute: The game's "final battle" is [[spoiler: 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, etc.), [[spoiler: 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.
* EveryCarIsAPinto: Apparently cars in this country are powered by blasting caps and dynamite.
* EverythingTryingToKillYou: Unlike ''VideoGame/{{STALKER}}'' or ''VideoGame/BoilingPointRoadToHell'', the game is a near-constant firefight as everyone in the game world will try to shoot you on sight. Only a few mission givers in no-weapon areas can be talked to.
** Allied with one faction? Don't expect help. Or even neutrality: "your" side will try to kill you too.
* EvilVersusEvil: 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/herself 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 [[spoiler: 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)]].
* ExplodingBarrels: They might not have much else left in this country, but they seem to have a limitless supply of propane and gasoline.
* {{Expy}}: The Jackal is on of Kurtz, from ''ApocalypseNow''.
* FetchQuest: 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. Thank you ObviousBeta.
* HandCannon: Slot 1 gets a Desert Eagle, M79 grenade launcher, and with the DLC also a sawed-off shotgun.
* HealThyself: 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.
* HeroicSociopath: Arguably both your character and buddies. [[spoiler: And The Jackal definitely fits the bill too.]]
* HumansAreWhite: Averted. You're just as likely to be attacked in the jungle by white Afrikaners as you are by black Africans.
* HyperactiveMetabolism: You can heal your health to full by drinking bottle of waters found lying around enemy bases.
* ImpressivePyrotechnics: 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. KillItWithFire indeed.
* ImprovisedWeapon: 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.
* InfiniteSupplies: 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.
* InformedAbility: The Jackal is supposed to be an arms dealer, but he's never seen actually doing anything to that effect.
* InNameOnly: Besides the name and the expanded concept of a wide-open game world, ''Far Cry 2'' really has nothing to do with the original ''Far Cry''.
* KillEmAll: Combined with DownerEnding. The game ends with [[spoiler: 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 [[spoiler: "It's done. Everybody's dead. Everybody."]]
* KillItWithFire: 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 ExplodingBarrels, 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.
* KleptomaniacHero: 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.
* LaResistance: A non-violent example, and you have to help these people every now and then to obtain medicine to avert your illness. [[spoiler: It's revealed that the Jackal has been helping these people all along, by playing the warring sides against each other.]]
* TheLawOfConservationOfDetail: 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.
* LetsPlay: [[http://drgamelove.blogspot.com/2009/06/permanent-death-episode-1-inasupicious.html Permanent Death]]
* LuckBasedMission: At one point 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.
* MadeOfExplodium: Most things not made of explodium are made of flame protardant burnium carbonate.
** The guns in particular are MadeOfExplodium: even the tranquilizer gun manages to go up in a huge fiery explosion in its failure animation.
* AMillionIsAStatistic: Discussed by the Jackal:
---> The Jackal: The death of a 23 year old from Iwoa 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.
* MoneySink: 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.
* MoralMyopia: Lampshaded by [[EvilAlbino 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 [[strike:steal]] liberate some TNTs in a UFLL base.
* MotorMouth: Everyone in the game speaks rapidly and quietly. It's very difficult to make out what people are saying without subtitles sometimes.
* MultinationalTeam: 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.
* NewEraSpeech: 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.
* NonActionGuy: Reuben Oluwagembi, an African reporter who serves as the only really "good" main character in the game.
* NoSidepathsNoExplorationNoFreedom: 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.
* NotSoDifferent: The Jackal delivers one of these... [[http://www.youtube.com/watch?v=LqDFFTqbc9A to Reuben.]]
* [[ObviousBeta (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.
* OffscreenTeleportation: 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.
* OneManArmy: 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 OneManArmy, if the massive carnage and property destruction seen in the aftermath of his attacks is any indication.
* OnlySaneMan: The Jackal, being an {{expy}} of Kurtz from ''ApocalypseNow'', believes himself to be this.
** Hector Voorhees and especially Nick Greaves both come across as noticeably saner and more self-aware than their propaganda-spewing, AxCrazy 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.
* PatchworkMap: Rivers... do not work that way.
** The GPS pointer's ability to end up on top of the player character's thumb in certain locations means the patchwork is 3D!
* PlayingBothSides: The Jackal. [[spoiler:It isn't for money though; it's to stop the factions massacring the civilian population. Even if that makes very little sense.]]
* PlotlineDeath: Syrettes and bottled water can cure every ill ''except'' Malaria. Or falling over three times if you're not the PC.
* PointOfNoReturn: 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.
* PortTown: The capital of the Southern map is right next to a gigantic lake.
* PyrrhicVictory: 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 nation-wide genocide, but [[spoiler:you and nearly every other character in the entire game dies in the process, Ruben'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.
* RareGuns: 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.
* RegeneratingHealth: 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.
* ReliablyUnreliableGuns: 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.
* TheRevolutionWillNotBeCivilized: Both the UFLL and APR.
* RightHandedLeftHandedGuns: 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.
* SadisticChoice: 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. [[spoiler: 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.]]
* SawedOffShotgun: The DLC includes one for the pistol slot.
* SceneryPorn: Lush jungles, dry savannas teeming with zebras and antelopes, parched deserts and dilapidated shantytowns, all rendered in loving detail.
* SequelDifficultyDrop: In Easy difficulty, even new players could easily finish the game in ~15 hours with [[EasierThanEasy less than a half dozen deaths.]] Yet still dying far more than most 'easy' FPS games.
* ShoutOut: To ''ApocalypseNow''. 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.
** The Silenced Shotgun in the DLC seems to be a ShoutOut to ''NoCountryForOldMen'', and the gold [=AKs=] to ''LordOfWar''.
* ShroudedInMyth: 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.
** [[http://www.youtube.com/watch?v=Axba_QS1VC0 The Jackal suggests]] [[InvokedTrope intentionally building this image]] but warns against ''becoming'' [[BloodKnight the image.]]
* ASimplePlan: When you're given a mission by one of the two major factions, one of your buddies will often phone you up and suggest additional objectives that will supposedly benefit one or both of you (as well as unlock upgrades for your safe houses). Complete these objectives, however, and [[CantGetAwayWithNuthin your buddy's scheme will rapidly head south,]] [[TheLoad requiring you to come and rescue them.]] This happens ''every single time.''
* SniperPistol: The handguns are surprisingly useful at long range.
* SophisticatedAsHell: The Jackal's all over this.
* SortingAlgorithmOfWeaponEffectiveness: Guns from the Arms Dealer gradually get better as the game goes on, though some wear out faster to balance this.
* SpiritualSuccessor: ''VideoGame/{{Crysis}}''.
** The developers of ''Far Cry 2'' have also stated that it was meant to be a sequel in spirit, not in plot.
* StuckItems: The machete in the melee slot, grenades, and Molotovs.
* SuicidalOverconfidence: Enemies will often drive their cars into you, even if they are in an unarmed car or jeep and you are driving a machine-gun armed truck which can perforate them in seconds.
* SupernaturalAid
* TakingYouWithMe: 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.
* TechDemoGame: The original ''Far Cry'' definitely qualifies, even having developed out of Crytek's ''X-Isle'' tech demo.
* ThematicSeries: 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 overarcing theme of third world strife and suffering. From what's been seen of the plot of ''Far Cry 3'', it will continue the trend.
* TruceZone: The main cities.
** Also a case of TheDevTeamThinksOfEverything. 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.
* {{Ubermensch}}: The Jackal quotes Creator/FriedrichNietzsche'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 [[spoiler: 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.
* UnexpectedGameplayChange: 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.
* UniversalAmmunition: 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?
* UniversalDriversLicense: Trucks, boats, cars...If you can get in, you can drive it.
* UselessItem: The flaregun; 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.
** 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.
* UselessUsefulStealth: "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.
* VideoGameCaringPotential: 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.
** [[spoiler:[[HeelFaceTurn ...And then they all try to kill you]].]]
* VideoGameCrueltyPotential: 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.
* VideogameFlamethrowersSuck: Except this one. The ammo capacity is unGodly, and thanks to the fire propagation feature, several short bursts can easily flatten an enemy base.
* VillainProtagonist: 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.
* VoiceWithAnInternetConnection: The assassination missions are given by tapping phone masts. It is never at all clear who the mission giver actually is.
** The Jackal, maybe?
* WallOfWeapons: The Arms Dealer's storehouse, which gradually fills up as you purchase more weaponry.
* WarpWhistle: 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.
* WeHaveReserves: 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.
* WellIntentionedExtremist: The Jackal, arguably.
* WideOpenSandbox: Half the map is open for you to explore from the get-go.
* WorstAid: ''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, all without even bandaging the wound up and immediately getting back into the fight. You even spit out a tooth in one. Hilariously, this also applies to the gradual damage you take while drowning, [[http://www.youtube.com/watch?v=enb0zWbYUik 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.
** Video here: http://www.youtube.com/watch?v=UWjoadyb2Eg
*** 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.

!!''Far Cry 3'' shows examples of the following tropes:
* AuthorityEqualsAsskicking: Played completely straight with Vaas.
* AxCrazy: Vaas, '''and how.''' Moreover, it is heavily implied that [[spoiler: Jason too will become this.]]
* BigBad: Vaas leads the pirates who killed your character's best friend and abducted your girlfriend.
* BilingualBonus: Rakyat is Indonesian for people.
* BreakThemByTalking: Vaas loves to do this to his enemies when they are held hostage by his forces.
* CutsceneIncompetence: Just when you think you'll finally have a chance to put a cap in Vaas' ass, a cutscene will come in so Vaas can find a way to outsmart or beat you.
* DarkerAndEdgier: Even more so than ''Far Cry 2'' if the E3 2011 and E3 2012 demos are to be believed.
* DeathSeeker: Vaas offers his hostages a chance to pull the trigger on him. Doug refused to kill Vaas and ultimately gets killed because of it.
* {{Fanservice}}: Citra dancing on top of Jason topless? [[SarcasmMode Yeah, TOTALLY NOT THIS.]]
* LoveTriangle: Jason, Liza, and Citra [[spoiler: (Vaas' sister)]]
* MushroomSamba: [[TheMovie The Video Game!]]
* QuicksandBox: According to [[{{Ubisoft}} Ubisoft Montreal]], there will be ''an entire archipelago'' of islands available to play. There will also be an island entirely dedicated to multiplayer.
* TheReasonYouSuckSpeech: Vaas gives one to Jason during the E3 2012 demo after he traps Jason in a burning room with profanities written all over the walls.
* TookALevelInBadass: Jason will do this during the game. Hell, just compare him from [[http://www.youtube.com/watch?v=iaGSSrp49uc the E3 2011 demo]] to [[http://www.youtube.com/watch?v=kLFZVNHPaeM the E3 2012 demo!]]

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[[redirect:VideoGame/FarCry]]


* EverythingTryingToKillYou: Unlike {{STALKER}} or ''[[BoilingPointRoadToHell Boiling Point: Road to Hell]]'', the game is a near-constant firefight as everyone in the game world will try to shoot you on sight. Only a few mission givers in no-weapon areas can be talked to.

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* EverythingTryingToKillYou: Unlike {{STALKER}} ''VideoGame/{{STALKER}}'' or ''[[BoilingPointRoadToHell Boiling Point: Road to Hell]]'', ''VideoGame/BoilingPointRoadToHell'', the game is a near-constant firefight as everyone in the game world will try to shoot you on sight. Only a few mission givers in no-weapon areas can be talked to.

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* RegeneratingHealth: 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.

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* ArmorIsUseless: Massively averted, especially on the PC version. There it's pretty much the key to survival, especially on the harder difficulty settings where armor can take several hits, but one or two bullets will outright kill you if you don't have any armor left. Also, the hard armor breastplates worn by enemy soldiers actually ''completely deflects bullet hits'', but only protects their upper torso (leaving everything from the stomach down vulnerable).

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* BilingualBonus: Rakyat is Indonesian for people.


The game was critically acclaimed for what was at the time truly mind-blowing graphics, wide-open open-ended levels set in lush tropical jungle islands, and advanced enemy A.I.

The basic premise of the game has boat captain Jack Carver, a sarcastic, ill-tempered man in a gaudy Hawaiian T-shirt, having his boat blown up and forced into battling a small army of mercenaries on a series of tropical islands owned by reclusive geneticist Dr. Krieger. After several levels, killer mutants known as Trigens start attacking both Jack and the mercenaries, and it is revealed that Krieger has been working on creating mutants ForScience!

The game's popularity spawned a console version, ''Far Cry: Instincts'', which was made by Ubisoft instead of Crytek and had the same characters and basic plot premise, but markedly different gameplay, levels, and story. Besides simplified A.I. and graphics and more console-style gameplay, ''Far Cry: Instincts'' also gave the player character access to special mutant "feral powers" which included regenerating health, super-speed, super-jumps, and super-melee attacks. ''Far Cry Instincts: Evolution'' was the sequel to the console version, and switched from fighting mercenaries and mutants in a fictional series of tropical islands to fighting pirates and feral warriors in Indonesia. The story for ''Evolution'' has Jack being lured into a gunrunning scheme by half-native FemmeFatale Kade, which ultimately leads to him battling pirates and government soldiers while being hunted by Westerner-hating native warrior Semeru and his tribe of feral warriors, who all possess the same feral powers as Jack.

After publisher Ubisoft and developer Crytek parted ways, Crytek kept their engine and went on to create ''VideoGame/{{Crysis}}'', while Ubisoft retained the name rights and went on to develop ''Far Cry 2'', a sequel InNameOnly 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 HeartOfDarkness'' (not to mention Frederick Forsyth's ''The Day of the Jackal''). ''Far Cry 2'' features a completely WideOpenSandbox 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.

to:

The game was critically acclaimed for what was at the time truly mind-blowing graphics, wide-open open-ended levels set in lush tropical jungle islands, and advanced enemy A.I.

I.

The basic premise of the game has boat captain Jack Carver, a sarcastic, ill-tempered man in a gaudy Hawaiian T-shirt, having his boat blown up and forced into battling a small army of mercenaries on a series of tropical islands owned by reclusive geneticist Dr. Krieger. After several levels, killer mutants known as Trigens start attacking both Jack and the mercenaries, and it is revealed that Krieger has been working on creating mutants ForScience!

ForScience!

The game's popularity spawned a console version, ''Far Cry: Instincts'', which was made by Ubisoft instead of Crytek and had the same characters and basic plot premise, but markedly different gameplay, levels, and story. Besides simplified A.I. and graphics and more console-style gameplay, ''Far Cry: Instincts'' also gave the player character access to special mutant "feral powers" which included regenerating health, super-speed, super-jumps, and super-melee attacks. ''Far Cry Instincts: Evolution'' was the sequel to the console version, and switched from fighting mercenaries and mutants in a fictional series of tropical islands to fighting pirates and feral warriors in Indonesia. The story for ''Evolution'' has Jack being lured into a gunrunning scheme by half-native FemmeFatale Kade, which ultimately leads to him battling pirates and government soldiers while being hunted by Westerner-hating native warrior Semeru and his tribe of feral warriors, who all possess the same feral powers as Jack.

Jack.

After publisher Ubisoft and developer Crytek parted ways, Crytek kept their engine and went on to create ''VideoGame/{{Crysis}}'', while Ubisoft retained the name rights and went on to develop ''Far Cry 2'', a sequel InNameOnly 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 HeartOfDarkness'' (not to mention Frederick Forsyth's ''The Day of the Jackal''). ''Far Cry 2'' features a completely WideOpenSandbox 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.
station.




to:




* EliteMooks: The gasmask-wearing Elite Mercenaries in ''Far Cry'', armed with the best weapons and armor and possessing superior tactics and thermal-vision goggles. These guys can take about half a mag of assault rifle fire to kill, compared to just a few shots for the standard enemy {{Mooks}}.

to:

* EliteMooks: The gasmask-wearing Elite Mercenaries in ''Far Cry'', armed with the best weapons and armor and possessing superior tactics and thermal-vision goggles. These guys can take about half a mag of assault rifle fire to kill, compared to just a few shots for the standard enemy {{Mooks}}.



* HopelessBossFight: Your first encounter with BigBad Semeru in ''Instincts: Evolution''. You can't kill him, and the fight ends as soon as he lands a hit on you.

to:

* HopelessBossFight: Your first encounter with BigBad Semeru in ''Instincts: Evolution''. You can't kill him, and the fight ends as soon as he lands a hit on you.



** He does give you ONE weapon... An assault rifle with ten rounds in it, just enough to kill the first trigen you see. After that, it is a NoGearLevel.

to:

** He does give you ONE weapon... An assault rifle with ten rounds in it, just enough to kill the first trigen you see. After that, it is a NoGearLevel.



* {{Stripperiffic}}: Val again. Notable mostly because while Jack takes the time to put on a bulletproof vest over his attention-attracting shirt, she goes everywhere wearing short shorts and a tank top. Or less.

to:

* {{Stripperiffic}}: Val again. Notable mostly because while Jack takes the time to put on a bulletproof vest over his attention-attracting shirt, she goes everywhere wearing short shorts and a tank top. Or less.




to:




** And after you get Malaria, the Jackal nurses you back to health. Yes. It is just as embarrassing as it sounds.

to:

** And after you get Malaria, the Jackal nurses you back to health. Yes. It is just as embarrassing as it sounds.



** Allied with one faction? Don't expect help. Or even neutrality: "your" side will try to kill you too.
* EvilVersusEvil: 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/herself 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 [[spoiler: 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)]].

to:

** Allied with one faction? Don't expect help. Or even neutrality: "your" side will try to kill you too.
too.
* EvilVersusEvil: 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/herself 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 [[spoiler: 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)]].



* NewEraSpeech: 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.

to:

* NewEraSpeech: 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.



** The Arms dealer gets around too.

to:

** The Arms dealer gets around too.



** Hector Voorhees and especially Nick Greaves both come across as noticeably saner and more self-aware than their propaganda-spewing, AxCrazy 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.

to:

** Hector Voorhees and especially Nick Greaves both come across as noticeably saner and more self-aware than their propaganda-spewing, AxCrazy 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 developers of ''Far Cry 2'' have also stated that it was meant to be a sequel in spirit, not in plot.

to:

** The developers of ''Far Cry 2'' have also stated that it was meant to be a sequel in spirit, not in plot.



* ThematicSeries: 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 overarcing theme of third world strife and suffering. From what's been seen of the plot of ''Far Cry 3'', it will continue the trend.

to:

* ThematicSeries: 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 overarcing theme of third world strife and suffering. From what's been seen of the plot of ''Far Cry 3'', it will continue the trend.



* {{Ubermensch}}: The Jackal quotes FriedrichNietzsche'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 [[spoiler: 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.

to:

* {{Ubermensch}}: The Jackal quotes FriedrichNietzsche's Creator/FriedrichNietzsche'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 [[spoiler: 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.



** Also, the Homeland 37. It's the slowest shotgun with the smallest magazine and it doesn't reload that fast either.

to:

** Also, the Homeland 37. It's the slowest shotgun with the smallest magazine and it doesn't reload that fast either.



* AuthorityEqualsAsskicking: Played completely straight with Vaas.

to:

* AuthorityEqualsAsskicking: Played completely straight with Vaas.



* BreakThemByTalking: Vaas loves to do this to his enemies when they are held hostage by his forces.

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* BreakThemByTalking: Vaas loves to do this to his enemies when they are held hostage by his forces.


* SadisticChoice: 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. [[spoiler: 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.]]

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* SadisticChoice: 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. [[spoiler: 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.]]


* TookALevelInBadass: Jason will do this during the game. Hell, just compare him from [[http://www.youtube.com/watch?v=iaGSSrp49uc the E3 2011 demo]] to [[http://www.youtube.com/watch?v=OXRwrGGJMaw the E3 2012 demo!]]

to:

* TookALevelInBadass: Jason will do this during the game. Hell, just compare him from [[http://www.youtube.com/watch?v=iaGSSrp49uc the E3 2011 demo]] to [[http://www.youtube.com/watch?v=OXRwrGGJMaw com/watch?v=kLFZVNHPaeM the E3 2012 demo!]]



to:

* TookALevelInBadass: Jason will do this during the game. Hell, just compare him from [[http://www.youtube.com/watch?v=iaGSSrp49uc the E3 2011 demo]] to [[http://www.youtube.com/watch?v=OXRwrGGJMaw the E3 2012 demo!]]

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** If an animal gives the bumper of a car so much as a light tap they will collapse into a very dead heap.

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