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* EvilMinions: Krieger Corp's mechanics and scientists are often seen fighting alongside the mercenaries, but they're much weaker since they have no armor and no weapons aside from pistols.
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Broke up and fixed an egregious run-on sentence.


** The original PC game is the more lasting example, as later games in the series have been [[ThematicSeries sequels in theme]], with one of those themes being man's descent into savagery. Even the console versions of the first game did this, though they took it [[HalfHumanHybrid much more literally]]. It also has several gameplay differences, such as your movement speed being determined by your currently-equipped weapon (later games would focus more on the SprintMeter for your maximum movement speed, with games after ''2'' even removing the limit and letting you sprint forever) and aiming for non-scoped weapons taking the form of a generic zoom mode with a tightened crosshair rather than actually aiming down your weapon's sights. Also, while it has the [[LimitedLoadout four-slot inventory system]] all the later games kept up, it doesn't give any special consideration for the series' now-iconic {{machete|Mayhem}} - whereas ''2'' dedicates the first slot solely to it, and ''3'' and ''4'' shifted to always having it on hand for QuickMelee, this game allows you to drop the machete whenever you wanted - and, in fact, it's not even the first weapon you get: that honor goes to the Desert Eagle, itself another perennial fixture of the ''Far Cry'' arsenal, but not famously so because even in 2004 it was a perennial fixture of video game arsenals in general, and which is also in its .357 Magnum variation with a realistic 9-shot magazine rather than the .50 AE version with an incorrect 8-round magazine used in all later games. Most of these would be changed to be in-line with the later games with ''Far Cry Classic''.

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** The original PC game is the more lasting example, as later games in the series have been [[ThematicSeries sequels in theme]], with one of those themes being man's descent into savagery. Even the console versions of the first game did this, though they took it [[HalfHumanHybrid much more literally]]. It also has several gameplay differences, such as your movement speed being determined by your currently-equipped weapon (later games would focus more on the SprintMeter for your maximum movement speed, with games after ''2'' even removing the limit and letting you sprint forever) forever), and aiming for non-scoped weapons taking the form of a generic zoom mode with a tightened crosshair rather than actually aiming down your weapon's sights. Also, while it has the [[LimitedLoadout four-slot inventory system]] all the later games kept up, it doesn't give any special consideration for the series' now-iconic {{machete|Mayhem}} - whereas {{machete|Mayhem}}. While ''2'' dedicates the first slot solely to it, and ''3'' and ''4'' shifted to always having it on hand for QuickMelee, this game allows you to drop the machete whenever you wanted - and, in wanted. In fact, it's not even the first weapon you get: get; that honor goes to the Desert Eagle, itself Eagle. And while the DE is another perennial fixture of the ''Far Cry'' arsenal, but it's not famously so associated as closely with the franchise as the machete is, because even in 2004 it the DE was already a perennial fixture of video game arsenals in general, and which is general. Here, it's also in its .357 Magnum variation with a realistic 9-shot magazine magazine, rather than the .50 AE version with an incorrect 8-round magazine used in all later games. Most of these would be changed to be in-line with the later games with ''Far Cry Classic''.
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* DynamicDifficulty: AI Auto balance will tweak the performance of the AI based on player's performance. This appears to make the game easier if enabled.
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** The console spinoffs are the more immediate example: on top of ''being'' [[ReformulatedGame spinoffs designed specifically for consoles]] (from ''2'' onward the main games came in the same form on both consoles and PC, and spinoffs have A) mainly been in the realm of standalone DLC, and B) massively different from their parent games, e.g. the '80s fever dream of ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'' and the prehistoric adventures of ''[[VideoGame/FarCryPrimal Primal]]''), they actually follow on from or are retellings of the original game's story. Later games in the greater ''Far Cry'' series have not had any concrete story links, at best sharing a few secondary characters (particularly in ''VideoGame/FarCry4'', which features a gun runner heavily implied to be one of the feuding warlords from ''[[VideoGame/FarCry2 2]]'', CIA agent Willis Huntley from ''[[VideoGame/FarCry3 3]]''... [[MyFriendsAndZoidberg and Hurk]]).
** The original PC game is the more lasting example, as later games in the series have been [[ThematicSeries sequels in theme]], with one of those themes being man's descent into savagery. Even the console versions of the first game did this, though they took it [[HalfHumanHybrid much more literally]]. It also had several gameplay differences, such as your movement speed being determined by your currently-equipped weapon (later games would focus more on the SprintMeter for your maximum movement speed, with games after ''2'' even removing the limit and letting you sprint forever) and aiming for non-scoped weapons taking the form of a generic zoom mode with a tightened crosshair rather than actually aiming down your weapon's sights, and while it had the [[LimitedLoadout four-slot inventory system]] all the later games kept up, it didn't give any special consideration for the series' now-iconic {{machete|Mayhem}} - whereas ''2'' dedicated the first slot solely to it, and ''3'' and ''4'' shifted to always having it on hand for QuickMelee, this game allowed you to drop the machete whenever you wanted - and, in fact, it's not even the first weapon you get: that honor goes to the Desert Eagle, itself another perennial fixture of the ''Far Cry'' arsenal, but not famously so because it's a perennial fixture of video game arsenals in general, and which is also in its .357 Magnum variation with a realistic 9-shot magazine rather than the .50 AE version with an incorrect 8-round magazine used in all later games. Most of these would be changed to be in-line with the later games with ''Far Cry Classic''.

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** The console spinoffs are the more immediate example: on top of ''being'' [[ReformulatedGame spinoffs designed specifically for consoles]] (from ''2'' onward the main games came in the same form on both consoles and PC, and spinoffs have A) mainly been in the realm of standalone DLC, and B) massively noticeably different from their parent games, e.g. the '80s fever dream of ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'' and the prehistoric adventures of ''[[VideoGame/FarCryPrimal Primal]]''), they actually follow on from or are retellings of the original game's story. Later games in the greater ''Far Cry'' series have not had any concrete story links, at best sharing a few secondary characters (particularly in ''VideoGame/FarCry4'', which features a gun runner heavily implied to be one of the feuding warlords from ''[[VideoGame/FarCry2 2]]'', CIA agent Willis Huntley from ''[[VideoGame/FarCry3 3]]''... [[MyFriendsAndZoidberg and Hurk]]).
** The original PC game is the more lasting example, as later games in the series have been [[ThematicSeries sequels in theme]], with one of those themes being man's descent into savagery. Even the console versions of the first game did this, though they took it [[HalfHumanHybrid much more literally]]. It also had has several gameplay differences, such as your movement speed being determined by your currently-equipped weapon (later games would focus more on the SprintMeter for your maximum movement speed, with games after ''2'' even removing the limit and letting you sprint forever) and aiming for non-scoped weapons taking the form of a generic zoom mode with a tightened crosshair rather than actually aiming down your weapon's sights, and sights. Also, while it had has the [[LimitedLoadout four-slot inventory system]] all the later games kept up, it didn't doesn't give any special consideration for the series' now-iconic {{machete|Mayhem}} - whereas ''2'' dedicated dedicates the first slot solely to it, and ''3'' and ''4'' shifted to always having it on hand for QuickMelee, this game allowed allows you to drop the machete whenever you wanted - and, in fact, it's not even the first weapon you get: that honor goes to the Desert Eagle, itself another perennial fixture of the ''Far Cry'' arsenal, but not famously so because it's even in 2004 it was a perennial fixture of video game arsenals in general, and which is also in its .357 Magnum variation with a realistic 9-shot magazine rather than the .50 AE version with an incorrect 8-round magazine used in all later games. Most of these would be changed to be in-line with the later games with ''Far Cry Classic''.

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Bare Your Midriff is now a disambig


* 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.


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* BoringButPractical: 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.
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* TechnologyMarchesOn: The original game was highly praised for its fully-reflective water, but unfortunately due to changes in shader technology in Windows Vista, the landscape reflections no longer work.
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** The original PC game is the more lasting example, as later games in the series have been [[ThematicSeries sequels in theme]], with one of those themes being man's descent into savagery. Even the console versions of the first game did this, though they took it [[HalfHumanHybrid much more literally]]. It also had several gameplay differences, such as your movement speed being determined by your currently-equipped weapon (later games would focus more on the SprintMeter for your maximum movement speed, with games after ''2'' even removing the limit and letting you sprint forever) and aiming for non-scoped weapons taking the form of a generic zoom mode with a tightened crosshair rather than actually aiming down your weapon's sights, and while it had the [[LimitedLoadout four-slot inventory system]] all the later games kept up, it didn't give any [[WeaponOfChoice special consideration]] for the series' now-iconic {{machete|Mayhem}} - whereas ''2'' dedicated the first slot solely to it, and ''3'' and ''4'' shifted to always having it on hand for QuickMelee, this game allowed you to drop the machete whenever you wanted - and, in fact, it's not even the first weapon you get: that honor goes to the Desert Eagle, itself another perennial fixture of the ''Far Cry'' arsenal, but not famously so because it's a perennial fixture of video game arsenals in general, and which is also in its .357 Magnum variation with a realistic 9-shot magazine rather than the .50 AE version with an incorrect 8-round magazine used in all later games. Most of these would be changed to be in-line with the later games with ''Far Cry Classic''.

to:

** The original PC game is the more lasting example, as later games in the series have been [[ThematicSeries sequels in theme]], with one of those themes being man's descent into savagery. Even the console versions of the first game did this, though they took it [[HalfHumanHybrid much more literally]]. It also had several gameplay differences, such as your movement speed being determined by your currently-equipped weapon (later games would focus more on the SprintMeter for your maximum movement speed, with games after ''2'' even removing the limit and letting you sprint forever) and aiming for non-scoped weapons taking the form of a generic zoom mode with a tightened crosshair rather than actually aiming down your weapon's sights, and while it had the [[LimitedLoadout four-slot inventory system]] all the later games kept up, it didn't give any [[WeaponOfChoice special consideration]] consideration for the series' now-iconic {{machete|Mayhem}} - whereas ''2'' dedicated the first slot solely to it, and ''3'' and ''4'' shifted to always having it on hand for QuickMelee, this game allowed you to drop the machete whenever you wanted - and, in fact, it's not even the first weapon you get: that honor goes to the Desert Eagle, itself another perennial fixture of the ''Far Cry'' arsenal, but not famously so because it's a perennial fixture of video game arsenals in general, and which is also in its .357 Magnum variation with a realistic 9-shot magazine rather than the .50 AE version with an incorrect 8-round magazine used in all later games. Most of these would be changed to be in-line with the later games with ''Far Cry Classic''.
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TRS wick cleaningRare Guns has been cut


* 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. The Desert Eagle is also the standard handgun.
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* AntiFrustrationFeatures: Despite the game's infamous difficulty compared to later games, there are a few, since you can drop the Machete and be left unable to defend yourself if out of ammo, the usually single Machete Spawn per level will either be right at the start of the level or not too long after the start in a hard to miss area for if you dropped it and might need it, your health is also refilled between levels. (But not Armor)
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* FakeDifficulty: The PC version is kind of a nightmare with the fact that while the player has to pixel hunt through foliage to spot enemies firing upon them, the enemies can basically see the player from a mile away and start shooting as soon as Jack comes into view. It gets so bad that even thermal goggles, which were meant to help with target sighting in specific situations, is only a marginal improvement if foliage is in the way.

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* 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.

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* 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}}''.
**
''VideoGame/{{Crysis}}''. Although you can still mow through them quite quickly with Feral Attacks.
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Everythings Better With Monkeys has been turned into a disambiguation. Zero Context Examples and examples that don’t fit existing tropes will be removed.


* EverythingsBetterWithMonkeys: Subverted by the monkey Trigens, who were generally hated by many players due to their ability to quickly kill you.
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** The console spinoffs are the more immediate example: on top of ''being'' [[ReformulatedGame spinoffs designed specifically for consoles]] (from ''2'' onward the main games came in the same form on both consoles and PC, and spinoffs have A) mainly been in the realm of standalone DLC, and B) massively different from their parent games, e.g. the '80s fever dream of ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'' and the prehistoric adventures of ''[[VideoGame/FarCryPrimal Primal]]''), they actually follow on from or are retellings of the original game's story. Later games in the greater ''Far Cry'' series have not had any concrete story links, at best sharing a few secondary characters (particularly in ''VideoGame/FarCry4'', which features a gun runner heavily implied to be one of the feuding warlords from ''[[VideoGame/FarCry2 2]]'', CIA agent Willis Huntley from ''[[VideoGame/FarCry3 3]]''... [[MyFriendsAndZoidberg and Hurk]]). The ending of ''VideoGame/FarCry5'' seems to pretty conclusively rule out any more sequels set in the same universe, unless they're set in the past or far future (or they go off a different ending than ''[[VideoGame/FarCryNewDawn New Dawn]]'' did).

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** The console spinoffs are the more immediate example: on top of ''being'' [[ReformulatedGame spinoffs designed specifically for consoles]] (from ''2'' onward the main games came in the same form on both consoles and PC, and spinoffs have A) mainly been in the realm of standalone DLC, and B) massively different from their parent games, e.g. the '80s fever dream of ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'' and the prehistoric adventures of ''[[VideoGame/FarCryPrimal Primal]]''), they actually follow on from or are retellings of the original game's story. Later games in the greater ''Far Cry'' series have not had any concrete story links, at best sharing a few secondary characters (particularly in ''VideoGame/FarCry4'', which features a gun runner heavily implied to be one of the feuding warlords from ''[[VideoGame/FarCry2 2]]'', CIA agent Willis Huntley from ''[[VideoGame/FarCry3 3]]''... [[MyFriendsAndZoidberg and Hurk]]). The ending of ''VideoGame/FarCry5'' seems to pretty conclusively rule out any more sequels set in the same universe, unless they're set in the past or far future (or they go off a different ending than ''[[VideoGame/FarCryNewDawn New Dawn]]'' did).
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** The original PC game is the more lasting example, as later games in the series have been [[ThematicSeries sequels in theme]], with one of those themes being man's descent into savagery. Even the console versions of the first game did this, though they took it [[HalfHumanHybrid much more literally]]. It also had several gameplay differences, such as your movement speed being determined by your currently-equipped weapon (later games would focus more on the SprintMeter for your maximum movement speed, with games after ''2'' even removing the limit and letting you sprint forever) and aiming for non-scoped weapons taking the form of a generic zoom mode with a tightened crosshair rather than actually aiming down your weapon's sights, and while it had the [[LimitedLoadout four-slot inventory system]] all the later games kept up, it didn't give any [[WeaponOfChoice special consideration]] for the series' now-iconic {{machete|Mayhem}} - whereas ''2'' dedicated the first slot solely to it, and ''3'' and ''4'' shifted to always having it on hand for QuickMelee, this game allowed you to drop the machete whenever you wanted - and, in fact, it's not even the first weapon you get: that honor goes to the Desert Eagle, itself another perennial fixture of the ''Far Cry'' arsenal, but not famously so because it's a perennial fixture of video game arsenals in general. Most of these would be changed to be in-line with the later games with ''Far Cry Classic''.

to:

** The original PC game is the more lasting example, as later games in the series have been [[ThematicSeries sequels in theme]], with one of those themes being man's descent into savagery. Even the console versions of the first game did this, though they took it [[HalfHumanHybrid much more literally]]. It also had several gameplay differences, such as your movement speed being determined by your currently-equipped weapon (later games would focus more on the SprintMeter for your maximum movement speed, with games after ''2'' even removing the limit and letting you sprint forever) and aiming for non-scoped weapons taking the form of a generic zoom mode with a tightened crosshair rather than actually aiming down your weapon's sights, and while it had the [[LimitedLoadout four-slot inventory system]] all the later games kept up, it didn't give any [[WeaponOfChoice special consideration]] for the series' now-iconic {{machete|Mayhem}} - whereas ''2'' dedicated the first slot solely to it, and ''3'' and ''4'' shifted to always having it on hand for QuickMelee, this game allowed you to drop the machete whenever you wanted - and, in fact, it's not even the first weapon you get: that honor goes to the Desert Eagle, itself another perennial fixture of the ''Far Cry'' arsenal, but not famously so because it's a perennial fixture of video game arsenals in general.general, and which is also in its .357 Magnum variation with a realistic 9-shot magazine rather than the .50 AE version with an incorrect 8-round magazine used in all later games. Most of these would be changed to be in-line with the later games with ''Far Cry Classic''.
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** ''Instincts'' takes it up a notch, by adding in Krieger's personal elite guard, who are hostile to both the Trigens ''and'' his former mercenaries, who are led by Crowe.
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The original ''VideoGame/FarCry'' is a PC game that was perhaps the first of the "next-gen" first-person shooter games from around 2004, exemplified by the likes of ''VideoGame/HalfLife2, Videogame/Doom3'', and ''[[VideoGame/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.

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The original ''VideoGame/FarCry'' ''Franchise/FarCry'' is a PC game that was perhaps the first of the "next-gen" first-person shooter games from around 2004, exemplified by the likes of ''VideoGame/HalfLife2, Videogame/Doom3'', and ''[[VideoGame/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.
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For the sequels, see ''VideoGame/FarCry2'', ''VideoGame/FarCry3'', ''VideoGame/FarCry3BloodDragon'', ''VideoGame/FarCry4'', ''VideoGame/FarCryPrimal'', and ''VideoGame/FarCry5''. For the spiritual successor, see ''VideoGame/{{Crysis}}''.

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For the sequels, see ''VideoGame/FarCry2'', ''VideoGame/FarCry3'', ''VideoGame/FarCry3BloodDragon'', ''VideoGame/FarCry4'', ''VideoGame/FarCryPrimal'', ''VideoGame/FarCry5'', ''VideoGame/FarCryNewDawn'' and ''VideoGame/FarCry5''.''VideoGame/FarCry6''. For the spiritual successor, see ''VideoGame/{{Crysis}}''.

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* IdiosyncraticDifficultyLevels: It even tells you what to expect with each difficulty level:
** Easy: A peaceful tropical island stroll. Enjoy your vacation.
** Medium: You will be challenged, but adventure requires a little danger, right?
** Challenging: Your enemies are smarter, more accurate, and really pissed off. Good luck. You'll need it.
** Veteran: Serious jungle madness. We hope you have a high tolerance for pain.
** Realistic: You must be amazingly skilled or incredibly foolish. Forget paradise - this is hell.



* 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.

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* InvisibilityFlicker: Averted. The Stealth Trigen are ''truly'' invisible, with almost no distortion giving them away (fortunately, you're armed with special thermal-vision goggles that reveal them).them by the time they show up). 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.
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* TooDumbToLive: [[spoiler:Doyle]], who betrays you right after your boss fight with [[spoiler:Mutated Krieger]]. Keep in mind that this happens right at the still-comparatively-hard final level and he isn't much of a challenge compared to those damned Trigens you've been dealing with throughout the entire second half of the game. Really, [[spoiler: Doyle]], trying to exploit the death of [[spoiler:Mutated Krieger by attempting to sell the mutagen formula to the black market out of spite on your current clients at an ill-conceived time]] is going to make you smart and powerful?
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* UpdatedReRelease: ''Far Cry Classic'' is the original PC version of ''Far Cry'' finally ported to consoles after 10 years, with significant tweaks to the gameplay and presentation to make it more console-friendly as well as in line with modern FPS games. This includes the addition of a dedicated melee attack, the ability to aim down sights, a more modernized sprint function, and more forgiving difficulty by significantly decreasing enemy health, damage output, aim, and awareness. Unfortunately, owing to the aging hardware of the consoles, it is also graphically weaker (approximating playing the original game on medium-to-high settings), removes almost all in-game physics, cuts some of the larger levels in half for loading screens (with several of the ones that need such frequently crashing around the cutoff points), and the added iron sights do not duplicate the zoom of the original weapons, making long-range combat with the M4 much harder.

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* UpdatedReRelease: ''Far Cry Classic'' Classic'', for the Xbox 360 and Playstation 3, is the original PC version of ''Far Cry'' finally ported to consoles after 10 years, with significant tweaks to the gameplay and presentation to make it more console-friendly as well as in line with modern FPS games. This includes the addition of a dedicated melee attack, the ability to aim down sights, a more modernized sprint function, and more forgiving difficulty by significantly decreasing enemy health, damage output, aim, and awareness. Unfortunately, owing to the aging hardware of the consoles, it is also graphically weaker (approximating playing the original game on medium-to-high settings), removes almost all in-game physics, cuts some of the larger levels in half for loading screens (with several of the ones that need such frequently crashing around the cutoff points), and the added iron sights do not duplicate the zoom of the original weapons, making long-range combat with the M4 much harder.

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