Far cry 2 gameplay ending a relationship

Why Far Cry 2 Is Still The Best In The Series | Rock Paper Shotgun

far cry 2 gameplay ending a relationship

I finished the ending of far cry with the resist option today and am FAR CRY 2 has merit, but the biggest missed opportunity imo was the relationship factor. . as you beat him (the final battle also sucked, gameplay wise). We have an odd relationship with gambling in the UK. . Every time Far Cry 2 comes up in discussion I end up saying the An open world as engaging as this one deserved to have gameplay that made far more use of it. 'Far Cry 2 is not a typical title,' writes Clint Hocking in this postmortem from allowing the player to build relationships with them through game mechanics. and tuning the gameplay, even as the technical constraints changed. At the end of pre-production, we presented a two-minute time-lapse video of.

The game never lets you maintain the upperhand: Other games seize upon exotic locations as a form of videogame tourism, National Geographic backdrops to be gleefully detonated, but Far Cry 2 feels rooted in its setting despite its picture-postcard amalgamation of distant and distinct African geographies. But this fails to impair the more dispersed, nebulous narrative that wafts over the player via the world, via the structure of its missions: And then, for every mission, there is a further subversion when your buddy phones you up with an optional sidequest, playing both ends against the middle.

These are perhaps my favourite thing about Far Cry 2, because they totally reject the normal incentive loop of your generic videogame sidequest in favour of a barmy web of motivations that are almost impossible to unpick satisfactorily.

As the game progresses, they also become explicitly grotesque, exploiting or ending innocent lives for the personal gain of your buddy — a status they maintain in name only.

Further, the final act of every mission places your buddy in direct jeopardy. They can only last so long, and inevitably you end up euthanising them with an overdose of morphine, or, failing that, lead.

Even when this system becomes transparent through repetition, the crossways collision of multiple diegetic and ex-diegetic motivations gives these missions an aesthetic of complexity that feels akin to the sort of messy, murky morality of the real world.

The whole thing is deeply peculiar, and not quite like anything else in gaming. From the top-level fiction down to the firefights, everything in Far Cry 2 points to the thematic North. Instead, they just sort of sag to the ground. Even the occasional toys you find in Far Cry 2 — the hang-glider, the various buggies — are hidden, their use curtailed by their positioning.

Far Cry 2 does the much harder thing, often imperfectly, of trying to talk about something outside of videogames while using a videogame to do so, and risks offending the player in pursuing that idea.

Enemies encountered speak two native African languages, namely Afrikaans and Zulu. Multiplayer[ edit ] Multiplayer in Far Cry 2 attempts to include the dynamic elements of the single-player game such as fire propagation and to provide as accessible gameplay as possible so that it is available to all skill levels and so that players have specific gameplay aspects to keep in mind when designing their own maps in the map editor. Four modes are available with the shipping of the game, consisting of Deathmatch, Team Deathmatch, Capture the Diamond a slight variation of the standard Capture the Flag as the flags are replaced with diamondsand Uprising.

The Uprising mode provides a twist on a node-capture match by including a captain for each team.

Far Cry 2 ENDING Gameplay Walkthrough Part 54 No Commentary (PC) [60fps]

Only captains can capture the designated points across the map, and a team must assassinate the enemy captain after capturing all the points to win the round. Multiplayer gameplay is class based, with six classes available. The Commando is the standard grunt class, with an assault rifle; the Sharpshooter specializes in long range with conventional sniper rifles; the Guerrilla excels in close combat and ambush with shotguns; the Rebel uses explosives and fire with flamethrowers and rocket launchers; the Gunner provides heavy firepower with light machine guns and rocket launchers; and the Saboteur uses stealth and silenced weapons.

Each class can choose an appropriate primary weapon and a side arm, as well as explosives such as frag grenades or Molotov cocktails.

Players are able to unlock more powerful weapons within each class by spending up to three "blood diamonds" on a class; the diamonds are earned through the experience points from killing other players and completing objectives. Potential upgrades for individual weapons within a class include operation manuals, maintenance manuals, and bandoliers. The Multiplayer has a ranking system which awards points for killing enemy players, reviving friendly players, capturing control points, and capturing diamonds.

Setting[ edit ] Far Cry 2 takes place in late in a small, failed Central African state, currently embroiled in a horrible civil war. The government has recently collapsed, leaving two factions vying for control. Both factions have claimed to have the people's interests at heart, but both have shown ruthlessness, warmongering, greed, and a general disregard for the well-being of the people.

far cry 2 gameplay ending a relationship

Both sides have hired many foreign mercenaries to bolster their strength over the course of the conflict. The recent exhaustion of the nation's diamond mines has thrown the nation into further turmoil, leaving many foreign mercenaries without payment and no way out. The goal of the player's character is to find and assassinate the Jackal, an arms dealer who has been selling weapons to both sides of the conflict.

The player must accomplish this goal by whatever means necessary, even if he has to succumb to the immorality of the warring factions and the Jackal himself. The main enemy of the game is a sadistic but intelligent arms-dealer known as the Jackal, whose guns are fueling the violence in the country. He is notorious for selling his impressive-quality weapons at very cheap prices and being fearless. He affirms his knowledge of will to power by quoting Friedrich Nietzsche 's Beyond Good and Evil at the beginning of the game and having little to no remorse for all the death he has caused.

Various tape recordings throughout the game reveal his thoughts and beliefs, in one of the tapes he reveals he is a humanist. It is rumored that the Jackal has cancer, and does not have very long to live.

Despite all of the chances he has, the Jackal never tries killing the protagonist, and simply uses him as a tool to cause more chaos as the protagonist hunts for him. In the end, it is revealed that the Jackal is seeking redemption from his life as an arms-dealer, and wishes to cleanse the country of its war. The two factions each have a leader and second in command. Buddies[ edit ] All of the playable characters are different types of mercenaries.

Milky Way on Collision Course With Large Magellanic Cloud

The playable characters the player does not choose to play become non-player characters who are friends of the player's character and who can be found in bars around the in-game nation.

These friends are called Buddies and they can serve various roles in the game. All of the buddies offer side missions to the player, completion of which increases that buddy's standing with the player.

Additionally there are a few "extra" buddies that can be found. In any playthrough the buddies that can be met is random and not all buddies will appear.

Far Cry 2 - Wikipedia

The player's "Best Buddy" can provide the player alternate, or "subverted" ways to complete most of the main story missions. These subverted missions always require more steps than the standard mission, but they often make the final objective easier: Completing subverted missions also increases the player's standing with the best buddy and adds "upgrades" to every safe house in the region, such as vehicles parked outside, medical pickups and ammo pickups.

However, the inevitable final objective of a subverted mission will always be that the player must rescue their buddy, who, by the end of the mission, will have become heavily outnumbered. The player must choose to either take on a shorter, more difficult mission, or a longer but easier mission.

The player's "Second Best Buddy" can come to the player's aid when they fall in battle if they are "rescue ready". The buddy will move them to a safer location, then revive them and help fight off the remaining enemies.

The buddy then needs to recuperate and will be ready to save the player again once they are visited at a safehouse. Buddies can be wounded or killed in battle during subverted missions, buddy rescues, and other circumstances. When a buddy dies, their death is permanent, and they will not be replaced. When all of the player's buddies are dead, subverted missions and buddy rescues are no longer available.

When buddies are wounded in battle, they will mark their position with a smoke grenade and cry out for help.

The player can choose to render aid, or simply leave the buddy to die. If the buddy's wounds are minor enough, the player can inject them with a syrette to fully heal them. However, if the buddy's injuries are too severe, the player's only option is to euthanize them by either overdosing them with syrettes or looking away and shooting them in the head.

Buddies usually have three "lives" where if they're shot down a third time, the player will not be able to save them. Their last words before death are usually "thank you. The player's character lands in the northern territory of Leboa-Sako and is introduced to the harsh reality of life in the country. On the way to the town of Pala in a cab, the player character begins to suffer from the effects of malaria and passes out. He awakes inside a hotel and finds the Jackal standing over him.

With the player incapacitated by illness, the Jackal briefly offers some insight into his philosophy, quoting from Friedrich Nietzsche 's Beyond Good and Evil about the will to power.

He threatens to kill the player character, but ultimately chooses to spare his life and leaves, stabbing a machete into the wall for the player character to retrieve. The player either passes out with malaria after managing to escape or is severely wounded before he can escape.

In return for saving the player's life, the lieutenant orders the player to conduct basic errands. The player meets a journalist named Reuben Oluwagembi, who is writing a book about the conflict and the Jackal's part in it. He requests that the player find the tapes of his interview with the Jackal, scattered over the region.

Notes on Far Cry 2 - caztuning.info

Once the player has acquired some malaria medicine from a priest who is helping civilians escape the violence, the player is given the freedom to choose their next mission. When the player is in the faction HQ before he is taking a mission, conversations are heard between the faction leader and the mercenary leader; for example, on one occasion they discuss the rumor that the Jackal has cancer and only a few months left to live.

In addition to the hunt for the Jackal, the player can provide the Underground with stamped travel documents for refugees in exchange for anti-malarial drugs, ambush convoys of weapon shipments in order to gain access to a greater variety of weapons and equipment from arms dealers, and assassinate targets acquired by intercepting signals from various cell-phone towers in the area for extra diamond payments.

After many successful missions, a faction captain either Leon Gakumba or Prosper Kouassi contracts the player to assassinate the other faction's captain.

far cry 2 gameplay ending a relationship

Once the assassination is complete, however, the player is betrayed and ambushed by the contractor and his troops. The player escapes, but in the chaos, he is forced to choose either to defend the priest and the civilians under his care, or to aid fellow mercenaries.

far cry 2 gameplay ending a relationship

The player's character eventually falls in combat, and awakes in the back of a truck filled with bodies. Any buddies the player has made up to this point are now either killed or declared missing, dependent on whom the player opted to aid.

He falls off of the truck onto the road and seeks shelter in the desert, finally collapsing in the following sandstorm. The Jackal appears and takes the unconscious player to safety, but is then forced to flee when retreating troops of the other faction, now without a captain, arrive.

A lieutenant from this faction offers the player a chance to redeem himself by assassinating the faction captain who betrayed the player. The player assassinates the target at a troop rally and escapes south, to the province of Bowa-Seko. In Bowa-Seko, the player and a Buddy follows the lieutenant's orders to destabilize the area and reignite the conflict by conducting a false flag operation in Port Selao.

Following this, the two factions are now at war in the new province, opening up a variety of work from both sides. Eventually, the player is hired by one of the leaders either Addi Mbantuwe or Oliver Tambossa to deliver diamonds to the opposite faction for a peace settlement between the factions. When the player arrives at the location, however, he finds the area devastated and the faction leader dead.

The Jackal appears and explains that he wants the conflict to continue, since the warlords want peace only to conduct their crimes outside the world's attention. He then seizes the diamonds and knocks the player character unconscious. The player wakes imprisoned in an old slave outpost and discovers that he has been used as a scapegoat, blamed for murdering a faction leader and disrupting the peace settlement. The player escapes and continues his search for the Jackal.

By this time, the conflict has deteriorated into anarchy, with the surviving faction leader and the various faction lieutenants paying the player in turn to assassinate each other. Reuben later calls the player for help, fearing that he and some other journalists are either going to get deported or shot at the airfield.

The player fights off the militia and rescues the journalists. With Reuben's help, the player finally tracks down and meets with the Jackal, who reveals his intentions to help the civilian population escape the war-torn country.

Although he must eventually kill the Jackal, the player character agrees to help. The Jackal's plan is for the player to assassinate the two remaining faction lieutenants and take a case of diamonds to bribe the border guards.