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Far Cry 2: Difference between revisions
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==Secondary Weapons== | ==Secondary Weapons== | ||
There are nine secondary weapons available, from the expected sidearms through SMGs, explosives and even a grenade launcher. | |||
[[Image:FC2-secondarywall.jpg|thumb|none|600px|The complete secondary weapon wall in the Arms Dealer's warehouse.]] | |||
===Star Model-P=== | ===Star Model-P=== | ||
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[[Image:Desert-Eagle.jpeg|thumb|none|450px|Magnum Research / Israeli Military Industries Desert Eagle, .50 AE]] | [[Image:Desert-Eagle.jpeg|thumb|none|450px|Magnum Research / Israeli Military Industries Desert Eagle, .50 AE]] | ||
[[Image:FC2-Deagle.jpg|thumb|none|600px|Frank holds the "Eagle.50" as he examines a fuel stockpile; this is ammunition for the flamethrower, molotovs and flare gun.]] | |||
[[Image:FC2-Deagle-idle.jpg|thumb|none|600px|So IMI and Magnum Research would have issues with their names being on the ''Far Cry 2'' Desert Eagle's slide, but ''this'' is ok with them?]] | [[Image:FC2-Deagle-idle.jpg|thumb|none|600px|So IMI and Magnum Research would have issues with their names being on the ''Far Cry 2'' Desert Eagle's slide, but ''this'' is ok with them?]] | ||
[[Image:FC2-Deagle-fire.jpg|thumb|none|600px|Frank fires the Desert Eagle. Or Eagle.50. Or Deagle. Or whatever it is.]] | |||
[[Image:FC2-Deagle-load.jpg|thumb|none|600px|Reloading the Desert Eagle. Frank decides to actually use bullets for this, though the bullet is still visible in the dropped magazine even if it was empty. If it's not one thing it's another.]] | |||
[[Image:FC2-Deagle-slide.jpg|thumb|none|600px|After that, he pulls the slide just a ''little'' too far back.]] | |||
[[Image:FC2-Deagle-borked.jpg|thumb|none|600px|A low-condition Desert Eagle. Given how fast it wears off the finish can't be chrome or nickel; tinfoil attached with glue is a safer bet.]] | |||
[[Image:FC2-Deagle-APR.jpg|thumb|none|600px|APR leader Prosper Kouassi holds a rusty Desert Eagle during a mission briefing. Despite that every NPC's weapon is in the worst possible condition, only the player character ever experiences jams or failures.]] | [[Image:FC2-Deagle-APR.jpg|thumb|none|600px|APR leader Prosper Kouassi holds a rusty Desert Eagle during a mission briefing. Despite that every NPC's weapon is in the worst possible condition, only the player character ever experiences jams or failures.]] | ||
[[Image:FC2-Deagle-buddy.jpg|thumb|none|600px|When a buddy is down, the player character has the option of using healing syrettes on them, or putting them out of their misery by spontaneously pulling out a Desert Eagle. Here, Frank contemplates killing Warren Clyde for his terrible Turok costume.]] | [[Image:FC2-Deagle-buddy.jpg|thumb|none|600px|When a buddy is down, the player character has the option of using healing syrettes on them, or putting them out of their misery by spontaneously pulling out a Desert Eagle. Here, Frank contemplates killing Warren Clyde for his terrible Turok costume.]] | ||
[[Image:FC2-Deagle-jam.jpg|thumb|none|600px|Jam animation; the bizarre sight of a Desert Eagle jam that ''isn't'' a stovepipe.]] | |||
[[Image:FC2-Deagle-kB.jpg|thumb|none|600px|The Desert Eagle blows up; note the weapon is massively more detailled internally than the other handguns, including a visible magazine well; this is also the only handgun failure animation where the hammer doesn't fly off.]] | |||
===Ingram MAC-10=== | ===Ingram MAC-10=== | ||
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===IMI Uzi=== | ===IMI Uzi=== | ||
The [[Uzi]] | |||
The [[Uzi]] is the second of the two primary SMGs, and other than durability is better than the Ingram in every way; while it fires more slowly, the result is a much more accurate and controllable weapon. | |||
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi, 9mm.]] | [[Image:Uzi.jpg|thumb|none|450px|IMI Uzi, 9mm.]] | ||
[[Image:FC2-Uzi.jpg|thumb|none|600px|Frank holds an Uzi as he wishes he was holding a fishing rod.]] | |||
[[Image:FC2-Uzi-fire.jpg|thumb|none|600px|He doesn't let his lack of proper equipment get to him for long, however.]] | |||
[[Image:FC2-Uzi-idle.jpg|thumb|none|600px|Idle animation; Frank holds up the Uzi, this time pointing it ''away'' from his face.]] | |||
[[Image:FC2-Uzi-load.jpg|thumb|none|600px|Reloading the Uzi; bullets in the magazine are a welcome sight.]] | |||
[[Image:FC2-Uzi-ceasefire.jpg|thumb|none|600px|Frank holds an Uzi in a cease-fire zone, shaking his head at the injustice of firearm apartheid.]] | |||
[[Image:FC2-Uzi-jam.jpg|thumb|none|600px|The Uzi jams in much the same way as the Ingram.]] | |||
[[Image:FC2-Uzi-kB.jpg|thumb|none|600px|The Uzi fails; the charging handle flies up into the air and the magazine falls out.]] | |||
===Number 4 Mark 1 Flaregun=== | ===Number 4 Mark 1 Flaregun=== | ||
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Improvised explosive devices can be used in the secondary weapon slot, and are essentially crude remotely triggered bombs made from one of three types of explosive device, a cell phone, duct tape, a battery and some randomly placed transistors. | Improvised explosive devices can be used in the secondary weapon slot, and are essentially crude remotely triggered bombs made from one of three types of explosive device, a cell phone, duct tape, a battery and some randomly placed transistors. | ||
[[Image:FC2-IED-kit.jpg|thumb|none|600px|These explosives are so improvised they come as a mass-produced kit. Erm...]] | |||
[[Image:FC2-IEDs.jpg|thumb|none|600px|The three IEDs on the hood of a handy car; an anti-tank mine, a 60mm mortar round from the Norinco Type 63, and a cluster of pipe bombs. The player character always holds the detonator with at least one finger clipped inside it.]] | [[Image:FC2-IEDs.jpg|thumb|none|600px|The three IEDs on the hood of a handy car; an anti-tank mine, a 60mm mortar round from the Norinco Type 63, and a cluster of pipe bombs. The player character always holds the detonator with at least one finger clipped inside it.]] | ||
[[Image:FC2-IEDs-fire1.jpg|thumb|none|600px|Frank prepares to detonate the IEDs.]] | [[Image:FC2-IEDs-fire1.jpg|thumb|none|600px|Frank prepares to detonate the IEDs.]] | ||
[[Image:FC2-IEDs-fire2.jpg|thumb|none|600px|With predictable consequences.]] | [[Image:FC2-IEDs-fire2.jpg|thumb|none|600px|With predictable consequences.]] | ||
[[Image:FC2-IED-crate.jpg|thumb|none|600px|Frank puts the IEDs into a secondary crate. Only he doesn't put the actual IEDs into it at all.]] | |||
===M79=== | ===M79=== | ||
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==Primary Weapons== | ==Primary Weapons== | ||
Primary weapons are the mainstay of a player's arsenal, as a rule; assault rifles, sniper rifles and shotguns are found in this slot, as well as an inexpicable grenade launcher. | |||
[[Image:FC2-Primarywall.jpg|thumb|none|600px|The completed primary weapon wall in the Arms Dealer's warehouse.]] | |||
===Heckler & Koch MP5SD=== | ===Heckler & Koch MP5SD=== | ||
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===Daewoo USAS-12=== | ===Daewoo USAS-12=== | ||
The [[Daewoo USAS-12]] is a South Korean-made combat shotgun capable of semi-automatic and fully-automatic fire, and can first be found in a Northern safe house; however, it cannot be acquired from the Arms Dealer until his missions in the South are unlocked. Despite having the 20-round drum magazine, it only holds 12 rounds. It wears out incredibly quickly, starting to jam after only a handful of reloads, but is useful when a lot of enemies will be encountered at close range as the weapon's firepower is overwhelming. The jam animation is | The [[Daewoo USAS-12]] is a South Korean-made combat shotgun capable of semi-automatic and fully-automatic fire, and can first be found in a Northern safe house; however, it cannot be acquired from the Arms Dealer until his missions in the South are unlocked. Despite having the 20-round drum magazine, it only holds 12 rounds. It wears out incredibly quickly, starting to jam after only a handful of reloads, but is useful when a lot of enemies will be encountered at close range as the weapon's firepower is overwhelming. The jam animation is a misfeed which leaves a shell stuck in the ejection port; the player character will try to deal with this by fiddling with the cocking handle and thumping the opposite side of the reciever until prompted to actually ''pull'' the cocking handle by the player. The failure animation has the entire front end of the weapon fall off. | ||
[[Image:USAS12.jpg|thumb|none|600px|Daewoo USAS-12, 12 gauge.]] | [[Image:USAS12.jpg|thumb|none|600px|Daewoo USAS-12, 12 gauge.]] | ||
[[Image: | [[Image:FC2-USAS.jpg|thumb|none|600px|Frank holds a USAS-12 as he crosses the massive lake in the Southern map.]] | ||
[[Image:FC2-USAS-fire.jpg|thumb|none|600px|Frank uses the iron sight of his USAS-12 as he makes a safe house unsafe for a couple of soldiers.]] | |||
[[Image:FC2-USAS-load.jpg|thumb|none|600px|Reloading the USAS-12; a common sight given the high rate of fire.]] | |||
[[Image:FC2-USAS-jam.jpg|thumb|none|600px|The USAS-12 jams in much the same way as the SPAS, so a gigantic explosion has been added to this image to make up for any disappointment.]] | |||
[[Image:FC2-USAS-kB.jpg|thumb|none|600px|The failure animation; determined to outdo the other two shotguns, the USAS blows itself to pieces ''and'' jams just in case Frank tries to put it back together.]] | |||
===Heckler & Koch G3KA4=== | |||
The [[Heckler & Koch G3#H&K G3KA4|Heckler & Koch G3KA4]], the carbine version of the [[Heckler & Koch G3|H&K G3]] is the first assault rifle the player will encounter, and is used by many of the soldiers in the Northern map. It's a middle-of-the-road weapon, not really excelling at anything but being dependable enough for the early game and relatively cheap. The jam animation shows the weapon's bolt sticking closed; the player character attempts to operate the cocking lever, then hits the side of the weapon several times for no good reason, then fiddles with the magazine. | |||
[[Image:G3KA4.jpg|thumb|none|600px|Heckler & Koch G3KA4 carbine, 7.62x51mm NATO.]] | |||
[[Image:FC2-G3-2.jpg|thumb|none|600px|Entering the jungle with a brand-new G3KA4.]] | |||
[[Image:FC2-G3.jpg|thumb|none|600px|Frank holds a G3KA4 as he studies an explosive ammo stockpile. This is ammo for the IEDs, mortar, rocket launchers and grenade launchers, as well as hand grenades, though most of the visible clutter is components of IEDs.]] | |||
[[Image:FC2-G3-load.jpg|thumb|none|600px|Frank reloads the G3KA4. In a world of compromises, some people don't put the bullets in the magazine at all.]] | |||
[[Image:FC2-G3-jam.jpg|thumb|none|600px|Jam animation; Frank uses the secret and more violent cousin of the HK slap.]] | |||
===AK-47=== | ===AK-47=== | ||
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[[Image:FC2-FAL-idle.jpg|thumb|none|600px|Idle animation; Frank begins to suspect the guy he got it off wasn't a paratrooper at all.]] | [[Image:FC2-FAL-idle.jpg|thumb|none|600px|Idle animation; Frank begins to suspect the guy he got it off wasn't a paratrooper at all.]] | ||
[[Image:FC2-FAL-reload.jpg|thumb|none|600px|Reloading the FN FAL shows the weapon's rather unusual handguard.]] | [[Image:FC2-FAL-reload.jpg|thumb|none|600px|Reloading the FN FAL shows the weapon's rather unusual handguard.]] | ||
[[Image:FC2-FAL-fire.jpg|thumb|none|600px|Frank fires the FN FAL while using the iron sight.]] | |||
[[Image:FC2- | |||
==="Armalite AR-16"=== | ==="Armalite AR-16"=== | ||
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[[Image:Ar16gc3.jpg|thumb|none|500px|Armalite AR-16 prototype, 7.62x51mm NATO.]] | [[Image:Ar16gc3.jpg|thumb|none|500px|Armalite AR-16 prototype, 7.62x51mm NATO.]] | ||
[[Image: | [[Image:FC2-AR16.jpg|thumb|none|600px|"Armalite AR-16" in ''Far Cry 2''.]] | ||
[[Image:FC2-AR16-ceasefire.jpg|thumb|none|600px|Frank holds his AR-16 in a ceasefire zone, giving a good view of the carrying handle.]] | |||
[[Image:FC2-AR16-load.jpg|thumb|none|600px|Reloading the AR-16, Frank can't help but play around with the weapon's incredibly flat charging handle.]] | |||
[[Image:FC2-AR16-scope.jpg|thumb|none|600px|Scope of the AR-16, with a green dot reticle.]] | |||
[[Image:FC2-AR16-idle.jpg|thumb|none|600px|Idle animation of the AR-16; the camo pattern is a large part of what makes it look so dirty when it is in poor condition. Also note the fire mode switch is currently on the middle setting, while the third setting is apparently "plus."]] | |||
[[Image:FC2-borkedAR.jpg|thumb|none|600px|Frank marvels at the first AR-16 in ''Far Cry 2'', which was apparently recently dug up or fished out of a river.]] | [[Image:FC2-borkedAR.jpg|thumb|none|600px|Frank marvels at the first AR-16 in ''Far Cry 2'', which was apparently recently dug up or fished out of a river.]] | ||
[[Image:FC2-AR16-Marty.jpg|thumb|none|600px|Frank's best buddy Marty Alencar with an AR-16. Best buddies offer alternate ways to complete missions, as the value of a friend in ''Far Cry 2'' is apparently measured by his tendency to undermine your orders.]] | |||
[[Image:FC2-AR16-jam.jpg|thumb|none|600px|The AR-16 jams; Frank removes the magazine and holds it in his left hand, retracts the charging handle and examines the chamber; when prompted, he uses the forward assist to correct the misfed round, before replacing the magazine.]] | |||
[[Image:FC2-AR16-kB.jpg|thumb|none|600px|Failure animation; after such an involved jam clearing, it makes perfect sense to forget that the front of a rifle needs a hole in it for bullets to get into the barrel.]] | |||
===Springfield M1903A4=== | ===Springfield M1903A4=== | ||
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[[Image:FC2-AS50.jpg|thumb|none|600px|A low-condition AS50. Some weapons are difficult to tell the condition of at a glance; rather than ridiculous levels of staining and corrosion, the AS50 just gets a bit scratched.]] | [[Image:FC2-AS50.jpg|thumb|none|600px|A low-condition AS50. Some weapons are difficult to tell the condition of at a glance; rather than ridiculous levels of staining and corrosion, the AS50 just gets a bit scratched.]] | ||
[[Image:FC2-AS50-2.jpg|thumb|none|600px|Frank encounters the first AS50 in the game, hidden in a safe house.]] | [[Image:FC2-AS50-2.jpg|thumb|none|600px|Frank encounters the first AS50 in the game, hidden in a safe house.]] | ||
[[Image:FC2-AS50-fire.jpg|thumb|none|600px|Firing the AS50 reveals the casings are a little on the small side for a .50.]] | |||
[[Image:FC2-AS50-scope.jpg|thumb|none|600px|In the words of [[Tim Colceri]], "[[Full Metal Jacket|Get Some!]]"]] | [[Image:FC2-AS50-scope.jpg|thumb|none|600px|In the words of [[Tim Colceri]], "[[Full Metal Jacket|Get Some!]]"]] | ||
[[Image:FC2-AS50-jam.jpg|thumb|none|600px|Jammed AS50. The jam animation shows the bolt sticking closed; the player character tries to pull the bolt several times, turns the gun side on, strikes the base of the magazine and then attempts to pull it out. Pressing reload pulls the charging handle sharply backwards to clear the jam.]] | [[Image:FC2-AS50-jam.jpg|thumb|none|600px|Jammed AS50. The jam animation shows the bolt sticking closed; the player character tries to pull the bolt several times, turns the gun side on, strikes the base of the magazine and then attempts to pull it out. Pressing reload pulls the charging handle sharply backwards to clear the jam.]] | ||
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===MGL-140=== | ===MGL-140=== | ||
Perhaps the strangest weapon in the primary slot, this version of the [[Milkor MGL]] is equipped with a scope with a precision plex reticle. It only holds 4 rounds in the cylinder compared to the real MGL's six. It is a devastating weapon in certain situations, but the MGL isn't something the player can use as a mainstay of their weapon setup due to the low ammo limit, frequent reloads and unsuitability for short-ranged combat. It does, however, make ''Far Cry 2'' probably the only game in history where the player has three weapon slots and they can ''all'' be grenade launchers. The jam animation has the cylinder emit a metallic shriek and fall to rotate properly; the player character flips the weapon upside-down and tries to force it. The failure animation has the weapon, um, split completely in half. | |||
[[Image:MGL32.jpg|thumb|none|600px|Milkor MGL grenade launcher, 40mm.]] | [[Image:MGL32.jpg|thumb|none|600px|Milkor MGL grenade launcher, 40mm.]] | ||
[[Image:FC2-MGL-new.jpg|thumb|none|600px|Frank holds a brand new Milkor MGL; note the recycled scope from the AR-16.]] | |||
[[Image:FC2-MGL-borked.jpg|thumb|none|600px|Frank make good use of a low-condition MGL found in a safe house.]] | [[Image:FC2-MGL-borked.jpg|thumb|none|600px|Frank make good use of a low-condition MGL found in a safe house.]] | ||
[[Image:FC2-MGL-load.jpg|thumb|none|600px|Reloading the Milkor MGL shows the four-round cylinder. For some reason, rather than just replace the grenades, the player character yanks the entire cylinder out and shoves in a new loaded one.]] | [[Image:FC2-MGL-load.jpg|thumb|none|600px|Reloading the Milkor MGL shows the four-round cylinder. For some reason, rather than just replace the grenades, the player character yanks the entire cylinder out and shoves in a new loaded one.]] | ||
[[Image:FC2-MGL-scope.jpg|thumb|none|600px|Scope of the MGL. It's not clear why it appears orange when you're not looking through it, since it doesn't appear to be illuminated.]] | [[Image:FC2-MGL-scope.jpg|thumb|none|600px|Scope of the MGL. It's not clear why it appears orange when you're not looking through it, since it doesn't appear to be illuminated.]] | ||
[[Image:FC2-MGL-jam.jpg|thumb|none|600px|The MGL jams; "I'll get you next time, Gadget, next time!"]] | |||
[[Image:FC2-MGL-kB.jpg|thumb|none|600px|Frank regretted buying the cheap version with a midsection joint made from chocolate.]] | |||
==Special Weapons== | ==Special Weapons== | ||
Special weapons are for the most part heavy weapons; rocket launchers, machine guns and so on, with the sole exception being a CO2-powered dart gun. | |||
[[Image:FC2-specialwall.jpg|thumb|none|600px|The complete special weapons wall at the Arms Dealer's warehouse.]] | |||
===Remington 700=== | ===Remington 700=== | ||
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===PKM=== | ===PKM=== | ||
The [[PK machine gun]] is usable in the special weapon slot; the model in ''Far Cry 2'' has the newer flash hider. As in a lot of video games, the recoil on the PKM is exaggerated when one is standing, to the point where the weapon is uncontrollable. In reality the PKM's slow rate of fire (roughly 600 RPM) allows for controlled full auto shooting even when firing from the shoulder. | The [[PK machine gun]] is usable in the special weapon slot; the model in ''Far Cry 2'' has the newer flash hider. As in a lot of video games, the recoil on the PKM is exaggerated when one is standing, to the point where the weapon is uncontrollable. In reality the PKM's slow rate of fire (roughly 600 RPM) allows for controlled full auto shooting even when firing from the shoulder. Like the SAW, the PKM uses a 100-round belt. | ||
[[Image:HungarianPKM.jpg|thumb|none|600px|PKM machine gun with modern flash hider, 7.62x54mm R.]] | [[Image:HungarianPKM.jpg|thumb|none|600px|PKM machine gun with modern flash hider, 7.62x54mm R.]] | ||
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===FN M249 SAW=== | ===FN M249 SAW=== | ||
The [[FN_Minimi#M249-E1_.2F_M249-E2_.2F_M249_Paratrooper_SAW|M249 SAW]] is seen in both man portable and emplaced versions. | The [[FN_Minimi#M249-E1_.2F_M249-E2_.2F_M249_Paratrooper_SAW|M249 SAW]] is seen in both man portable and emplaced versions. While handheld the M249 will never overheat no matter how long it's fired for, but has incredible muzzle climb and limited ammunition. In this configuration it uses a 100-round belt box which appears to be made of metal. The jam animation shows the top cover popping open; rather than open it all the way to find out why, the player character just tries to slam it closed. The failure animation has the hinge fail and the whole top cover break off. | ||
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|600px|M249 Squad Automatic Weapon, 5.56mm.]] | [[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|600px|M249 Squad Automatic Weapon, 5.56mm.]] | ||
[[Image:FC2-SAW.jpg|thumb|none|600px|M249 Squad Automatic Weapon | [[Image:FC2-SAW-new.jpg|thumb|none|600px|Frank makes his way down a jungle trail, armed with a brand-new M249 Squad Automatic Weapon.]] | ||
[[Image:FC2-SAW.jpg|thumb|none|600px|A low-condition M249 Squad Automatic Weapon; like the AS50, scratched and a little rusty, but hard to tell the status of at a glance.]] | |||
[[Image:FC2-SAW-fire.jpg|thumb|none|600px|When the SAW is fired the belt is taut rather than hanging loose; a nice detail.]] | |||
[[Image:FC2-SAW-fire2.jpg|thumb|none|600px|Firing the SAW while looking down the sight; note the disintegrating links being ejected to the right. Both machine guns eject to the right, presumably so that effects involving the belt would be easier to see.]] | |||
[[Image:FC2-SAW-Reload.jpg|thumb|none|600px|Reloading the handheld SAW. Though the weapon's fire animation assumes a belt with disintegrating links, the actual belt shown is just a series of rectangles between rounds.]] | [[Image:FC2-SAW-Reload.jpg|thumb|none|600px|Reloading the handheld SAW. Though the weapon's fire animation assumes a belt with disintegrating links, the actual belt shown is just a series of rectangles between rounds.]] | ||
[[Image:FC2- | [[Image:FC2-SAW-jam.jpg|thumb|none|600px|The SAW jams; both the jam and failure animations are essentially recycled from the PKM.]] | ||
[[Image:FC2- | [[Image:FC2-SAW-kB.jpg|thumb|none|600px|The handheld SAW fails; once again the top cover goes flying and the belt box falls off.]] | ||
===RPG-7V=== | ===RPG-7V=== | ||
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[[Image:FC2-RPG-sight.jpg|thumb|none|601px|The ''Far Cry 2'' RPG-7 has a side-mounted iron sight as opposed to the modern optic sight favoured by many games. Here, Frank sights up a railcar full of propane.]] | [[Image:FC2-RPG-sight.jpg|thumb|none|601px|The ''Far Cry 2'' RPG-7 has a side-mounted iron sight as opposed to the modern optic sight favoured by many games. Here, Frank sights up a railcar full of propane.]] | ||
[[Image:FC2-RPG-reload.jpg|thumb|none|600px|Which goes roughly as anyone would expect it to. The reload animation presumably has the base of the launcher resting on the ground, given the player is left looking at the muzzle.]] | [[Image:FC2-RPG-reload.jpg|thumb|none|600px|Which goes roughly as anyone would expect it to. The reload animation presumably has the base of the launcher resting on the ground, given the player is left looking at the muzzle.]] | ||
[[Image:FC2-RPG-kB.jpg|thumb|none|600px|The RPG-7's foregrip breaks off in the failure animation. Note that it has no upper surface; the player character holds it up to the screen briefly, showing it also has transparent internal surfaces and making the player wonder why their attention is being drawn to this.]] | |||
===FFV Carl Gustav=== | ===FFV Carl Gustav=== | ||
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[[Image:Carl_Gustaf_recoilless_rifle.jpg|thumb|none|600px|Carl Gustav recoilless rifle, 84mm.]] | [[Image:Carl_Gustaf_recoilless_rifle.jpg|thumb|none|600px|Carl Gustav recoilless rifle, 84mm.]] | ||
[[Image:FC2-CarlG-new.jpg|thumb|none|600px|A brand new Carl Gustav; it's difficult to tell when the weapon ''isn't'' low-condition, given it always looks ten minutes from falling apart.]] | |||
[[Image:FC2-CarlG.jpg|thumb|none|600px|The first Carl Gustav in the game is as ever found in a Northern safe house in the worst possible condition.]] | [[Image:FC2-CarlG.jpg|thumb|none|600px|The first Carl Gustav in the game is as ever found in a Northern safe house in the worst possible condition.]] | ||
[[Image:FC2-CarlG-explosion.jpg|thumb|none|600px|Scope of the Carl Gustav. It's easy to justify the decision to pick it up even in this state; it's longer ranged than the RPG-7 and vastly more accurate.]] | [[Image:FC2-CarlG-explosion.jpg|thumb|none|600px|Scope of the Carl Gustav. It's easy to justify the decision to pick it up even in this state; it's longer ranged than the RPG-7 and vastly more accurate.]] | ||
[[Image:FC2-CarlG-reload.jpg|thumb|none|600px|Reloading the Carl Gustav.]] | [[Image:FC2-CarlG-reload.jpg|thumb|none|600px|Reloading the Carl Gustav.]] | ||
[[Image:FC2-CarlG-Backblast.jpg|thumb|none|600px|The Carl Gustav has simulated backblast; not good for the careless operator in a game with dynamic fire.]] | [[Image:FC2-CarlG-Backblast.jpg|thumb|none|600px|The Carl Gustav has simulated backblast; not good for the careless operator in a game with dynamic fire.]] | ||
[[Image:FC2-CarlG-guided.jpg|thumb|none|600px|The Carl Gustav's missiles turn incredibly quickly; here, Frank has fooled one into orbiting a tree.]] | |||
[[Image:FC2-CarlG-kB.jpg|thumb|none|600px|Failure animation of the Carl Gustav. Amazingly, it doesn't explode.]] | [[Image:FC2-CarlG-kB.jpg|thumb|none|600px|Failure animation of the Carl Gustav. Amazingly, it doesn't explode.]] | ||
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The Norinco Type 63 is one of the harder weapons in the game to use effectively, but one of the most powerful. By default it fires a marker round that produces harmless smoke, but pressing the reload button switches to the high explosive rounds; this is rather poorly documented, and many players using the mortar for the first time have trouble figuring out why it doesn't do anything. The mortar can also cause an extremely bizarre glitch if the player is in a boat which is hit by a shot from one; the impact will catapult the boat miles into the air, where it will become permanently stuck, as will the player. | The Norinco Type 63 is one of the harder weapons in the game to use effectively, but one of the most powerful. By default it fires a marker round that produces harmless smoke, but pressing the reload button switches to the high explosive rounds; this is rather poorly documented, and many players using the mortar for the first time have trouble figuring out why it doesn't do anything. The mortar can also cause an extremely bizarre glitch if the player is in a boat which is hit by a shot from one; the impact will catapult the boat miles into the air, where it will become permanently stuck, as will the player. | ||
[[Image:FC2-mortar-new.jpg|thumb|none|600px|A brand-new Norinco Type 63; the mortar is another weapon that always looks ten seconds from exploding.]] | |||
[[Image:FC2-mortar.jpg|thumb|none|600px|Frank holds the first Norinco Type 63 in the game, found in the transitional area between the first and second maps.]] | [[Image:FC2-mortar.jpg|thumb|none|600px|Frank holds the first Norinco Type 63 in the game, found in the transitional area between the first and second maps.]] | ||
[[Image:FC2-mortar-setup.jpg|thumb|none|600px|Frank sets up the Type 63. Setting and picking up the weapon uses the aim button, as part of the rather unorthodox controls the mortar uses.]] | [[Image:FC2-mortar-setup.jpg|thumb|none|600px|Frank sets up the Type 63. Setting and picking up the weapon uses the aim button, as part of the rather unorthodox controls the mortar uses.]] | ||
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==Mounted Weapons== | ==Mounted Weapons== | ||
The | ===M249 SAW=== | ||
The SAW behaves rather differently when mounted; it has no muzzle climb and cannot fail or jam. As with all the game's crew-served weapons, long bursts will cause the weapon to overheat, though ''only'' when it is mounted. The emplaced version is secured by the bipod attachment point but is always horizontal, which makes it appear that the rear of the gun is levitating. | |||
[[Image:FC2-SAWmount.jpg|thumb|none|600px|Frank uses a mounted SAW in the central village of the Northern map. Despite this being a cease-fire zone, nobody cares about you screwing around with their mounted guns, provided you don't actually fire them.]] | |||
[[Image:FC2-SAWmount-overheat.jpg|thumb|none|600px|A mounted SAW overheating.]] | |||
[[Image:FC2-SAWmounthover.jpg|thumb|none|600px|The M249 SAW in the rare anti-gravity configuration.]] | |||
===Browning M2HB=== | ===Browning M2HB=== | ||
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[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2, .50 BMG.]] | [[Image:BrowningM2.jpg|thumb|none|450px|Browning M2, .50 BMG.]] | ||
[[Image:FC2-M2.jpg|thumb|none|600px|Frank encounters a mounted M2, and wonders what use that tiny tripod is supposed to be.]] | |||
[[Image:FC2-M2-Unimog.jpg|thumb|none|600px|M2HB mounted on a Unimog vehicle. The Unimog is exclusive to the ''Fortunes Pack'' addon, though the only real difference between it and the regular trucks is that Unimogs will spawn armed with M2s even in the Northern map where vehicles would normally only spawn with M249s.]] | [[Image:FC2-M2-Unimog.jpg|thumb|none|600px|M2HB mounted on a Unimog vehicle. The Unimog is exclusive to the ''Fortunes Pack'' addon, though the only real difference between it and the regular trucks is that Unimogs will spawn armed with M2s even in the Northern map where vehicles would normally only spawn with M249s.]] | ||
[[Image:FC2-M2-Fire.jpg|thumb|none|600px|Frank fires the M2HB. The rate of fire | [[Image:FC2-M2-Fire.jpg|thumb|none|600px|Frank fires the M2HB. The rate of fire isn't particularly respectable even for a semi-auto, never mind a machine gun, but M2 is both long-ranged and extremely damaging.]] | ||
[[Image:FC2-M2-sight.jpg|thumb|none|600px|Iron sight of the M2HB.]] | |||
===Mk. 19=== | ===Mk. 19=== | ||
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[[Image:FC2-M16A3.jpg|thumb|none|600px|Nicely incomprehensible reading materials they have around here.]] | [[Image:FC2-M16A3.jpg|thumb|none|600px|Nicely incomprehensible reading materials they have around here.]] | ||
[[Image:FC2-M16A3-zoom.jpg|thumb|none|600px|Looking at the title with the scope of the SVD; while blurred, this appears to confirm at least one of the two M16s is supposed to be an A3. The caption of the other is missing due to a folded page corner.]] | [[Image:FC2-M16A3-zoom.jpg|thumb|none|600px|Looking at the title with the scope of the SVD; while blurred, this appears to confirm at least one of the two M16s is supposed to be an A3. The caption of the other is missing due to a folded page corner.]] | ||
==Trivia note: fake widescreen== | |||
Like many games, ''Far Cry 2'' defaults to a fake widescreen mode which cuts the top and bottom off a 4:3 aspect ratio image rather than actually increasing the field of view horizontally. This has been fixed in the PC version, which has a selectable "widescreen" option; this is because players with multiple monitors were dealing with an image so vertically compressed they couldn't see anything. However, in the console versions it has ''never'' been fixed. All screenshots in this article were taken in "fake" widescreen mode as it is the most common, but a demonstration of the difference is below. | |||
[[Image:FC-Tranq.jpg|thumb|none|600px|Low-quality PS3 screen capture with some colour shifting; this is in 4:3 mode.]] | |||
[[Image:FC2-widescreen-fake.jpg|thumb|none|600px|"Fake" widescreen image; note that the same length of the rifle is visible, but the player character's thumbnail and most of the bolt handle is gone. This is the default mode in the PC version and the only widescreen mode in the console versions.]] | |||
[[Image:FC2-widescreen-real.jpg|thumb|none|600px|Real widescreen image; the lower part of the rifle is visible as in the 4:3 aspect ratio image, but now so is the entire barrel and more of the stock.]] | |||
[[Category:Video Game]] | [[Category:Video Game]] |
Revision as of 05:16, 6 July 2009
The following weapons appear in the video game Far Cry 2:
Secondary Weapons
There are nine secondary weapons available, from the expected sidearms through SMGs, explosives and even a grenade launcher.
Star Model-P
The Star Model-P, a Spanish M1911 clone, appears as the "Star .45." It is the first weapon the player character is given, after The Jackal threatens them with it. Since the secondary weapon slot in Far Cry 2 can accomodate remote bombs, a grenade launcher or a submachine gun, it isn't something the player is likely to hang on to, though it's common among mercenaries as a sidearm. Despite the game specifically noting it as a .45, the weapon shares ammo with the two Makarovs and the Desert Eagle, making it the world's first .45 also chambered in .365 and .50 Action Express.
Makarov PM
The Makarov PM is the second regular pistol in the game, and really isn't that different to the Star .45 in practical terms; slightly less powerful and more accurate, but overall still a questionable choice compared to other secondary weapons.
6P9 suppressed pistol
The 6P9 is a modified Makarov PM with an integral two-part suppressor, the rear part of which is fixed around the barrel; unusually for an integrally suppressed weapon, the 6P9 can be safely fired without the front part of the suppressor attached, though the result is much louder. It is available for use in the secondary weapon slot; the weapon is called the "Silenced Makarov 6P9" in-game. The only suppressed weapon available for this slot, it can be useful if the player is sure they'll need to be quiet, but is rather situational.
IMI Desert Eagle
Referred to as the "Eagle.50" [with a missing space] on the Arms Dealer's computer, the IMI Desert Eagle is the sidearm of most of the "buddy" characters the player can recruit as allies. The most powerful of the four pistols by a considerable margin, it wears out extremely quickly and fires slowly compared to the others, but is extremely accurate, and since almost every enemy carries a pistol as a sidearm, the player is unlikely to run out of ammo for very long. The game says the Desert Eagle is chambered for .50AE, but it has an eight round magazine like a .44. The Desert Eagle is also used if the player chooses to execute a wounded buddy; some players will find this an emotional, saddening moment, while the rest will wish they were allowed to use the M79 instead.
Ingram MAC-10
The MAC-10 is available as a secondary weapon. The weaker and less accurate of the two SMGs in the secondary slot, it's the only one available in the Northern map, and useful if the rest of the player's chosen weapons aren't geared for fighting up close.
IMI Uzi
The Uzi is the second of the two primary SMGs, and other than durability is better than the Ingram in every way; while it fires more slowly, the result is a much more accurate and controllable weapon.
Number 4 Mark 1 Flaregun
A single-shot signal flare gun is usable as a secondary weapon and seen in the hands of some enemies; while they use it when alerted to call for reinforcements, for the player it is only useful as a means of starting fires from a distance. Oddly, it uses the same ammunition as the flamethrower and molotovs, which is depicted as a 20-litre plastic can of fuel. How this transforms into a magnesium flare in a metal casing is unclear.
IEDs
Improvised explosive devices can be used in the secondary weapon slot, and are essentially crude remotely triggered bombs made from one of three types of explosive device, a cell phone, duct tape, a battery and some randomly placed transistors.
M79
The M79 grenade launcher is the most powerful projectile weapon in the secondary slot; a single-shot grenade launcher which fires shots in a long arcing trajectory, it destroys any object in the game in a single hit and has an extremely wide splash radius; a few shots will easily annihilate a checkpoint.
Primary Weapons
Primary weapons are the mainstay of a player's arsenal, as a rule; assault rifles, sniper rifles and shotguns are found in this slot, as well as an inexpicable grenade launcher.
Heckler & Koch MP5SD
Without the Fortunes Pack DLC, the H&K MP5SD, referred to in-game as the "Silent MP-5," is the only suppressed weapon in the primary slot; regardless, it is the only SMG in that slot, and unsurprisingly is therefore extremely weak compared to the assault rifles and sniper rifles it is placed alongside. A rapid rate of fire goes some way to making up for its shortcomings.
Ithaca Model 37 long barrel
The Ithaca 37 can be used as a primary weapon. It is found on the arms dealer's website as "Homeland 37," despite being the long-barreled hunting version and having a side ejection port. It has a six-round internal magazine, half that of the other two shotguns; coupled to the pump-action, this leaves it distinctly inferior to the other two shotguns.
Franchi SPAS-12
The Franchi SPAS-12 is the second of the three shotguns in the normal game's primary slot, and the most balanced between rate of fire and rate of wear. It fires in semi-auto mode only and holds 12 rounds compared to the real weapon's eight.
Daewoo USAS-12
The Daewoo USAS-12 is a South Korean-made combat shotgun capable of semi-automatic and fully-automatic fire, and can first be found in a Northern safe house; however, it cannot be acquired from the Arms Dealer until his missions in the South are unlocked. Despite having the 20-round drum magazine, it only holds 12 rounds. It wears out incredibly quickly, starting to jam after only a handful of reloads, but is useful when a lot of enemies will be encountered at close range as the weapon's firepower is overwhelming. The jam animation is a misfeed which leaves a shell stuck in the ejection port; the player character will try to deal with this by fiddling with the cocking handle and thumping the opposite side of the reciever until prompted to actually pull the cocking handle by the player. The failure animation has the entire front end of the weapon fall off.
Heckler & Koch G3KA4
The Heckler & Koch G3KA4, the carbine version of the H&K G3 is the first assault rifle the player will encounter, and is used by many of the soldiers in the Northern map. It's a middle-of-the-road weapon, not really excelling at anything but being dependable enough for the early game and relatively cheap. The jam animation shows the weapon's bolt sticking closed; the player character attempts to operate the cocking lever, then hits the side of the weapon several times for no good reason, then fiddles with the magazine.
AK-47
The AK-47 is a common sight in the game, and features quite prominently on the box art; it is also seen frequently on posters and crates. It does not have the compensator, and therefore is not an AKM. The game also features a number of hidden "gold" AK-47s, which are otherwise identical to the normal AK-47s except they have their stocks removed and much higher durability. It's possible this is a reference to the custom gold AK from the movie Lord of War. The gun model itself is quite off to the real thing, it has the rectangular depression of a milled AK47 but has metal stampings of an AKM.
FN FAL
The FN FAL is available in the primary weapon slot, called the "FAL Paratrooper," and can be found in the hands of some soldiers in the North, but doesn't actually become available to buy until the Southern map is unlocked. For some reason it is named as the "Paratrooper" variant (folding stock) even though it has a fixed stock.
"Armalite AR-16"
This is an essentially fictional AR-15 based rifle labelled as an AR-16 to maintain a common calibre with the other assault rifles, ignoring that one of them already isn't chambered for the same cartridge as the other two. The real AR-16 never got out of the prototype phase, being the 7.62mm forerunner of the AR-18 rifle, and has very little in common with the weapon seen in game. The AR-16 in Far Cry 2 has single shot and burst fire modes, with a short tap of the trigger firing a single shot while a longer press fires a three-round burst. The weapon has a flat-top reciever with a mounted reflex scope; this has a green dot as a reticle. Ahead of this is an FN FAL-style carrying handle.
Springfield M1903A4
The Springfield M1903A4 is the first sniper rifle available to the player, and often seen in the hands of enemy snipers. It incorrectly reloads with a stripper clip inserted into a hole in front of the trigger guard instead of loading rounds one by one into the breech as per the real M1903A4. It is left hand only and has a full stock, and a scope with a duplex crosshair reticle; the player is able to keep the rifle scoped after firing, but can't operate the bolt like this. The jam animation is the bolt sticking; this is capable of triggering before the weapon fires, which makes precious little sense since the preceding shot will have shown the bolt being successfully operated. The failure animation has the gun blow up, emitting a large cloud of thick grey-white smoke; it's then discarded.
SVD Dragunov
The SVD Dragunov is the first semi-automatic sniper rifle available to the player, and one of the last set of weapons unlocked through doing the Arms Dealer's missions in the North. The SVD is one of the most useful primary weapons, and is better than the Springfield in most regards. The SVD reloads and fires more quickly, while the difference in damage is negligible; it is less reliable, but not nearly as much so as the AS50. The player character holds it rather oddly, and it features a highly inaccurate representation of the PSO-1 scope reticle. The model in Far Cry 2 appears to be a hybrid of the SVD and the FPK / PSL Sniper Rifle, sharing the X-shaped stamping on the magazine the latter rifle has, and having similar twin holes halfway up the side of the forend. This SVD also, for no good reason, has a three-prong flash suppressor like an early M16.
Accuracy International AS-50
The Accuracy International AS50 is a British-made anti-material rifle chambered for .50 BMG. It's the most powerful sniper rifle in the game and the least durable, and is equipped with an illuminated mil-dot scope with a stadiametric rangefinder. This distorts slightly immediately after firing. The failure animation shows the barrel defying physics in order to make one final lunge at the operator's skull for not knowing how to maintain a firearm.
MGL-140
Perhaps the strangest weapon in the primary slot, this version of the Milkor MGL is equipped with a scope with a precision plex reticle. It only holds 4 rounds in the cylinder compared to the real MGL's six. It is a devastating weapon in certain situations, but the MGL isn't something the player can use as a mainstay of their weapon setup due to the low ammo limit, frequent reloads and unsuitability for short-ranged combat. It does, however, make Far Cry 2 probably the only game in history where the player has three weapon slots and they can all be grenade launchers. The jam animation has the cylinder emit a metallic shriek and fall to rotate properly; the player character flips the weapon upside-down and tries to force it. The failure animation has the weapon, um, split completely in half.
Special Weapons
Special weapons are for the most part heavy weapons; rocket launchers, machine guns and so on, with the sole exception being a CO2-powered dart gun.
Remington 700
The "Tranquilizer Rifle" is a version of the Remington 700, converted to a CO2-powered single shot dart gun with what appears to be a Leupold Mark IV M3 10 x 40 mm scope; it's the only sniper weapon in the special / heavy weapon slot. It can be surmised that the tranquilizer is not something intended for use on humans; a hit anywhere will kill the target instantly, and also kick up a spray of blood as with the normal rifles; odd behaviour for a dartgun.
PKM
The PK machine gun is usable in the special weapon slot; the model in Far Cry 2 has the newer flash hider. As in a lot of video games, the recoil on the PKM is exaggerated when one is standing, to the point where the weapon is uncontrollable. In reality the PKM's slow rate of fire (roughly 600 RPM) allows for controlled full auto shooting even when firing from the shoulder. Like the SAW, the PKM uses a 100-round belt.
FN M249 SAW
The M249 SAW is seen in both man portable and emplaced versions. While handheld the M249 will never overheat no matter how long it's fired for, but has incredible muzzle climb and limited ammunition. In this configuration it uses a 100-round belt box which appears to be made of metal. The jam animation shows the top cover popping open; rather than open it all the way to find out why, the player character just tries to slam it closed. The failure animation has the hinge fail and the whole top cover break off.
RPG-7V
The RPG-7 is the first rocket launcher the player can access, available from the Arms Dealer after his missions in the North are completed. In real life the shell goes a lot faster (about 294 meters per second) and does not have a smoke trail. It also self-destructs at maximum range; the Far Cry 2 version instead has the motor cut out and the rocket fall in a ballistic arc, allowing it to be used like a mortar. The "jam" animation in this case is a misfire where the rocket's booster charge ignites but the motor doesn't correctly, leaving the rocket spinning in circles on the ground a couple of yards right in front of the player. Needless to say, when it does this the self-destruct works just fine.
FFV Carl Gustav
The Carl Gustav recoilless rifle is a Swedish-made 84mm launcher produced by Saab-Bofors; in real life it's an unguided recoilless grenade launcher with some rocket-boosted rounds available. In Far Cry 2 it is depicted as a laser-guided missile launcher with projectiles so manoeuvrable they can turn right around in mid air if the sight is pointed at the user's feet and return to hit him, and is equipped with a scope with a circle reticle. The "jam" animation is a misfire similar to that of the RPG-7; the guidence seems to fail just after launch and the round drops sharply downwards. The failure animation has the hinged rear venturi tube break off, after which the player character throws the weapon away.
Norinco Type 63 60mm light mortar
The Norinco Type 63 is one of the harder weapons in the game to use effectively, but one of the most powerful. By default it fires a marker round that produces harmless smoke, but pressing the reload button switches to the high explosive rounds; this is rather poorly documented, and many players using the mortar for the first time have trouble figuring out why it doesn't do anything. The mortar can also cause an extremely bizarre glitch if the player is in a boat which is hit by a shot from one; the impact will catapult the boat miles into the air, where it will become permanently stuck, as will the player.
LPO-50 Flamethrower
The LPO-50 flamethrower is a Russian-made weapon which featured prominently in Far Cry 2's publicity due to focus on the game's dynamic fire effects. While promotional images show it almost correctly as tube resembling a rifle without a magazine hooked up to a backpack containing three fuel tanks, the in-game model appears to be a jury-rigged version built to operate with no backpack. It instead has a single fuel tank and what appears to be a pressure tank near the muzzle, and a fuel gauge halfway along the weapon. The misfire animation is a pressure leak at the base of the fuel gauge, requiring the nut there to be tightened to remedy it. The failure animation shows the pressure and fuel tanks breaking away from the frame, after which the weapon is discarded.
Thrown Weapons
Both of these weapons are available to the player immediately, and are both carried at the same time with a button used to switch between them.
M67 hand grenade
The only thrown explosive weapon, these are used by enemies and the player character and are US-made M67 hand grenades. The throw animation omits a rather important stage of throwing a hand grenade.
Molotov cocktail
An improvised incendiary made from a bottle filled with flammable liquid with a lit rag inserted into it, these are used only by the player character, and are pretty much exclusively for starting fires; the radius of effect of a molotov simply hitting solid ground is tiny.
Mounted Weapons
M249 SAW
The SAW behaves rather differently when mounted; it has no muzzle climb and cannot fail or jam. As with all the game's crew-served weapons, long bursts will cause the weapon to overheat, though only when it is mounted. The emplaced version is secured by the bipod attachment point but is always horizontal, which makes it appear that the rear of the gun is levitating.
Browning M2HB
The Browning M2 is seen both as an emplaced weapon and mounted on vehicles. It has a significantly lower rate of fire than its real life counterpart. As with the mounted SAW and Mk. 19, during protracted firing smoke will escape from the M2; the longer it is fired without pausing, the darker the smoke that comes out of the weapon will be. If it is allowed to overheat, flames will briefly be visible, followed by a cooldown period. The M2 overheats much more readily than the SAW, but still not as rapidly as the Mk. 19.
Mk. 19
The Mk 19 grenade launcher is the most powerful of the three mounted weapons, though it overheats quickly, and is only encountered in the Southern map, where it can be found mounted near enemy strongholds and on boats and trucks. The grenades are devastating, easily able to kill the player character; this can result in some frustrating deaths if the player is taken by surprise.
"Fortunes Pack" weapons
These three weapons are exclusive to the "Fortunes Pack" DLC that was released shortly after the game. If this is purchased, a large crate is placed in the centre of the arms dealer's warehouse containing the three weapons. They do not have to be bought.
Sawed-Off Double Barreled Shotgun
An old-fashioned rabbit-ear double-barrel with decorative engraving, this is used in the pistol slot. It fires both barrels with a single trigger pull, and is effective at close quarters but not anywhere else; like the SMGs, it's a good choice if the rest of a player's weapon setup is long-ranged or explosive. The failure animation is essentially lifted from the M79; there appears to be no jam animation at all.
Unidentified Suppressed Pump Shotgun
Referred to in promotional materials as the "Silenced Shotgun," this is a fourth shotgun for the primary weapon slot, and a second suppressed weapon for that slot. It is equipped with a pistol grip, (empty) spare shell holder on the right hand side, and a suppressor with the weapon's sight on top of it. This weapon may be a homage to the suppressed shotgun used in the movie No Country for Old Men.
Crossbow
A compound crossbow with wood furniture is the special weapon for the Fortunes Pack. The Crossbow is equipped with the same scope as the grenade launcher and AR-16, this time with a crosshair reticle. It fires exploding arrows so you can go Rambo.
Non-usable
IMI Micro Uzi
While the Micro Uzi isn't usable in the game itself, it appears on the cover of magazines seen in the game world.
M16A3
Another magazine which appears to be in Japanese shows a number of illustrations of M16-series rifles, specifically captioning one as an M16A3.
Trivia note: fake widescreen
Like many games, Far Cry 2 defaults to a fake widescreen mode which cuts the top and bottom off a 4:3 aspect ratio image rather than actually increasing the field of view horizontally. This has been fixed in the PC version, which has a selectable "widescreen" option; this is because players with multiple monitors were dealing with an image so vertically compressed they couldn't see anything. However, in the console versions it has never been fixed. All screenshots in this article were taken in "fake" widescreen mode as it is the most common, but a demonstration of the difference is below.