Far Cry 3 (2012) – How One Trust Fund Kid Became Rambo (and Maybe a Cult Leader?)

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Lizzy’s Take:

I’ve been trying to finish Far Cry 3 since it dropped back in 2012—not because it was bad, or even particularly hard, but because at the time it was just huge. It felt like stepping into an open-world game that didn’t want to end. I dropped it a few months after launch, came back over a decade later… and was surprised at how manageable it actually is now.

This game invented the modern Ubisoft formula: towers, outposts, XP trees, and map sprawl. For better or worse, it’s the DNA of everything from Assassin’s Creed to Watch Dogs. But unlike its bloat-heavy descendants, this one’s still sharp. The gameplay slaps—guns feel great, stealth is smooth, and the freedom to go loud or quiet makes every encounter your own. Plus, Vaas? Easily one of the most memorable villains in any game, ever.

The 100% completion was surprisingly light: some relics, a few collectibles, and (unfortunately) too many rounds of poker. I respect the restraint. It doesn’t waste your time. It respects it.

Recommended if:
✅ You want a chaotic villain, sharp gunplay, and jungle warfare with flair
✅ You like your open worlds full of animals, explosions, and moral ambiguity

Skip it if:
🚫 You hate collectibles, even when they’re toned way down
🚫 You’re not into “bro goes feral” coming-of-age stories set in literal hellscapes

The Setup

Jason Brody is your classic mid-2000s trust fund adrenaline junkie, skydiving and partying in paradise with his equally obnoxious crew before everything goes full Hostel. Captured by pirates, Jason’s crew is quickly separated, his brother gets executed right in front of him, and our spoiled lead gets dropped headfirst into an action movie hero arc.

Cue jungle warfare, drug-induced visions, mystical tattoos, ritual seductions, and a dramatic spiritual transformation from frat boy to knife-wielding ghost of death. Is it a bit much? Sure. Is it awesome? Honestly, yeah.

Why This One Hit (And Still Does)

The shooting is crisp, the bow is deliciously satisfying, and stealth is actually viable. Liberating outposts becomes an addictive little puzzle: go loud and set the whole jungle on fire, or sneak through tall grass popping heads with a silenced pistol. You choose. And the best part? The game lets you.

You don’t need to be a map-clearing completionist to feel powerful. Crafting gear upgrades from hunted animals is rewarding without feeling like busywork. Skills unlock fast. The Tatau (tattoo) progression actually mirrors Jason’s descent into jungle madness. Everything just clicks.

Villain Watch: Vaas

If you know anything about Far Cry 3, you probably know Vaas Montenegro. He’s chaotic, violent, unpredictable—and incredibly watchable. He steals every scene with that unhinged, monologue-heavy energy that basically rewrote what a video game villain could be. The fact that he exits the story halfway through still blows my mind… but it works. His absence lingers in a way most game villains never manage.

This is the guy who asks you “Did I ever tell you what the definition of insanity is?” and then proves it… over and over. He’s less a boss fight and more a psychological breakdown with a knife.

On 100% Completion (And Why It’s Not Bad!)

Here’s the shocker: Far Cry 3 is actually a pretty breezy 100%. The game asks you to collect half the relics (not all 120, thank god), all the lost letters (20), and dabble in a few syringe combos. That’s it.

The most tedious part? Playing poker. And I like poker. But after grinding out those wins for the “Poker Bully” achievement, I never want to see another digital casino table again. Ever.

Still, compared to the bloated achievements of modern Ubisoft titles, this one’s refreshingly streamlined. You can knock it out in a few evenings after the story wraps.

Final Verdict

Far Cry 3 is worth the complete—both in story and trophies. It’s aged beautifully, with gameplay that’s still snappy and satisfying, a villain that’ll stick in your brain like a recurring dream, and collectibles that don’t feel like a second job.

What felt massive and daunting in 2012 now feels focused and manageable. Maybe it took me over a decade to finish it, but you know what? I’m glad I waited. This is the kind of game that defined a generation of open-world shooters—for better and worse—but in its original form, it still shines.


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