
You are a gun for hire, trapped in a war-torn African state, stricken with malaria and forced to make deals with corrupt warlords on both sides of the conflict in order to make this country your home. You must identify and exploit your enemies' weaknesses, neutralizing their superior numbers and firepower with surprise, subversion,...
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
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Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 960 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Jogo bom, bem nostálgico, zerando a primeira vez no pc
The malaria alone drove me from this game. I refuse to play a game that punishes me for existing in such away as to SCREW with my vision regularly. Why? Because apparently QUANINE isn't a thing! They don't show you this in the videos. You can't avoid it, you've got to deal with it end of story. I would HIGHLY recommend skipping this BS. That positive rating is bought.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 7: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain
Hours played at review time, across 962 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Somehow the enemies aim at the opposite direction and manage to shoot me with great accuracy. Other than that it's a good game.
Oyun bug dolu almayın!
[h1][b]Neither here nor there:[/b] Far Cry 2[/h1] With the critical and commercial success of the original Far Cry, it was only a matter of time before Ubisoft would roll up their sleeves and start working on a sequel. However, certain behind-the-scene changes involving Crytek meant that [b]Far Cry 2[/b] and all subsequent titles in the franchise would be developed in-house by Ubisoft Montreal. This move to in-house development also brought a change in direction for the new games. Leaving behind tropical islands (at least for a bit), mutants, and other assorted sci-fi elements, Far Cry sequels would switch to a fully open-world gameplay while pivoting toward a more realistic and grounded style of storytelling. Far Cry 2 is probably the strongest example of this new vision for the franchise. You play as one of the nine mercenaries sent to the Unnamed African Country (I'm not even kidding, it's literally referred to as the UAC in the [url=https://farcry.fandom.com/wiki/Unnamed_African_Country_(UAC)]game wiki[/url]). Your mission is simple - bring an end to the civil war that's ravaging the country by finding and killing the Jackal, the arms dealer supplying both sides of the conflict. Of course, simple doesn't mean easy. The second you make it to the town you're supposed to start your search at, you pass out from a bout of malaria. When you come to, the Jackal is there to welcome you and let you know that, having failed to kill him on account of the whole malaria business, your mission is basically null and void. Now stuck in a war-torn country and suffering from a deadly disease, you have no choice but to pick up your gun, start working for the local factions, and try to make the best of the sh**ty hand you've been dealt. While the story in Far Cry 2 offers an interesting break from the schlocky sci-fi action premise of the original, one thing that didn't improve that much is the quality of the writing. From the Jackal's high-school reading of Nietzsche as he waxes philosophically about the nature of power, to the amoral yet bland mercenaries and faction leaders you end up working with, to most of the story missions boiling down to "you do the thing you're asked to do, but then the quest giver betrays you, and also a bunch of civilians die", the writing simply isn't that satisfying. And I get that the point is to showcase the brutality and hopelessness of an actual civil war, but if I want to get bummed out by awful things happening in the world, I'll just turn on the news. The faux redemption ending doesn't exactly do the game any favors, and it starts off the trend of (at least to me) extremely annoying endings that the writers probably thought were really clever and subversive (one that would culminate in part 5, but more on that in due time). The presentation follows the same generally dour vibes. The environments of the UAC are rendered in a stunning array of colors, as long as those colors are brown and gray. Joking aside, the environments are pretty immersive, with the ambient sound doing a lot of the heavy lifting, considering there's hardly any music in the game. The voice acting is a touch better than in the original, but nowhere near what we would end up seeing in the sequels. However, the move towards realism also created what is probably the most contentious aspect of Far Cry 2 - the gameplay. Some of the elements, like the four weapon slots, are carried over from the original. Stealth is still highly optional: even if you're using a silenced weapon (of which there are now four!), the moment the first enemy drops, everyone else will be alerted anyway. And given the open-world nature of the game and how important vehicles are for traversal, the good news is the vehicle controls are vastly improved. The flip side of this is that the map is littered with guard posts that are there just to impede progress and pad out the play time. And there's no way to skip these - regardless of your reputation with the factions, your involvement is there for plausible deniability, so any randos that see you from a guard post will still try to shoot you on sight. And given how much time you'll spend driving around, that's a bit of a problem. A typical mission involves driving to the quest giver, stopping every couple of minutes to fight your way through a guard post, then driving all the way to the mission objective while doing the same, and back to the quest giver for the reward. In the end, you'll probably spend roughly 60-70% of your play time driving around while people shoot at you, which is not exactly an ideal ratio if you're looking for a fun experience. The game also introduces new gameplay elements, which include degrading weapons (which might blow up in your face if you're not careful), the ability to set fires that will spread depending on the weather and nearby vegetation, a diegetic map and GPS system, and sudden malaria seizures that force you to take medication. With all of the above in mind, I think Far Cry 2 presents a truly curious conundrum. If you'll allow me to be pretentious for a moment, I honestly believe that Far Cry 2 was the high point of the series when it comes to sheer artistry. The developers knew exactly the themes and vibe they wanted to achieve. A country stuck in a brutal civil war. Our protagonist is a mercenary, someone who, by definition, is there to commit unspeakable acts for money. Nobody wants him there, not even the people he's working for, and least of all the locals. And all the while, he's expected to do the impossible and eliminate the Jackal by foreign powers that would just as soon leave him dead in a ditch somewhere as pay him. It's clear that the developers are aiming for a feeling desperation, brutality, and hopelessness, and every single element of gameplay and presentation is in service of conveying this. The garbage weapons, the constant fighting, the unwieldy map, and the malaria seizures are there to remind you that this isn't a typical power fantasy, even if, eventually, that would be the shape the series takes. And while I respect the hell out of Ubisoft for their clarity of vision and a refusal to compromise, it also makes the game incredibly tedious to play. Full disclosure - on this most recent playthrough, I dropped the game at around 10% because I was bored to tears of switching between the driving seat and the turret on my technical just so I can eventually get 5 minutes of actual gameplay. Ultimately, getting through Far Cry 2 is like struggling your way through a really dense piece of classic literature. If you keep an open mind and think you can tough it out, I believe the overall takeaway is worth the effort to complete it. And if not, don't worry - the takeaway is mostly depression, and Far Cry 3 is much more fun and approachable.
Likely the most underrated Farcry game, provided you have the patience for the malaria and gun jams. However that's sort of the point of the game, it's trying to convey things like futility and the lack of control that people really have in the world. It largely tells its story through gameplay, which is something that later Farcry games do through some very hamfisted narratives. Farcry 2's story is more subtle than Farcry 3's, but it's one you experience more directly. The Jackal is probably the best villain in the Farcry series as well. From the very start, he's playing you and everyone else and he's able to make these plays due to the nature of control his arms dealing brings him. It makes for a good twist at the end of the game. The Jackal is made reference to in future Farcry games for a reason after all. tl;dr Farcry 2 is a great Africa-simulator. The checkpoints at every fork-in-the-road is also more realistic to the not!Congo that the game takes place in than you might think as well.
very good game, arguably the best farcry even with malaria
Можливо колись в дитинстві це би далось грати, але не зараз. Гра все ще виглядає чудово, в мене немає жодних притензій що до візуалу, графіки, сетінгу, це все виглядає досить органічно і добре, але все інше не дуже....однотипні місії, сюжет ніби є, він глибокий, але подається дуже прісно. Постійно коли їдеш на завдання, ти зустрінеш з 10 блокпостів по дорозі і 30 ворожих машин. Зачистиш блокпост, від'їдеш на 50 метрів, повернешся назад, вороги знову там є. Мені надоїло кожен раз їхати на завдання, і кожен раз коли я зустріну ворожу машину, сідати за кулимет, вбити їх, вийти з машини, полагодити машину, рухатисть далі. Завдання яке могло б закінчитись за 10 хвилин, триває пів години.
иии почему то самая недолюбленная часть франшизы, хотя сложность + особенности геймплея по типу портящегося оружия, малярии и тд заставляют напрячь очко, это вам не казуальная тройка. здесь все по мужски, на харде отлетаешь от 3-4 пуль, интерфейса нет, кайф крч
i have aids
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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