The game's narrative sees your mercenary - one of several whom you can choose between - travel to Africa in order to eliminate the elusive Jackal, only to get caught up in a civil war and participate in the circulation of blood diamonds. It makes for a rather unique affair, one that sort of creeps up on you. There are only four spots that offer 'fast travel', there aren't an overabundance of side-quests, your map is a physical item you have to look at. It's actually rather remarkable how unlike most examples of the genre this is. This hostility has a tendency to put players off, but those who stick with the experience will find a slow-burning, open-world thriller that essentially emulates Joseph Conrad's 'Heart Of Darkness'.
It all feels rather 'realistic', as it were. Your guns can jam and eventually break, your companions can die or even turn against you, your explosives can cause wildfires that wipe you out, and your character constantly requires medication for the malaria they contract right at the start of the plot. This is an interesting prospect, to say the least. In fact, it goes to great lengths to fight against the player, attempting to mimic its story's bleak and ultimately anti-war tone within its actual gameplay.
'Far Cry 2 (2008)' isn't supposed to be a traditionally 'fun' experience.