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Far Cry

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Far Cry (2004). Jack is angry because that MP5A3 with scope and Surefire weaponlight isn't in the game. (In fact, on other covers without the age restriction box, a cylindrical aperture is visible on the bottom of the magazine - indicating that the picture was, for some strange reason, drawn using an upside-down airsoft MP5 magazine as a reference.)

Far Cry is a 2004 first-person shooter developed by Crytek and published by Ubisoft. It follows the Hawaiian-shirted adventures of a former special forces operative named Jack Carver who finds himself stranded on a chain of islands once used by the Imperial Japanese Navy as a base and now owned by a mysterious scientist named Krieger. Searching for a journalist named Val, he soon discovers the controversial biologist has a huge mercenary army at his disposal, all the better to keep uninvited guests from discovering the sinister secrets of the island chain.

Far Cry was developed into a franchise by Ubisoft with four further games set in the Far Cry world released to date: Far Cry Instincts in 2004 for Xbox, and in 2006 Far Cry Instincts: Evolution for Xbox, Far Cry Instincts: Predator for Xbox 360, and Far Cry Vengeance for the Wii. A movie directed by Uwe Boll simply called Far Cry was released in 2008.

After Crytek left Ubisoft in 2004, the series spun off into a pair of "spiritual sequel" series, with Crytek releasing Crysis in 2007 while Ubisoft, who retain the rights to the Far Cry name, released Far Cry 2 in 2008. Neither game has anything to do with the original's storyline.

A remake of the original game developed in-house by Ubisoft for PS3 and Xbox 360 in the Far Cry 3 Dunia 2 engine, titled Far Cry Classic, was released in 2014. It is available as either a standalone purchase or as part of console versions of the 10-year anniversary collection Far Cry: The Wild Expedition, which includes the three main games available at the time and Blood Dragon, though for some reason Classic is not included in the US release of the collection. Classic features high-def player models for the weapons with some altered to different variants, but is not in the strictest sense an "HD remake;" due to the low memory of last-gen console hardware, Far Cry Classic is actually in some ways a graphical downgrade compared to the original, approximating medium-high settings and with almost all in-game physics removed.

The following weapons can be seen in the video games Far Cry and Far Cry Classic:


Far Cry features an unusual four-slot weapon system, with the player character, Jack, able to carry any four out of the eleven possible inventory weapons (ten firearms and a machete). He is also able to carry up to four types of thrown objects; three are grenades (explosive, flashbang, and smoke) while the fourth is an infinite supply of rocks for distracting guards. In Far Cry Classic, the system was altered slightly so that the machete does not take up any of the four weapon slots and is permanently equipped, although it can only be used when performing melee attacks and some weapons use a bashing animation instead.

Classic alters the four-slot system in the same way Wolfenstein did with its weapon wheel; the four-weapon inventory has to be switched into an "active" two-weapon quick-select pair which consists of the last two weapons selected using the weapon wheel. This is a compromise designed for the RAM of last-gen consoles; only having two weapon models loaded at a time rather than all of them allows the individual weapons to be more detailed, and using the quick-select wheel allows time to dump weapon textures out of RAM and load a new set. Classic also only has one swimming animation which shows no weapon, while Far Cry has different animations for swimming with the various weapons.

Far Cry predated the standardisation of iron sight aim in first-person shooters, and so weapons without scopes only feature an "aim mode" where the weapon is bought closer to the center of the screen and the screen zoomed in for aimed fire, with the amount of zoom depending on the weapon being used. Far Cry Classic changes this to iron sight aim, though it does nothing to replicate the magnification of the old system, meaning all weapons without scopes have distinctly decreased practical range.


Magnum Research Desert Eagle Mark XIX

The Desert Eagle Mark XIX is referred to as the "Falcon 357" and is the first firearm acquired by Jack Carver. It holds a correct 9 rounds and is the only pistol in the game. The game goes above and beyond erroneously showing the weapon as being double-action (when the actual Desert Eagle is a single-action only weapon), as the hammer is never shown moving at all, even when firing or reloading. These points aside, the game weapon's appearance is very accurate, showing all the visual distinctions of a .357 Magnum-chambered Mark XIX Desert Eagle, including the scope rails on the slide, the taller cocking serrations, and the flute along the barrel.

The version in Far Cry Classic is called the "Jungle Falcon;" it features an unfluted barrel, implying it is a .50 AE version. The capacity has been reduced to 8 rounds, which would only be correct for a .44 version; a .50 AE would only contain 7. As before, it is shown as DAO. The Classic Desert Eagle's hammer does move back while the slide is recoiling (unless the iron sights are used, in which case no part of the gun model moves at all), but then goes back to being down as it moves back forward; in reality, this would mean it was fully automatic. Oddly, it has the slide of an earlier Desert Eagle Mark VII with the shorter cocking serrations, while having the scope rails and unfluted barrel of a .50 AE Mark XIX. The title screen shows the same odd hybrid Desert Eagle, with the slide release on the wrong side and no barrel lock.

IMI / MRI Desert Eagle Mark XIX - .44 Magnum. Outside of chambering and magazine capacity, this gun and the .357 version are identical. Note the scope rails and taller cocking serrations on the slide. Note also the fluted barrel, only seen on non-.50AE Mark XIX models.
Desert Eagle Mark VII - .44 Magnum. The Classic Desert Eagle features this earlier slide, but with a Mark XIX .50AE barrel with scope rails.
Jack Carver brandishes his Desert Eagle in the game's opening level. Note the 9-round magazine, showing it is indeed a .357. Note also that the safety is on.
Jack fires his Desert Eagle in the third level. Aside from the machete, the Desert Eagle is the lightest weapon in the game; useful since Far Cry uses a stamina gauge to regulate how much Jack can sprint. For gameplay reasons, only Jack's currently equipped weapon is taken as weighing anything.
The "Falcon 357" and a Mk 2 hand grenade. The taller serrations, scope rails, and fluted barrel are all clearly visible in this image.
Classic Jack holds his hybrid Desert Eagle as he ponders the odd sight of a fence built halfway across a room. Classic uses these additional barriers to give the console time to load; it is fairly common for the game to crash in rooms which contain them.
Reloading gives a good show of the unfluted barrel, Mark VII slide, and Jack's appalling trigger discipline. There is only one reloading animation; the Desert Eagle has a "magic slide" which locks back by itself when the magazine is released. Ten years is apparently just enough time for Jack to figure out how to take the safety off.
Jack uses the new iron sights to aim at one of Krieger's goons. Note that the slide has not actually moved; while the gun moves to indicate muzzle jump, the gun model itself is oddly immobile while aiming.

Submachine Guns

FN P90

The FN P90 is featured as the "P90 SMG." It's a loud but potent light-weight weapon which is effective at short range and can pierce enemy body armour, letting it keep a niche right up until the end of the game. The integrated red dot sight is shown mounted on the P90, but is not counted as a scope, the weapon simply featuring the zoom-in aim mode.

Fabrique Nationale P90 - 5.7x28mm
Jack fires his P90 at one of Krieger's men inside the beached carrier in the game's second level.
In-world model of the P90. Something terrible appears to have happened to the front grip.


In Far Cry Classic the standard P90 has been changed to an FN P90 TR fitted with the same odd HK-style iron sights used by the P90 TR in Call of Duty 4: Modern Warfare and its sequels. The ability to pierce enemy body armour is useless in this version of the game, as hits to body armour are not counted separately.

FN P90 TR with optics removed - 5.7x28mm
Realising he's in a bad console port, Jack makes a futile attempt to end it all. Note the P90 is somehow ejecting rifle casings, and doing so from its right side rather than downwards where its actual ejection port is.
Reloading the P90 TR: most of this animation takes place under cover of the bottom of the screen, but Jack lifts it back up to pull on the charging handle.
Iron sights of the P90 TR.

Heckler & Koch MP5SD3

The Heckler & Koch MP5SD3 is presented as the "MP5 SMG" in game. It is the only suppressed weapon available, and is thus rather weak compared to the other weapons but has very high single-shot accuracy. For some reason the cocking handle is turned up 90 degrees.

Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm
Jack holds the "MP5 SMG" as he watches a family of Colt Model 727s cross a helipad together. Awww.
Val uses an MP5SD3 during the level "Factory."

Heckler & Koch MP5A5

Far Cry Classic replaces the MP5SD3 with an MP5A5 equipped with a suppressor, though it is called the "MP5SD" anyway. Oddly, it has a Navy fire selector on an S-E-F lower, with Navy 3-round burst selector markings; the "auto" marking is tilted at a strange diagonal angle to match the S-E-F lower's shape. It has a 30-round capacity, though this does at least justify Jack pulling the charging handle rather than performing an HK slap as is necessary with a magazine overloaded to 32 rounds (as is common in games).

Heckler & Koch MP5A5 - 9x19mm
Jack holds an MP5A5; note the pickup text calls it an "MP5SD," even though it was not called this in the original Far Cry; seemingly, the developers decided to commit the original's error in reverse. Note also the rare sight of a medkit with a red cross; these have largely disappeared from games due to objections by the International Red Cross organisation, and the inclusion here is odd since the medkit has a new in-game model.
Iron sights of the MP5A5.
Reloading the MP5A5 shows off the rather tiny suppressor and even tinier RIS rail mounted on top of the weapon. Note the charging handle; it is actually shown in this almost-fully-back position all the time, but Jack somehow still pulls it at the end of the reload.
Zooming in on the in-world model of the MP5 shows off the weird fire selector; at full size, the diagonal "auto" marking is clearly visible. The selector switch demonstrates Modern Warfare 3 levels of indecision, being pointed at an imaginary setting halfway between burst and auto.


Pancor Jackhammer

The Pancor Jackhammer is featured in game as the "Jackhammer Shotgun," the only such weapon in the game. It's correctly depicted as an automatic weapon with a ten-round magazine, and is the best choice at close range in the latter half of the game, though still inadequate if Jack is surprised by Trigens as multiple close-range shots are needed to kill even one such creature though it will thankfully stun-lock the creature. The rebalanced difficulty in Classic makes it far more effective, since monkey Trigens have far less health than their infamous PC counterparts.

In the Classic version, it has Tiger Paint Camo paint all over it.

Pancor Jackhammer - 12 gauge
Jack Carver holds a Pancor Jackhammer as he examines WW2-era Japanese bombs and torpedoes aboard the beached light carrier.
Jack lifts his Jackhammer to reload it, the magazine is changed offscreen, the weapon's sling is animated in this animation.
A Jackhammer on the ground, it has no sling unlike the first person model.

Assault Rifles / Carbines

Colt Model 727

Most closely resembling a Colt Model 727, the second firearm Jack acquires is called the "M4 Assault Weapon" in game; it has a fixed, rather than removable, carry handle and lacks the mount screws for a removable carry handle, so it was not based on a real M4/M4A1. It's a reasonably potent weapon, though outclassed by later assault rifles as it lacks a scope or grenade launcher.

The 727, with an RIS handguard clumsily added to it, is used as the in-world model for the M4A1 in Far Cry Classic.

Colt Model 727 - 5.56x45mm
Jack holds his Colt Model 727 as he stands on the wing of a downed Mitsubishi A6M Zero fighter.
In-world model of the Model 727.
"You're not fooling anyone, you know." Note the lack of a removable carry handle.

Colt M4A1

Far Cry Classic switches the Model 727 for an M4A1 Carbine with a railed handguard. Aiming uses the M4's iron sights; this is not actually an improvement, since mechanically the weapon would have to have been fitted with a medium-range optic to duplicate the old 727's aim mode zoom.

Colt M4A1 with 6 position collapsible stock - 5.56x45mm
Opening fire with his M4A1, Jack is puzzled at its ability to eject a spent casing from its front sight.
Reloading finds him celebrating the fine console shooter tradition of firing an assault rifle with the safety on and questioning his weird-looking hand. The animation is the same showy reload from the original, complete with a pointless pull of the charging handle when the bolt release could be used. Note the missing delta ring as well.
The iron sights of the M4A1 feature no zoom at all, making long-range combat virtually impossible until Jack gets a sniper rifle. Note also that Classic uses the much shorter-ranged Far Cry 3 radar, and so all of the enemy blips are off the edge of it.

Heckler & Koch G36KV

A Heckler & Koch G36KV with an export sight and mounted AG36 Grenade Launcher is seen in game labelled as the "AG36;" it appears to use the intermediate 15.4 inch "CQB" barrel rather than the shorter carbine barrel normally seen on the G36K. As with the L85A1 in S.T.A.L.K.E.R.: Shadow of Chernobyl it appears to have been modeled based on a weapon with the muzzle cover attached, since the flash hider is shown as a completely smooth cylinder. The weapon is fitted with a 2x / 4x scope.

In Classic the new G36KV model has a C-type rail top with a very low-mounted scope; this has an oversized front sight directly in front of it which magically vanishes when the scope is used. Oddly, it also features an HK logo on the side of the receiver, despite not using the G36 name.

Heckler & Koch G36KV with export optical sight - 5.56x45mm
Jack holds a G36 with AG36 as he admires a mounted minigun on the deck of a beached WW2 Japanese aircraft carrier. Note the flat blue water: Far Cry originally had highly-praised fully reflective water, but landscape reflections will not function in any OS later than Windows XP.
In-world model of the G36KV. Note the carbine handguard with a full-length rifle barrel front coming out of it, and the completely smooth flash hider.
Sight of the G36. It's one of the more accurate weapons in the game, and can zoom further than the OICW.


The XM29 OICW is present as the "OICW Assault Weapon," shown as a 5.56mm rifle with a fixed 3x magnification scope and repeating grenade launcher. The grenades travel in a much longer arc than those of the AG36, but are otherwise unremarkable; the complex airburst functionality is not represented in-game. It has features of both the 1999 and 2002 prototypes.

2002 Heckler & Koch OICW - 5.56x45mm & 20mm. This is the most common version mocked up or modeled in videogames.
Jack holds an OICW as he stands on a ruined WW2 fortress near the third level's communications facility.
In-world model of the OICW. Note the gripped part of the scope has become a full-length vent. In Classic the scope's switches are mirrored on the right side and the right side of the weapon is extremely poorly modelled, with a giant hole in the 5.56mm KE module.
Scope of the OICW.

Heckler & Koch G11 K2

Cut from the Game, the G11 is actually in the game files with almost all of the required files, while missing the required script files, the G11 has an unused model with a bayonet attached, if the Bayonet was usuable or not is unknown as there's cut animations for Pistol Whipping with the Desert Eagle but the final game only allows melee with the Machete.

Heckler & Koch G11 K2 - 4.73x33mm

Sniper Rifles

Hybrid Accuracy International AW

A hybrid of various Accuracy International AW variants is present as the "Sniper Rifle." It has the enlarged butt-pad/cheek-rest of the AW50, the bottom of the most rearward part of the stock is flat similar to the AS50F, the stock itself and the fluted-barrel resemble that of a fixed stock AWSM. Although the game claims that it uses .50 caliber ammunition, the weapon itself and the magazine are both too small for that to be true, being roughly the size of the .338 Lapua Magnum chambered AWSM. It features a precision optical scope with a built-in rangefinder and variable magnification; 3x, 6x, 12x and 18x.

Classic does not change the in-world model much, but uses a bulkier player model with an enlarged muzzle brake and a smaller scope. The bolt is placed incorrectly on the model; it starts in its fully-rear position, and the operating animation has Jack pull it completely clear of the weapon.

Accuracy International AWSM with fixed stock - .338 Lapua Magnum
Accuracy International Arctic Warfare 50F - .50 BMG
Jack holds his hybrid AW as he looks out over a bay. It is treated as a very heavy weapon in-game, severely slowing Jack down when walking or running. This is not the case in Far Cry Classic.
In-world model of the "Sniper Rifle." Note that while the in-world model has no bipod, the rifle has one when Jack is holding it.
Jack prepares to give one of Krieger's men a .50 caliber aspirin.
Hanging around in Far Cry Classic, Jack holds the bulkier AW. Note the dull scope; there is no longer a lensed image shown in the back of this as in the original game.
Reloading: Jack lifts up the AW, showing the blocky fully-retracted bolt...
...stuffs in an empty magazine as he tries to ignore his horrifically broken thumb...
...and chambers a new round by pulling the back of the the bolt off and then hastly shoving it back on again. It can thus be surmised that the gun functions primarily because it feels sorry for him.

Machine Guns


The cover of the "Playmerc" magazines found scattered around the island features a woman in a gas mask with an M240B slung over her shoulder, which, for no obvious reason, has a Heckler & Koch G3 magazine and magwell photoshopped onto it.

M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO
Heckler & Koch G3A3 with Navy trigger group - 7.62x51mm NATO
Jack discovers the true extent of Krieger's dastardly plan to combine guns with other guns.

M249-E2 SAW

The M249-E2 SAW is called the "Machine Gun" in game, and is the only weapon the all weapons cheat does not give the player. It is the mercenary commander Crow's weapon of choice for facing Jack, and Jack first acquires it after defeating him. The SAW in Far Cry uses a 200-round plastic drum which is only loaded with 100 rounds, and is one of the few weapons powerful enough to face the giant "Fat Boy" Trigens with.

The version in Classic is about the worst-looking of the new weapons, barely altered from the original save that it now has a stock in third-person. Strangely, during the draw animation the belt actually winds itself into the weapon slightly, without any part of the gun being operated which would cause this.

M249-E2 Squad Automatic Weapon - 5.56x45mm
Jack with the M249.
Looking down at the in-world model of the M249-E2. Note that while the game model lacks a stock entirely, the manual shows it with the full synthetic stock of an E2.


AG36 Grenade Launcher

The Heckler & Koch AG36 Grenade Launcher is mounted under the game's G36K, with the entire device named for the launcher rather than the rifle. In Far Cry the AG36 has no sights, while in Classic it has an indirect fire sight mounted on the left of the handguard, though this only has the front pin present, with no rear leaf sight which might render it actually useful.

Heckler & Koch AG36 grenade launcher - 40x46mm
Jack reloads his AG36 grenade launcher.
In-world model of the AG36, mounted under the G36KV.

Fictional Rocket Launcher

A fictional rocket launcher is used in-game, possibly extremely loosely based on the M202 FLASH multi-shot rocket launcher; the Far Cry launcher, however, has a single common exhaust for all four tubes, and reloads using a four-rocket en-bloc clip located at the weapon's midpoint. The manual uses an illustration of what appears to be an earlier version of the weapon, with eight launch tubes instead of four; the in-game model still has recesses in the front which suggest it has eight.

In Far Cry Classic it functions in exactly the same way but has a new in-game model with a more rounded front and a lower-mounted scope; it is called the "RLX-9157," text which appeared on the side of the weapon in the original where it was just the "rocket launcher."

M202 FLASH - 66mm
Jack holds a rocket launcher near the base of the communications facility at the end of the third level. Note the launcher on the crate; it is very obvious on the in-world model that the second and fourth pairs of barrels have been removed to reduce it from eight tubes to four.
While the Far Cry launcher has little basis in reality, it inspired a number of other multi-shot rocket launchers in games like Crysis and F.E.A.R. 2: Project Origin.
Classic Jack holds the fictional rocket launcher as he wonders just why anyone thought selling an insane scientist a V-22 was a good idea.


Mk 2 Hand Grenade

The game's explosive grenades are Mk 2 hand grenades.

Mark 2 "Pineapple" hand grenade.
A Mk 2 hand grenade next to a Desert Eagle.

M18 smoke grenade

The icon for both the smoke grenades and flashbang grenades seen in the game is the M18 smoke grenade, with an M18 with a white extra strip indicating it's a smoke grenade while a clear M18 indicates flashbangs, in-game they have different models.

M18 smoke grenade
The icon visible in the bottom-right of the HUD is an M18 smoke grenade, the lack of an extra band indicates this is the flashbang selected.
A M18's smoke is initially orange but quickly turns black,the white strip on the grenade HUD shows that smoke grenades are selected.

Model 7290 Flashbang Grenade

The Flashbang grenades appears to be based on the Model 7290 flashbang grenade, it and the smoke grenade are relatively uncommon finds.

Model 7290 flashbang grenade
Jack finds 2 Flashbang grenades and a Smoke Grenade.

M26 hand grenade

The game's Mk 2 hand grenade HUD icon is actually an M26 hand grenade.

M26 HE Frag hand grenade.
The icon visible in the bottom-right of the HUD is an M26 hand grenade.

Mounted Weapons

General Electric M134 Minigun

The GE M134 Minigun is seen mounted in fixed positions and on Krieger's helicopters. It replicates the grip of the minigun from Terminator 2: it's not clear precisely why, since it's never carried by anyone in-game and enemies are animated to hold onto it as if it has the standard spade grips.

Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgment Day. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - (fake) 7.62x51mm NATO
Jack encounters a mounted M134. The mounted miniguns have infinite ammo; this is represented with an ammo can which would last roughly one second with the gun firing at its normal rate.
Jack fires the M134 minigun. Notice that splashes are already appearing even though the bullets have not yet struck the water; this is a hitscan weapon.

Browning M2HB

Browning M2 heavy machine guns are seen mounted on various vehicles throughout the game, and can be controlled by Jack when he is using them. They have limited ammunition supplies, but do not overheat as in many other games. The tracer animation for the M2 moves quite slowly, making it one of the more obvious demonstrations of the game's hitscan weapons with purely cosmetic bullet effects; even relatively close up, the weapon will score hits when the visible shot is barely halfway to the target.

Browning M2HB on vehicle mount - .50 BMG
Browning M2HB mounted on a light buggy.
Jack firing the Browning in third person mode. Note his famously vile Hawaiian shirt. This is not possible in Far Cry Classic; it seems Dunia 2 is not designed to handle vehicles with toggleable cameras, and so vehicles are stuck in first-person mode only.
M2HB mounted with a fictional magazine-fed rocket launcher on a Humvee; the launcher looks to be the parts of the hand-held one rearranged. This rig is also used by boats. Note that the M2 has belt boxes on both sides of the receiver as if it is using a saddle drum: this would only really make sense mechanically if one of them was actually just a brass catcher.

Mark 19 Grenade Launcher

The Mk 19 grenade launcher is depicted in-game as a mounted weapon called the "Mortar." The weapon is one of the least accurate to its real-life counterpart, depicted as an extremely slow-firing single-shot gun with a built-in rangefinder and trajectory calculation system. The trajectory calculation is missing in Far Cry Classic, making the Mark 19 practically useless since the rate of fire is not changed.

Mk 19 grenade launcher in vehicle mounting - 40x53mm
Jack looks over a mounted Mark 19. The manual illustrates it as a curious object resembling the vehicle-mounted rocket launchers; it's possible the models were swapped for the final game. This particular Mark 19 is replaced with a minigun in Far Cry Classic to make the notoriously tricky beach section near the end of the first level easier; the rocket-launching boat which is here is also gone.
The trajectory calculator in action; holding the fire button brings up an aim point to hit whatever the crosshair was pointed at when the button was pressed; releasing fires the shot. This is similar to the functionality of Soldier of Fortune 2's OICW.

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