![]() ![]() So priority number two is to disable the alarms, and the systems for this are deliciously clever. That brings a truckload of goons to reinforce, and things get very messy. You could open fire, but at least one of the pirates will make it to an alarm panel. Once you've scoped and tagged the 5-10 enemies guarding the outpost, you have perfect situational awareness. As with the skin-crafting, the philosophy is clear: screw reality, this ability makes the game more fun. Far Cry 3 brings it back with a vengeance: not only does your camera mark enemies on the map, it lets you see them through walls from then on. Far Cry 2 ditched that for being unrealistic. The first Far Cry let you tag enemies with your binoculars: once seen, they're marked on your map in real-time. Your first job is to scout: you've got an entire island of free space to circle this small settlement, and the zoom lens of your camera to study it with. Those outposts are what the game is really about, and conquering one demonstrates everything that makes it great. Distant gunfire or beast growls are never just ambience: something's actually happening over there, and you can go and find out what. Almost any pair of these have some reason to scuffle if they blunder into each other on their randomised routes, and hearing it happen around you makes the place feel alive. ![]() They don't just fight amongst themselves: the island is dotted with pirate outposts, and the roads are travelled by trucks and cars full of pirates, Rakyat rebels, and civilians. Something's actually happening over there, and you can go and find out what. Check out the leopard stalking those boar! What are those dogs howling at? Ooh look, a Komodo dragon mauling a villager! The place teems with life, to the point that you'll often just sit in a bush and watch it. Making the island's wildlife the fodder for your personal upgrade system turns you into a hunter, forced to study and understand the jungle as you explore it. Go play it if you haven’t already.If you're going to ask players to buy into a system so hilariously removed from its origins in real-world logic, it had better work. ![]() Seriously, Far Cry 3 is a wonderful game. It does so much right that the things it does wrong stand out that much more, and this is just a way to process it all. I wouldn’t care enough to list it all out like this if I didn’t love the game so much. Between this article and my last one, that’s everything I don’t like about Far Cry 3. I’m not even saying that I need to be Vaas the whole time or whatever. And for what? For Hoyt? Please. In most games, Hoyt would shine as a fun, dynamic villain who’s more interesting than most, but next to Vaas, he’s like a plank of wood with a face drawn on it. Then, the game tosses it all away halfway through. He’s the kind of character that sticks with you for years, like Andrew Ryan or the G-Man. Every scene with Vaas is arresting and unsettling, and it’s terrifying in all the right ways. Michael Mando absolutely crushes it with his performance as Vaas with the kind of hard emotional swings =that make a person truly scary. I wasn’t kidding about this one. Far Cry 3 lives and dies by Vaas. ![]()
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