If it's a small camp, and you've scouted it thoroughly, and you're sure you have line of sight to every panel, you can speed-snipe them all before the guards can set them off. OK, that one's not clever, but it has an interesting complication: only the panel you shoot is disabled, and even a silenced shot will make enough of an impact noise to send the guards running to the others. 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. 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.
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