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.
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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.