{"id":2254,"date":"2012-12-10T23:16:37","date_gmt":"2012-12-11T07:16:37","guid":{"rendered":"http:\/\/www.screencuisine.net\/?p=2254"},"modified":"2012-12-10T23:28:01","modified_gmt":"2012-12-11T07:28:01","slug":"bullet-points-far-cry-3-outposts-edition","status":"publish","type":"post","link":"http:\/\/www.screencuisine.net\/screencuisine\/video-games\/bullet-points-far-cry-3-outposts-edition\/","title":{"rendered":"Bullet Points: Far Cry 3 (Outposts Edition)"},"content":{"rendered":"

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Apart from the animals<\/a>, the enemy outposts are the best part of Far Cry 3. Handily, the animals sometimes play a part at the outposts as well.<\/p>\n

Unlike the security checkpoints in Far Cry 2, the outposts in FC3 are generally big, well staffed, and once captured, don’t repopulate with jerks. (On the other hand, I just cleared the final outpost the other night, and I’m a little sad — I sorta wish there was an option to auto-repopulate them). FC3’s outposts are also way more fun to assault than FC2’s — there are a lot of options for causing havoc.<\/p>\n

What follows is my bullet points list of what makes the outposts so much fun. I don’t think it contains spoilers, per se, but I did enjoy discovering the various aspects of the outposts myself as I played, so if you haven’t played FC3 yet, and want to go in completely cold, you might want to skip this.<\/p>\n