The game has a form of NPC script otherwise it wouldn't be a game.
For example after landing on the main island and trekking inland a little, it seemed that the two soldiers on the dock opposite my location (with the patrol boat) would board the boat and drive over to the small cluster of
islands I came from.
I ran back to one of the large shoreline rocks and hide behind. I took a pot-shot at one of the soldiers to alert the rest to my presence. Like clockwork they came running. I camped behind the same rock and waited for the soldiers to become visible and then killed them. The problem is they
always come from the left side. The AI never thought to try a tactic of flanking me from the right. It's a tactic I would've tried to flush someone into the open so that my back-up could take them down.
Another thing I noticed. Targets didn't seem to act like a functional team. Instead it seemed like a free-for-all of single-minded entities all vying for either survival or who would take me down first.
Other than this the game rocks. The long-view distance is insane. Especially when you reach the Island's summit and stand in one of the guard towers and use your sniper rifle and check out the island. It's simply amazing. The award for thinking up the notion of free-roaming, open-ended environments goes to Tribes, but the level of detail in FarCry is like nothing I've seen. Audio is incredible. The dynamic music augments play experience. When you engage, or the enemy engages you the music revs up and when you're out of harms way the music becomes subtle and the jungle sounds take precedence. The fact that the game takes place on a lush tropical Island is a nice change-of-pace from all the corridor shooters.
I had a chance to play the leaked Doom 3 demo 2, and compared to FarCry, FarCry is by far way beyond anything I've seen. I think Half-Life 2 will blow away all games in the genre, but until that day FarCry is something to
"Hard times create strong men. Strong men create good times. Good times create weak men. And, weak men create hard times." - Those Who Remain by G. Michael Hopf