First there are some civilians inside the buildings (plus there are some at the very end). Second, what do you need civilians for? I guess they made a conscious decision not to put civilians on the outside, so people cannot kill them. Fine with me. What gameplay purpose would they have served anyway?Did you happen to see any civilians in FC2?
Sorry, but we are talking about a game, actually about a whole genre, where people can effortless carry around hundres of kilos of weapons and ammo, run around at 40-80 mph for days without any signs of fatigue or hunger, heal from even the most critical wounds in mere seconds by "applying a medkit", where earth is invaded my aliens and monsters, where viruses turn people into zombies and you really want to argue about realism and logic? WTF!? We are talking about a game here, not a simulation of reality.Further, why would everyone in the ~100 square miles that you can cover want you dead immediately? If anyone sees you from a quarter mile away while you're travelling at ~50mph, they instantly know who you are and that they want you dead. No questions, unless of course you're in a "no fire" zone...
Here's another imponderable for you: why can a "baddie" unload five clips worth of ammo in my general direction, I kill him, steal his gun, and it jams on the first clip? This isn't a random occurrence; this was the defacto method for any weapons you gleaned from dead baddies.
I played the game through. I think it was very easy to avoid the snipers and escape the other boats. Same for the mortars. When you know where they are, just drive around.And waterways you say? I guess you didn't get to the second map then. Waterways were a JOKE in the second map, as you'd have snipers on all the little islands that would lob mortars at you with marksmanship not seen outside of a SEALS team. And we need not discuss the epic mountain of boat-mounted baddies that would follow you around?
Pleeeeeease. That's like saying "last time I checked every building can be entered, but I can't in Assassing Creed or GTA so they must be bad games." Would have item persistence added anything to the game? I don't think so. Story continuity? Many games let you steal/plunder/murder without any serious consequences. Because if there were serious consequences the game would be over. There are tons of games that handle that just the same. So what?As for being a sandbox? My geography is a bit rough, but last I checked, Africa wasn't made of thousands of miles of stone corridors. They promised some epic number of square miles you can cover, but a significant chunk of that number wasn't reachable period. Other notable sandbox failures of FC2: item persistence (was there ANY?), enemy persistence / respawn (100 meters and suddenly that whole outpost you just wiped out is entirely re-manned and re-stocked?), storyline continuity with the world (I could completely EFF up the no-fire zone, and they let me right back in so long as I drive about 1km out and turn around...)