Just Cause 4
Rogue agent Rico Rodriguez journeys to Solis, a huge South American world home of conflict, oppression and extreme weather conditions. Just Cause 4 ’s main thrill is in its soulless open world. Blowing stuff up and causing ceaseless pandemonium will make up the bulk of your time there, and in this respect, it’s certainly fun. If your main reason for playing video games is to have mindless fun, Just Cause 4 invites you to turn off your brain and do just that.
Posted: 21 AprilI don't know how they managed to do it. I mean it's really impressive. When people play some really fun games there are times where they can't wait to play the sequel, but Just Cause 4 has only made me just want to go back to Just Cause 3.
The game feels the same, but the game feels a lot slower, it feels less chaotic, and worse of all, it feels less fun. Playing Just Cause 4 for the few hours I have made me just want to play JC3. Unlike JC3 it really feels like they threw you into a world and said here, make your own fun, but gave you nothing really to have fun with. Dedicated grenades and planted charges are gone, upgrades are gone, supply drops are gone. The Weather System (which is this game's unique selling point) only really takes place in certain areas. I spent 2 hours waiting for something to come up and gave up and looked it up in Google just to find out it's not something that you can encounter while on a mission or just while traveling. Either way, I would say if you want to play Just Cause 4, just stick with Just Cause 3.
Cooking game 2. It's got the same performance issues as 3, but at least with JC3, you can plant some rocket charges to make a cow fly away before exploding.
A silly physics sandbox set in South America.Developer Avalanche StudiosPublisher Square EnixMultiplayer NoExpect to pay $50/£40Reviewed on Intel Core i7-6700HQ @2.6GHz, 16GB DDR4 RAM, GeForce GTX 1070 (laptop)LinkThe Just Cause series has a knack for holding your attention in short bursts. It can cause you to grit your teeth as you wingsuit so close to mountains that you can taste the snow-spray, and grapple-hook up to helicopters to escape the mushrooming flames of exploding bases. It also gives you the freedom to tether a goat to a balloon, hook yourself onto it, and float off into the stratosphere.The thing is, while there are a few new twists in Just Cause 4, it's by and large the same old shtick, which is more evident than ever this time round. Just Cause has never really known what to do with itself when the adrenaline dies down and you have a moment to catch your breath. Its map-painting missions are protracted, its basic systems are creaky, and some of its design changes are ill-advised.And yet, thanks to some sparing improvements—mostly in the way of chaos-causing gizmos—Just Cause 4 is still capable of charming me. For all its annoyances, it still says to me, with a mischievous twinkle in its eye, 'Yeah, but do other games let you do this high calibre of silly shit?' Which of course they don't, unless you count previous games in the series.You are again Rico Rodriguez, a freelance super-agent, and one-man flashpoint for revolutions on seemingly every dictator-run tropical island he drops into.
This time, Rico's helping liberate the South American island of Solis, a vast paradise of several beautiful biomes whose people are oppressed by dictator Oscar Espinosa and his Black Hand army. It ties into the plots of the previous games (for anyone that actually cares), and has a dash of light intrigue too thanks to a connection with Rico's father, who inadvertently helped the dictator harness the elements and weaponise the weather.
It's lightweight, but good-humoured and well-written enough to tick along with.It's on you to wrest back control of the island. Where in previous games you did this simply by causing enough destruction in a given region, this time Avalanche has attempted to inject a bit more depth into the process. Each region has a specific mission you must complete, and once you've done that you can call in squads of revolutionaries—unlocked by destroying enemy infrastructure and capturing certain regions—to take control of it.
The whole map is open for you to explore from the start, but you can only move these squads into regions neighbouring those under your control, making that map-painting process a little more focused than before.This macro-scale layer gives an appearance of strategy, with the numbers of squads in regions and frontline markers teasing the possibility of a kind of Risk-like territory game, but it never follows through with it. Head over to the frontlines and you'll sees skirmishes between your squads and the enemy, but it's all for show, as the enemy can't actually retake territory from you, and your side's progress is dictated solely by Rico's renegade activities.And it's of course these activities, not the pseudo-strategy twaddle, that are the real reason people play Just Cause. The series knows now that it's dependant on the kind of all-action spectacle that makes Mission Impossible look like the most stolid of John le Carre novels.So it's expanded the player's arsenal with everything from drone-firing railguns to weather-harnessing super-weapons, which include a wind cannon that lets you invisibly blow away whole squads of enemies and structures, and the lightning gun, which not only zaps enemies but can create mini lightning storms that fry everything in its perimeter. You can also now call in several planes simultaneously to drop a vast array of weapons and heavy artillery, giving you the freedom to turn Just Cause 4 into a vibrant warzone of ragdolls and explosions whenever you like.Then there's the all-important tether: the tool that single-clawedly set the series on its path of physics-based excess.
This lets you attach objects and people to each other for all kinds of showcases of physics silliness, and it's received a welcome upgrade. There's still the retractor which lets you, say, string two or more helicopters together and send them twirling into each other. Joining it now is the 'Air Lifter' balloon tether, which lets you attach several balloons to objects and send them off to orbit, as well as 'booster' tethers, which send their hapless targets fizzing around uncontrollably like cheap fireworks from your local convenience store.The old upgrade system has been largely replaced, with many once-unlockable abilities now available from the off, and a new mix-and-match tether loadout system.
Here you can have three different tether loadouts, with each one containing whatever mix of balloon, rocket and retracting tethers you like.It's a good call, going all-in on the sandboxy spirit of the series even though none of this stuff is necessarily practical in a combat sense. You can unlock fine-tune features like making your tether balloons explode on a trigger, or add a 'Power Yank' to your retractor, which makes even heavy vehicles collide together like toys in the hands of a sugar-crazed child. It offers new levels of playful possibility that I'm sure people far more patient and creative than myself will exploit to make for some incredible YouTube highlight reels.
Just Cause 4 is designed around these possibilities, though that comes at the expense of a well-paced wider game.Just Cause 4 still taps into that need for reckless abandon that resides in all gamers, but its impact is softeningRico remains a weightless spiderman, retaining that joyous, nonsensical means of getting around that relies on well-timed sequences of grapple-hooking, parachuting and wingsuiting. It still feels breezy and liberating, though the novelty has faded for lack of any major improvements in this area.On the ground, though, Rico remains stiff in the joints, with no ability to sprint, dodge, or perform melee attacks with any real menace. Guns lack weight and punchy sound effects, enemies are incorporeal and floaty as if half their insides have been replaced with helium, and driving remains awkward.
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Even Rico's animations and the floppy ragdoll animations look as janky and unrefined as they always were, which is less palatable in 2018 than, or Just Cause 2 in 2010.