But Just Cause 3 regularly limits and grounds the player by dropping missions inside tight, windy villages gating the most compelling weapons and vehicles within enemy encampments protected by overpowered super weapons and sending the player to to the pause menu to find out what the hell to do next. The franchise excels at locomotion, allowing the player to seamlessly parachute from a plane, wing glide down a cliffside, land atop a moving sports car, grapple onto a nearby helicopter, and unleash missiles onto an enemy base. While fresh compared to genre contemporaries, with their hyper-detailed and all-but-indestructible static worlds, Just Cause 3 is at times indistinguishable from its predecessor.Īn so Just Cause 3, one of the most spectacular games of 2015, quite unlike its competition, somehow disappoints in its confounding sameness. When it comes to scale, scope, and complexity in a virtual open world, Just Cause 3 is unrivaled. You imagine development meetings were just a flurry of adjectives written on a dry erase board labeled "our targets." And wow, did the team nail them. The game is, in a single moment, unintentionally hilarious, surprisingly violent, jaw-droppingly beautiful, and technically impressive. When you commandeer a battleship the size of a football field and fire artillery onto radio towers just barely visible in the distance, they break apart with realistic fashion - a leg giving out, the heavy top collapsing to the side, and scattering across the ground like a tube of toothpicks. In a technically astonishing achievement, the video game’s world reacts even from a distance. And all of this scenery reacts when, say, you knock a train off the mountain side, careening through trees, flower beds, and into the sea. While swaths of land still appear to have been meticulously created once, then replicated elsewhere on the map with help from a cloning device, you’re never more than a short helicopter flight to something wholly new and striking. Its foliage is lush and dense, and a screenshot of where the forest meets the frothy ocean water could serve as a postcard.
#Is just cause 4 good series
You can see where the money went - after a lengthy series of load screens.
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A five-year development cycle this time around, lengthy even by industry standards, implied a financial and creative commitment to elevate the franchise above its cult hit status - a funny label, since that game sold millions of copies, but a true one nonetheless when put alongside competitors in the genre.
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Just Cause 3’s roadmap to success seemed to be a straight line: be a more accessible version of Just Cause 2, a truly revolutionary game hamstrung by fussy controls, repetitive missions, and a shabby advertising budget.
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But the vibrant locales and cheeky script of Just Cause 3, in which locals practically beg you to destroy their homeland, undercut any moral complexity with the patois of a GI Joe rerun.Īnd yet, every other moment is tinged with dull frustration. Released six years ago on the previous generation of game consoles with a dramatically smaller budget and shorter time frame, Guerilla’s creators still found a way to say something about its hero, a not-so-subtle cipher for fringe terrorists. The game’s unapologetic wanton destruction of a tropical island nation is awkward, sure, and one does wonder why a game about the obliteration of public utilities fails to best Red Faction: Guerilla.