
My limited moments of frustration with Just Cause 3 usually revolved around wonky physics and grappling mechanics, with Rico (or his vehicles) occasionally getting caught up on geometry in awkward ways. I rarely felt frustrated by unfair checkpoints or difficult encounters, and I never felt discouraged from experimenting with some stupid way to approach a situation. Don’t worry about being stingy on the C4, either, as your supply is infinite from the very beginning for some damn reason.Ĭonsidering that the joy I get from Just Cause lies in blowing crap up in increasingly hilarious fashion, I welcomed this “just have a good time” approach.


If you unlock some goofy new weapon that you want to try out, go right ahead and use it to wreak havoc on the civilian population with no penalties whatsoever. If you die halfway through destroying an enemy settlement, you’ll respawn with all of your progress still intact (and your ammo fully restocked). With no currency or XP, there’s no penalty for dying. It doesn’t feel like there’s much consequence to anything, which is a welcome feeling in a game that primarily serves as a vehicle for wanton destruction. Miniguns somehow feel modest in this game. With no chaos or currency in play, the only thing stopping you from calling in whatever you want, whenever you want is a cooldown timer.

Once you’ve unlocked these items, they’re available at any time via the rebel drop option in your menu. Instead of any kind of currency system, weapons and vehicles are unlocked by completing missions. The process of liberating the island is more streamlined this time around, omitting the chaos score gating from Just Cause 2 (you still have a chaos score, but it only appears to affect leaderboard rankings). You’ll hear plenty of radio chatter about how evil General Di Ravello is, but his lack of screen time means you’ll see his image more often in the context of statues that you’re strapping C4 to or tethering to a helicopter. Avalanche seems to understand that narrative has never been Just Cause’s strong suit, as the cutscenes are brief affairs that involve someone telling you what to blow up. As before, you gradually chip away at a tyrannical dictator’s grasp on an island nation by using your growing arsenal to liberate settlements. Throughout my 40+ hours with the game, I was earning new abilities, weapons, and vehicles at a steady clip by following the same basic gameplay format that was in Just Cause 2. That’s not to say that the game doesn’t reward you with fun upgrades as you progress. The game patiently waits until you’re done firing infinite rockets at bad guys, and then immediately says “HEY HERE’S THIS COOL CRAP.” Just Cause 3 doesn’t dabble and make you finish a bunch of crappy side missions to get to the cool stuff. Within minutes of completing this first sequence, I was given two of the game’s biggest new additions - the enhanced tether and the wingsuit. Right away, you’re surfing on the back of a giant cargo plane and armed with a rocket launcher with infinite ammo. My hopes for this outcome seemed to come true upon first assuming control of Rico Rodriguez in Just Cause 3. Most moments in the game look a lot like this.

Just Cause 3 is Avalanche’s opportunity to be the Saints Row: The Third of the series, leaning as far as possible into open-world sandbox insanity. More stunts, even more egregious barrel placement, and an awesome grappling hook that can tether items together helped make it a far more entertaining game than its predecessor. With Just Cause 2, Avalanche clearly took note of which elements people enjoyed from the original and introduced a lot more of it. Its first entry had its fair share of exploding barrels and a limited amount of stunt opportunities, but the game was played relatively straight-faced compared to its sequel. Just Cause seems to be following a similar path.
#JUST CAUSE 2 PC REVIEWS SERIES#
As the series went on, it forged its own identity by focusing on the absurd elements instead of attempting to ride Rockstar’s coattails. Saints Row is a good example, as it started as little more than a GTA clone with some silly humor mixed in. I’ve always admired game franchises that are self-aware about what they offer and really lean into the aspects that make them stand out.
