Just cause 3 map vs just cause 2
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Rico now has three weapon slots, and dual-wielding is a breeze. The helicopters and sportscars that are at your disposal elsewhere seem so pedestrian in comparison. Traversing the expanse of Medici, which with its lavender fields, big blue ocean and craggy valleys feels just like an OutRun level, is best done with the new wingsuit that has you soaring across this colourful island. See that mountain over there? Yes, as you've likely been told so many times before, you can go there, but what's important in Avalanche's knockabout take on open worlds is how you can go there. It might not be the biggest open world out there, but Just Cause 3 doesn't play that sort of game. The parachute's a more capable partner, too, its flight stabilised to make it that much easier to fire weapons as you're descending through the air, but it's in danger of being upstaged by Just Cause 3's most significant addition. Find yourself on a ledge and you'll just have to push up to scale it rather than hitting jump, and there are more seamless transitions thanks to an added 2500 animations. You feel that when playing with Rico for the first time: using the grappling hook to ping from buildings to moving cars to pretty much any where you want to go is less cumbersome than before. The concern this time out is simply making that anarchic action Just Cause has built its reputation on more fluid than before.
#Just cause 3 map vs just cause 2 series
That's no different in Just Cause 3 - the tone is still one of campy, excessive fun, where it feels completely right to tether a soldier to a gas cylinder and then watch as they're both blown sky high - and this most definitely isn't a moodier, more serious turn for Avalanche's series as it finds itself in the hands of a new team. Rico's a peculiar hero, and he always has been. The slouched shoulders of the citizens that walk through occupied cities might have less to do with the dictator, though, than with Rico's tendency to tether them to cars, buildings or each other, snapping them together with the new elasticity of his grapple hook before parachuting out to the next town to do it all over again. Rico Rodriguez, the brilliantly blunt tool in all this action, is nominally the saviour of Just Cause 3's fictional Mediterranean island Medici, freeing it from the clutches of General di Ravello. I don't recall being quite as much of a dick when I was 12 years old. First it's through the fumbling, the initial frustration at not being able to make this world bend to my will and then, when all those systems finally click into place and I'm able to propel myself from one point of the map to another, it's in the heady, giggling glee of it all. It's a whole bunch of tools, all these weird ideas we've had that all interlink, and then it's, 'what do you make of it?'"Īfter 45 minutes of fooling around in Just Cause 3, the new instalment in Avalanche's boisterous open world series that's being built over in its New York studio, Lesterlin's point comes back to me again and again. That's where I think it sits, off on its own. Just Cause has that joyfulness of being 12, and that's something only games can give you. People are big, cars are big, the sky is big and everything is new. "I always imagined when I was 12 years old - I tell this story a lot - when you're 12 you're smart enough to understand adults, but you're smaller than them. Just Cause is something a little bit different from that, though. "That's great - I love playing open world games. "A lot of people are using the open world as a big level and putting their single player experience through it," says Just Cause 3's director Roland Lesterlin as we huddle in the warmth of Avalanche's Stockholm offices away from the lashing cold of a January snowstorm.