Unlocking regions is less about strategic deployment of forces and more about completing a Region Strike in each zone and causing enough chaos to recruit new revolutionaries to your cause. The battles that ensue at the borders are little more than spectacle. It seems at first like this could be some kind of unique strategy game, like an explosive version of Risk, but the truth is far more mundane. Capturing the various regions is done by obtaining forces and pushing your front lines forward into neighboring regions. It tries to do some unique things, giving Rico a revolution to control. Dress it up however you want, add weather-controlling super weapons, and a personal element (wait, didn’t the last game do that too?) it’s still just another evil dictator for Rico to topple. At it’s core though, it’s yet another revolution that Rico Rodriguez somehow finds himself in the middle of. The story hits some highs and lows, retaining the signature bizarre humor that the series is know for and actually managing to have a bit of weight and heart to it occasionally. I waited for missions that might require some interesting puzzle solving with the tether loadouts, but I was left disappointed. The open world takes a similar approach to this year’s Far Cry 5, allowing players to experience a more flexible story by clearing the world in any order they choose, and then taking on the central final encounter. Many of the missions and open-world activities rely on the surface basics. You can even switch among the three loadouts on the fly.Īnd yet the game rarely asks you to use these deeper mechanics. It works almost like a simple coding of the tether, but allows for a ton of insane possibilities. If that’s not enough, you can set each one to be instant or deploy on either a tap or hold of the up button. Within each of those there are additional modifiers including strength of the effect and other crazier effects that get unlocked as you complete specific side tasks. There are three loadouts that are quickly unlocked, and each can be customized with retraction, air lifter, and booster mods. Tools of the TradeĮasily the most innovative thing that Just Cause 4 does-more so than its new severe weather elements-is allow deep customization with Rico’s grappling tether. Instead of retreading the same character and ability progression paths of the last game, it gives you new ways to play with those familiar tools. Although Rico’s gear does break after the introductory mission, it’s very quickly given back with just about everything you unlocked by the end of Just Cause 3, including a full ten tethers to create havoc with right from the beginning. It’s a common ailment of sequels, one that Just Cause 4 cures. As I began playing, I wondered when Just Cause 4 would take away all of my toys and make me start from the bottom again.
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