Just Cause 4 PS4 Game Review In-Depth
After overall around 20 hours worth of Just Cause 4’s story missions and having destructive fun blowing up basically everything, I returned and read my overview of Just Cause 3 from 2015. This, I thought, explains that deja vu sensation. With a few additions, reading that review will let you know everything you need to learn about Just Cause 4’s strengths. That is an extremely iterative sequel, and for that reason it’s just as gloriously over-the-top and action-movie stupid as the last one. It can study from and address a lot of Just Cause 3’s mistakes, in particular when it comes to a number of the more annoyingly repetitious mission types, nonetheless it doesn’t really have a must-have new idea to provide it its identity.
If you’re keeping track, that is now the fourth Latin tropical despot whom Rico Rodriguez – effectively the trick lovechild of Wolverine and a flying squirrel who’s also a secret agent – has attempt to depose. Adding the non-public angle of Rodriguez family involvement in Dictator #4’s weather-control scheme means hardly any as a result of completely twist-free nature of the story, especially since that dictator turns up only in the beginning and end. I did so benefit from the way cutscenes construct the next group of mission objectives as steps toward a long-term goal, almost Ocean’s 11-style, but otherwise it’s just one more tale of regime change via explosion.
In the lack of a fresh Red Faction game, Just Cause 4 reaches the most notable of its field in terms of blowing stuff up. Virtually everything that’s red – and some things that aren’t – will explode when damaged, and destroying among the huge, Epcot Center-like fuel tank spheres produces one of the most spectacular fireballs observed in any game. I can’t stress enough what size part of the satisfaction of Just Cause 4 boils down to watching a thunderous chain result of detonations. But, as well, that’s all carried over from the prior game, and I’d have loved to have observed Just Cause 4 double down a lot more on destructibility. It doesn’t, really.
Just Cause 4 reaches the most notable of its field in terms of blowing stuff up.
It’s not that there’s nothing new beneath the tropical sun. For just one, the map of the island of Solis feels just as expansive as Just Cause 3’s Medici without directly repeating it, and its own different environments keep exploring it from becoming monotonous. Such as a great filming location, you’re never definately not beaches, jungles, deserts, snowy mountains, and everything among. Its urban settings certainly are a tad on the bland side, particularly if you’re coming fresh from Spider-Man, but beyond that it checks all of the boxes for what you would like and expect within an open-world game map – including a wide array of side challenges to filled with your wingsuit and/or vehicles.
Liberating the map piece by piece includes a new spin that resolves among my chief complaints about Just Cause 3. Rather than taking back every town by knocking down annoying propaganda speakers and statues, now the vast majority of the number of dozen provinces includes a real mission connected with it that must definitely be cleared so that you can claim it – and the weapon or vehicle unlock it includes. Sure, you’ll play most mission types more often than once, especially the main one where you must look for several switches within an area, or the main one where you must drive bomb-rigged cars in to the ocean to disarm them, but it’s a substantial intensify in variety. Having said that, it’s a lttle bit of a downer just how many missions are designed around the thought of finding switches to disable indestructible turret cannons. That is a casino game about blowing things up, and being told your entire firepower means nothing in these situations is just a little frustrating.
After primarily being hopeful that I’d involve some meaningful control over how my weirdly pastel-colored rebellion would spread across Solis, I was disappointed by the conquest map. You’re primarily told that you need to dispatch troops to increase the front type of the battle against the dictator’s mercenary soldiers, but it’s significantly less interesting than it sounds – that is less Risk or XCOM and more about the formality of opening the map to state “Yes, I took this over” after you’ve done the mission to take it over. The enemy never tries to take any territory back, so there’s no metagame there – it’s bit more when compared to a thinly veiled upgrade menu, as each territory includes weapons or vehicles which can be airdropped for you. The soldiers you have to capture a territory are made by going slightly out of the right path to blow things up, so if you’re any thing like me you’ll have significantly more than you’ll ever need.
Just Cause 4 really wants to indulge your every destructive and playful impulse.
It’s through the airdrops that Just Cause 4 really wants to indulge your every destructive and playful impulse. Want a tank? Think about a fighter jet? No issue – after a few simple enough unlocks, with the push of a few buttons all of the military hardware you could require will literally fall from the sky to create the next mission that a lot more explosive. It makes discovering that stuff in the open just a little less special, but I’m glad I reach play with these toys where so when I want to.
There’s also less busywork involved with waking up to speed than previously. Though you will find loads and a great deal of unlocks to earn, Just Cause 4 wastes virtually no time in giving you usage of your parachute, wingsuit, and grapple – all you need to wreak destruction anywhere on the island. As someone with a fairly firm grasp of the fundamentals, I was happy to not need to earn all that back again prior to the party got started. Switching between parachute and gliding to cover huge stretches of terrain quickly is nearly unchanged since Just Cause 3, and I’ve no issue with that. Absurd since it is to accomplish tricks like completely avoiding fall damage from any height by grappling the bottom and pulling yourself toward it faster than you were already falling, it’s an excellent mode of travel that’s unique to Just Cause, and using it effectively it involves an aspect of skill.
Among the big new top features of Just Cause 4 may be the alternate grapple modes, but they’re more of a physics novelty than gameplay innovation. With the push of a button you can cycle between three loadouts: the original retractor, attachable balloons straight out of Metal Gear Solid V that enable you to lift sheep or other things high in to the air, and jets which (when manually activated) launch a victim uncontrollably through the air. It’s impressive how, after unlocking them, you’re in a position to equip modifications that tailor them to whatever mischief in store: you can create balloons explode when destroyed or float where you’re looking, or have jets fire in several directions or burn up after a specified period of time.
The trusty retractor grapple is actually the ultimate weapon.
But unless you’re more considering creating hilarious GIFs than fighting enemies in interesting ways, the latter two are both wildly impractical in combat. That’s in accordance with the trusty retractor, which is actually the ultimate weapon since it gives you the ability to look at nearly any two things on the globe and make sure they are kiss until one or both explode. The other two grapple modes and their unlockable mods aren’t practically as effective, and aren’t found in the casual environmental puzzles at all. They’re strictly to make bizarre things happen, like launching poor soldiers in to the stratosphere. That’s all well and good – and frequently very, very funny – but it’s a shame Avalanche wasn’t in a position to find any actual gameplay mechanics or challenges to build around them.
That said, combat in only Cause hasn’t been about challenge in an excellent long while. Rico can absorb so much damage – and heal back again to full health so quickly – a typical enemy soldier shooting him in the facial skin is forget about cause for concern when compared to a sunburn. In fact, almost all of these battles aren’t a question of whether you can defeat the army of mercenaries prearranged against you, as a result of course you can. If they roll-up in a tank, all you need to do is consider it and push a button and suddenly their tank is your tank. And, specially when there’s any great number of enemies on the field at the same time, their AI all but ceases to operate and reduces them to punching bags. So long as you keep moving and be sure you bail out of a car before it explodes, you’ll probably win. Therefore the goal, effectively, is to look good wiping the ground with them – which, don’t misunderstand me, could be very satisfying. It’s the occasions when the enemy is throwing most of its firepower at you when Just Cause 4 feels the most sensational, with chain-reaction explosions and spectacular crashes right and left as you sail through the flames unscathed.
To Avalanche’s credit, there is some substantially improved enemy diversity that prevents you from blowing through their ranks quite as easily as before, including flying drones, soldiers with grapple-proof shields, stealth suits, grenades that drop if they die, and even occasional suits of power armor that work as mini-boss fights – since when attack choppers and tanks could be slapped aside like insects, you will need the Iron Man Mark I armor to stand a chance. I did so take pleasure in exploiting certain weaknesses: that guy with the deployable shield might think he’s safe from my grapple, but easily can spot a foot protruding underneath, he’s going to be strung up from the nearest building by that foot.
I’ve waited quite a long time in this review to say the elements effects, and that’s largely because they’re somewhat underused. For instance, the visually-impressive tornado takes forever showing up, and when it can it might aswell be considered a solid object – trying to skydive involved with it has Rico bounce off like he’s hit a wall. Besides that, you do visit a few areas where you’ll have your visibility tied to sandstorms or get zapped by lightning storms if you fly too high too much time, but easily were a supervillain with a weather-controlling machine I’d prefer to think I’d make a lot more innovative usage of it.
We do get yourself a few weapons that use those same technologies. The Lightning Gun is a fairly underwhelming damage hose, however the Wind Cannon is actually Rico’s version of shouting FUS RO DAH and blasting everything in his path. Over the board, almost every weapon comes with an alt-fire function that always make up for having less grenades or located charges – most guns include something that’s at least as destructive, and the sticky mine launcher fills that role nicely (though they’re tricky to find).
So far I’ve only had the opportunity to test the PC version, which runs nicely rather than crashed on my GTX 1080. Physics bugs aren’t rare, but usually funny – onetime, for example, I was manning a turret in a boat and was suddenly launched in regards to a mile through the air. But only 1 mission would have to be restarted as a result of a scripting error. I did so have some problems with the weirdly mapped menu controls on mouse and keyboard, like the extremely stupid insufficient support for mapping controls to the mouse thumb buttons. I wasn’t in a position to unlock the grapple mods with the mouse – I had to change to a controller to create it work. Also, flying a jet with the keyboard is all but impossible because you can’t utilize the mouse to steer. Hopefully we’ll involve some video of the console versions up shortly so we are able to observe how it stacks up.
Just Cause 4 has all you expect from a Just Cause game, almost to a fault. In accordance with Just Cause 3 the improvements are widespread across its beautiful open world, but generally minor. So while blowing up just one more dictator’s army may be the same sort of mindless explosive fun and physics-based comedy the series is made on,