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Just Cause 4 isn't a really bad game, it just has a lot of shortcomings and issues that hold it back from being something more than average at best.
From Just Cause 2 onwards, developers Eidos Interactive (later Square Enix) tried to populate the staggeringly huge open worlds, but it still resulted in a lot of empty spaces.
In Just Cause 3, you could find Thor’s Hammer, the crash site of the Mile High Club you could go to in the second game, Mr. Snowman, and many other things.
Just Cause 4's war is depicted in-game with a frontline that Rico can push forward by raising his chaos rating. The more chaos you create, the more you'll push the enemy back as you gather allies.
Just Cause 4 is filled with high-octane explosions and ridiculous stunts. While the spectacle of it all is a literal blast, the world is shallow and feels like a retread of Just Cause 3, a game ...
In Just Cause 4, I found myself either growing bored from certain tasks after just a few hours or turned off by things like escort and timed missions as they started to coagulate into the same ...
Just Cause 3 isn't as batshit crazy as it seems. There's some really tight core gameplay elements underneath the anarchic exterior, says John Robertson. "Don't be fooled by what you might have ...
“In Just Cause, you play for a few missions, and then you have a 32 by 32 kilometer world to go anywhere at any time using any vehicle. I mean, there’s a million ways that you can break the game.
Just Cause 3 stars Rico Rodriguez, an action hero who operates as sort of a one-person wrecking crew / revolution machine. Medici is his home, you see, and he wants to liberate it from its dictator.
But Just Cause 3 is about as lightheartedly melodramatic as a game about guerrilla warfare can get. In Medici, the revolution is always just one more explosion away.