Guest Blog by Mark @EmeraldZone.net
The Just Cause series is known for its high-octane action, gameplay diversity and large, scaling worlds. Its engine has set it apart from the competition and continues to deliver a playground of fire, wind and water where destruction is king and all else can suck an egg. Just Cause 3 continues with the same premise of high-octane action.
As Rico Rodriguez you are once again let loose in a tropical paradise overruled by a violent and omnipotent dictator, General Di Ravello. Rico must destroy the general’s resources across the sunny island to liberate rebel strongholds and build Chaos, Just Cause’s answer for a point system. The character roster features yet another tired foray of empty stereotypes churning clichéd dialogue at times meant to resemble humour. This merry band of hackneyed hacks must work together to defeat Di Ravello to restore liberty to the isles. It’s all rather familiar territory, so what sets this game apart.
In the last game, money was used to buy weapons and vehicles. 3 has an improved system where ‘beacons’ are collected to pay for supply drops, making them infinite to those willing to collect them. ‘Flares’ are another useful collectible used to fast travel between enemy strongholds. The creators have been smart enough to grant free fast travel to ‘liberated’ areas to speed up travel with momentum as you progress through the game.
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We're well in to the Playstation 4 and Xbox One and more recently the Nintendo Switch eras of gaming. Graphics had never looked so smooth and gameplay had never flowed so fluently. Let's not forget the triumphant last Generation of gaming with the Playstation 3, Xbox 360 and Nintendo Wii; all of which I have a lot of time for.
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