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Wingsuit desire - Just Cause 3 reinvents traversal

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  • Wingsuit desire - Just Cause 3 reinvents traversal

    The Just Cause series is defined by the purest kind of action-hero thrills: adventure, exploration and anarchy. In one sense the games provide a sprawling playground for almost pornographic free-form violence, yet in another, they're a celebration of technology and artistic ambition, providing sumptuous tropical worlds from which to drink deep. In their best moments, they are both at once.
    That there'll be bases, missions, objectives, guns, demolitions, jeeps, tanks and fighter jets is hardly worthy of mention with Just Cause 3, which shifts the series to a fictionalised Mediterranean island called Medici, whose name alone should give you a clue to the flavour of the local politics. All of those basic elements are a given, so let's return to the single most important feature of the game: the new wingsuit mechanic that adds far more freedom to world exploration than has previously been possible.
    This is not to say there wasn't the freedom to conjure up endless travel in imaginative forms before, of course. In Just Cause 2, the most common form of traversal involved a rather clumsy combination of the parachute and the hookshot tether: up, up, away! Oh, and back down again. It was fine, but it looked a little weird as the 'chute constantly popped, vanished and reappeared while you jolted your way through the world. True, the weirdness just about worked in the context of this ultimate action-man fantasy, but it felt mechanically clumsy.
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