Just Cause 4 Review – Mildly Wild Ride

What’s another oppressive dictatorship to series protagonist Rico Rodriguez? Not much. He does encounter a new kind of enemy in Just Cause 4, however: extreme weather. It’s the common thread that runs through both the story and new mechanics and tops off the explosive spectacle the series is known for. And alongside new gadgets to send objects (and people) flying across the world, Just Cause has become a physics playground. Unfortunately, there just aren’t enough opportunities to put these features to good use; underwhelming mission structure and a world slim on enticing activities makes Just Cause 4 a short-lived blast with untapped potential.

The best and most prevalent piece of Just Cause games is at the forefront once again. An exceptional traversal system lets you propel Rico across the beautiful landscapes of Solis and effortlessly soar through the skies. With the combo of a grappling hook, parachute, and wingsuit, Rico can basically go wherever, whenever (and often more efficiently) without a vehicle. Like past games, you build momentum and essentially catapult yourself using the combination of these tools and hardly ever have to touch the ground. It’s tough to overstate how satisfying it is to escape enemy hordes and hook onto the underside of a helicopter to hijack it and tear them all down, or slingshot yourself out of harm’s way toward the next target you’ll blow to bits.

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Rico isn’t only built to move fast, however: if you aren’t causing explosions on a regular basis, you might be doing something wrong. Fuel tanks, red barrels, and vehicles are unusually explosive, and set the stage for over-the-top action. Since the grappling hook can also be used to tether objects together, you have lots of opportunities to get creative outside of exhausting your arsenal of firearms–some of which have their own wacky practical applications, like the wind cannon or lightning gun. Some weapons just wreak havoc such as the railgun or burst-fire rocket launcher, and even modest small arms like the SMG have impactful alternate fire modes. This may be the expectation for Just Cause, but it still pulls you in for a wild ride.

It’s tough to overstate how satisfying it is to escape enemy hordes and hook onto the underside of a helicopter to hijack it and tear them all down, or slingshot yourself out of harm’s way toward the next target you’ll blow to bits.

Its identity as a destructive playground is further emphasized by grappling hook mods, three of which you customize: air lifter, retractor, and boosters. All three devices coincide with the new physics engine. Air lifters (essentially mini hot air balloons) let you launch things into the sky, and they can be further customized in terms of velocity, behavior, and altitude. Retractors pull targets together violently, and boosters work like jet engines that’ll send objects into a speeding frenzy, whether it be an attack helicopter or a poor enemy soldier. Multiple permutations of these contraptions are made possible, since their effects can be stacked into a single tether and three loadout settings let you switch between loadouts on the fly. These gadgets are unlocked through side activities, and you’re given plenty of avenues to make them work as you desire, which leads to the most disappointing part. Just Cause 4 gives you so many shiny new toys to play with but seldom a reason to use them.

Mission structure is uninspired, as you are continually asked to escort NPCs, defend a specific object for a set duration, activate (or destroy) inconspicuous generators, or hit a number of console panels to activate some sort of process. The worst offender has to be the timed missions that ask you to sink bomb-rigged vehicles into the ocean; they’re tedious and prone to mishaps at no fault of your own. These are tied to Region Strikes, which are required to unlock territories on the map and progress to main story missions. While blasting through waves of enemies and their military-grade vehicles offers some great moments, you’re often asking yourself: okay, what else? Shielded heavies, snipers perched from a mile away, and flocks of attack helicopters can become enjoyably overwhelming, since you have to rapidly make use of your diverse toolset. But several missions are designed in such a way that’s oddly restricting, limiting the game’s strongest assets. Enemies simply swarm and act as basic obstacles rather than clever challenges, and that leaves you with objectives that rarely bring out the best in the mechanics and systems of Just Cause 4.

At a time when open-world games sometimes overstay their welcome, Just Cause 4 is at the other end of the spectrum, where you wish there was more to experience because it has so much going for it.

There are a few stellar moments in the main story missions that make proper use of the extreme weather system that is the core of Just Cause 4’s premise. Specifically, the conclusion to a stormchaser-themed questline funnels you through a number of battles while a tornado rips through your surroundings. Your ability to parachute and glide are drastically affected by the wind velocity and turbulence, which throws some welcome unpredictability into the mix. One particular sequence is also indicative of what the grappling hook mods are capable of; destroying massive wind cannons that impede progress with boosters wasn’t only the most efficient method, but watching these heaps of steel frantically spin out of control was a sight to behold. The last stand in this mission, a sequence of rooftop firefights amid the harsh weather, brings the many great pieces of the game together.

The same can’t be said about the other extreme weather conditions, however. Sandstorms challenge you with violent winds and obscured vision, and thunderstorms bring torrential rain and lightning strikes that make for a visual treat. But they’re not game-changing in the way tornadoes are since they have a minimal effect on gameplay. Even then, the questlines tied to these weather conditions and their respective biomes are over before you get to fully experience their unique qualities.

All the while, a vaguely coherent story about family and a rebellion against an evil regime serves as the platform for Rico’s wild ride. Stories in Just Cause haven’t been more than excuses for environmental destruction and a way to make you feel comically powerful, and the same holds true here, though you may find the ties to previous entries somewhat endearing. The harsh forecasts are justified by villain Oscar Espinoza’s high-tech devices that control the weather and oppress the people of the fictional South American country Solis. Rico remains the plausible one-man army who has the capabilities of a superhero with the air of a grounded, unassuming protagonist. If there’s anything that Just Cause does well story-wise, it’s convincing you to accept the absurdity of it all.

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Throughout the game, you’ll be building a revolution across Solis, bolstering what’s called the Army of Chaos. It’s a fundamental piece to progression and the key to taking down Espinoza and toppling The Black Hand private military again. The Army of Chaos serves as a tool to controlling territories across the map since you need to accumulate squad reinforcements to overtake regions, which also gates your ability to take on story missions. Cause destruction and raise your chaos level, and get squads to progress. It boils down to a numbers game, and once you understand the structure of this system, you can easily snowball squad numbers and control all of Solis without having to grind your chaos level. Side activities from three minor characters litter the map as well; Sargento has you teaming with NPCs to destroy enemy infrastructure, Garland makes you do stunts, and Javi provides a bit more context to Solis by asking to do a few easy puzzles. It’s more things to do, and they unlock the aforementioned grappling hook mods, but they’re simple in nature and aren’t enough to compensate for the shortcomings of other missions.

Just Cause 4 has incredible moments where beauty and destruction cross with Rico’s ability to zip around the world at a moment’s notice. It’s gratifying and easy to grasp, especially when you’re able to string a series of wingsuit fly-bys, vehicles hijackings, and fiery explosions all in the name of revolution, but those moments are either short-lived or tied to rudimentary missions. You’re given an awesome toolset that paves the way for creativity in a world with too few problems to solve. At a time when open-world games sometimes overstay their welcome, Just Cause 4 is at the other end of the spectrum, where you wish there was more to experience because it has so much going for it.

Bethesda Support Glitch Revealed Personal Information of Fallout 76 Customers

A Bethesda Support glitch has accidentally revealed the personal information, including names, addresses, and phone numbers, of Fallout 76 players submitting help tickets.

As reported by Kotaku, people who were submitting tickets to Bethesda Support, such as for the replacement Fallout 76 canvas bag, were given access to parts of Bethesda’s ticketing system.

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Mutant Year Zero: Road to Eden Review – Duck For Cover

Mutant Year Zero took me by surprise. When you tap the space bar to switch from the real-time exploration mode to the turn-based tactical mode, it’s not considered activating combat. You’re not entering into battle. The word “Fight!” doesn’t leap out of the centre of the screen. Instead, the space bar is labeled “Ambush” and, while pressing it does indeed initiate a turn-based XCOM-style encounter, the semantics make all the difference.

Road to Eden is all about using stealth to thoroughly scout dangers ahead, then applying that knowledge to maneuver your squad into position for the perfect ambush. Do your research and plan well, and you can take out your target without them (or their cohorts) even realizing what has happened. Proceed without caution and you’ll soon be bleeding out, your impatience severely punished. Approached properly, Mutant Year Zero isn’t a difficult game; it’s a tight, cohesive tactical masterclass that rewards the diligent player.

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Road to Eden depicts a post-apocalyptic Scandinavia where resources are scarce and knowledge of what the world used to be is even harder to come by. Stalkers are sent from the Ark, one of the few remaining hubs of human civilization, into the Zone to scavenge for scrap and fend off the bandits, ghouls, feral dogs and worse that now occupy the ruined towns and suburbs. Everyone, even those safe in the Ark, has been touched by mutation. But Dux and Bormin, the two starting playable stalkers, are different; they’re mutated animals, a duck and a boar, respectively.

At first glance, there’s a lot you can do to customize each stalker and gear them up to specialize in certain fields, letting you mix and match your active squad based on the task at hand. The limited number of weapons and sheer expense of upgrades means you’re forced to make tough choices. Should you spend literally all your weapon parts on the close-quarters effectiveness of Bormin’s scattergun, or are you better served improving the ranged potency of Dux’s crossbow? You can only afford one right now and, since there’s no capacity for grinding, it may be some time before you can afford the other.

Sometimes the decisions are easier. Up against robots? You’ll want at least one stalker, probably two, with an effective EMP attack. Up against dogs? You’ll want at least one stalker, probably two, with crowd control abilities to prevent their melee rush. If you’ve done your scouting properly, you’ll know what’s coming and know which stalkers to swap in and out before you tap that spacebar. But don’t tap that spacebar just yet. You’re not quite ready.

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The Zone is divided into a couple dozen maps networked across southwest Sweden. They’re not especially large–bigger than an XCOM map, but hardly sprawling–and typically centered on an identifiable feature: a scrapyard, a school, a subway station, a fast food restaurant, and so on. When you first enter an area you’re in exploration mode and free to walk around in real time. When you spot an enemy you can enter stealth mode by switching off your flashlight, thus slightly reducing your visibility but also greatly reducing the distance at which the enemy will spot you. You’re still moving around in real time, just slower and more discreetly.

The tension is ratcheted up during this pre-combat exploration phase, as you’re tip-toeing into hostile territory, identifying how many enemies await you, what types they are, what levels they are, whether they’re patrolling, where those patrol routes take them, where their vision cones intersect, and so on. You’ve noticed one enemy’s patrol route takes him away from the others. You hit F to split up your party and guide them individually into position. Bormin has his back to a tree, Dux is on the roof of a nearby building, and Selma is crouched behind a rock at the end of the unsuspecting enemy’s patrol route. He’s there now. Time to hit the spacebar.

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It’s all about the ambush. It’s about analyzing each scenario in the exploration phase and identifying which enemies you can eliminate, one by one, without alerting others. But pulling off a series of clean hits isn’t always possible. Inevitably something will go wrong–you’ll miss that 75% chance shot you were counting on or fail to do quite enough damage before the enemy gets its turn and calls out for reinforcements–and suddenly the whole area is on alert and you’re scrambling to improvise a new plan. In these moments of high chaos, when the rug is pulled out from under you, this is where the game really shines.

The tactical combat engine borrows a lot from Firaxis’ revival of XCOM and offers as much depth alongside a presentation that ensures all critical information is clearly communicated at all times. And you need to be well-informed, because most of the time–outside of the odd simple skirmish that introduces a new element–there’s an awful lot to think about. Enemy variety is key; there are basic brutes who charge you in melee, snipers who hunker down on overwatch, shamen who can call in reinforcements, and medbots who can revive enemies, pyros who flush you out with molotovs, and that’s just the early stages. Later, there are high-HP tanks who can ram your cover, priests who can buff fellow enemies or deliver chain lightning attacks, giant dogs who can knock you over and maul you for multiple turns, while others possess mind control powers and more. Tackling groups of enemies drawn from several of these types can be hugely challenging, even when you’ve culled their numbers with some decisive early stealth takedowns.

The stakes are high, especially on the harder difficulty settings. Your stalkers’ health will be measured in single and low-double digits for much of the game, meaning it only takes a couple of direct hits to put them down. Similarly, your weapons can only fire once, twice, or if you’re lucky, three times before you need to use up valuable action points to reload. These limited resources echo the post-apocalyptic themes of scarcity and survival while also raising moment-to-moment tactical considerations in combat.

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Juggling all the demands of combat, from patiently surveying the field beforehand through to learning how to best counter each enemy type and improvising a new strategy when it all goes horribly wrong, make for an immensely satisfying tactical experience. But as enjoyable as the predefined encounters on offer over the course of Road to Eden’s mostly linear story are, it’s still a linear story. On a new playthrough, that same map will still feature the same enemies standing in the same spots or running the same patrol routes. Outside of testing yourself against the hardest difficulty and a permadeath mode (assuming you don’t opt for these first time through) there’s not a lot of replay value to be found.

It’s a shame, because the combat engine is so robust I would love to continue pitting myself against some sort of randomly generated map long after completing the main story. Mutant Year Zero’s clever focus on stealth and pre-combat preparation reward your diligence, its turn-based combat encounters are complex, and they help bolster its all-encompassing post-apocalyptic atmosphere. It is a superb tactical combat campaign that you shouldn’t let sneak past.

Mutant Year Zero: Road To Eden – First 15 Minutes Of Gameplay

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The Walking Dead Comic Finally Gets Interesting Again

After so many months of complaining about The Walking Dead’s plodding pace and the lack of meaningful progression in the Commonwealth storyline, it’s a welcome relief to see the book finally addressing those concerns. Issue #186 serves as the adrenaline boost this comic has been needing for a long time. It’s not a perfect chapter by any means, but a huge step in the right direction.

Granted, early on there’s little indication that this issue will play out much differently than its recent predecessors. The early pages skip around a great deal, touching base with various characters and furthering minor subplots like Eugene and Stephanie’s blossoming relationship and Carl and Lydia’s flirtations. These are the sorts of lighthearted character moments the series needs to avoid becoming a dreary, depressing slog, but that material is less tolerable when the book as a whole is dragging.

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GameSpot’s 10 Best TV Shows Of 2018

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Steve Buscemi Is God In First Trailer For New TBS Show That Also Stars Daniel Radcliffe

Veteran actor Steve Buscemi’s next role is that of the Christian God in the TBS show Miracle Workers, and we’re now getting a first look the actor in the role.

The network posted a trailer for Miracle Workers today, showing Buscemi playing a version of God who doesn’t really care about people anymore. Harry Potter actor Daniel Radcliffe plays Craig, an angel. And, well … better to let the official show description (via Collider) explain for itself:

“A comedy set in the offices of Heaven Inc. When God plans to destroy the Earth, two low-level angels must convince their boss to save humanity. They bet him they can pull off their most impossible miracle yet: help two humans fall in love.”

Miracle Workers was created by Simon Rich, who was a writer on Saturday Night Live before creating the FXX show Man Seeking Woman (which was based on his book The Last Girlfriend on Earth). The show also stars Karan Soni (Deadpool), Jon Bass (Baywatch), and Geraldine Viswanathan (Blockers).

Miracles Workers is just the latest TBS original show. It joins others like Angie Tribeca, Full Frontal with Samantha Bee, People of Earth, Wrecked, Search Party, American Dad, and Conan.

Was This Year Nintendo’s Sophomore Slump?: Year In Review 2018

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Most Anticipated Games Coming In 2019 Montage

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Xbox One Backwards Compatibility Won’t Get More Games Until 2019

There will be no further additions to the Xbox One’s backwards compatibility catalog until the New Year, Microsoft has confirmed. Microsoft’s Larry “Major Nelson” Hryb wrote on Twitter that Xbox is pausing releases until 2019 because the team is taking some time off for the holidays.

2018 was another big year for the backwards compatibility library, as Microsoft added more than 100 titles to the catalog during the year. There are now more than 550 games in the library, of which 57 are “enhanced” for Xbox One X.

Microsoft historically temporarily stops releasing major new features or content to its platforms in the weeks leading up to the holidays so it can instead focus on making sure its devices like Xbox One and others are steady and reliable for the many new people coming online during the holidays. All Xbox One models are currently $50 off in the US, and that sale, along with the regular uptick in sales during the holidays, will surely mean many new Xboxes are being switched on during the holidays, so it makes sense that Microsoft would want to focus on that being a good experience.

The Xbox One backwards compatibility library includes Xbox 360 and original Xbox games. New titles are added on a semi-regular basis (apart from this holiday season break), with the latest batch–Duke Nukem Forver, The Darkness, and The Bureau: XCOM Declassified–arriving this week.

As always, if you own these games already, you can simply put the disc into your Xbox One and start playing. If you own them digitally you can find them in your game collection and redownload them. Check out our full list of backwards compatible games for more.