It's one of those "Why didn't someone think of this before" kind of situations. The grappling hook in Just Cause 2 is fresh, exciting, and natural. Don't drag one concept along, and definitely don't add too many repetitive filler missions. Introduce new weaponry along the way, unlock new abilities, or introduce a new main character that impacts the story with force to keep things interesting. If franchise video games have taught us one thing, it is to spread out your features along the course of the story line. Just Cause 2 is great in all facets except one, it plateaus on originality after a couple of hours, making it quite the chore by the time your nearing the credit roll. Collect some stuff here, blow up some stuff over there, and introduce some new stuff in between. I've embraced this style of gameplay as one of my favorites so it doesn't take much to keep my attention at a high level throughout the course of a game. GTA4 was the first game to receive a perfect ten on this site, and I was lucky enough to bask in its glory right down to the last flying rat. To say that I have something against sandbox gameplay would be an absolute fabrication. To proceed with the story after this, you must complete far too many filler missions like capturing military bases, races, and escorting VIP's from point A to point B. The first couple of hours are spent on mastering the weapons system and grappling hook, parachuting and stunts. The story starts with a bang, hurling you into the overwhelmingly large island and some great plot driven missions back-to-back. Rico's plan is simple, to cause as much chaos as possible to destabilize this regime and take down its leader.
Set in the fictional island of Panau in South East Asia, JC2 is filled with tropical forests, snow-capped mountains, and villages with huts full of civilians that have fallen victim to an evil dictator, Baby Panay. Four years after its debut, special-ops Rico Rodriguez is back with another just cause.