Cubed Issue #1, January 2016 | Page 28

RODRIGUEZ REMOVALS - YOU DISPATCH IT, WE SMASH IT. 26 of the screen to signify needs to be done. The pictures can be unclear and in most cases will have to be memorised or you won’t be able to tell what they are. The lack of a minimap means breaking up the action to check the locations of objects you still need to destroy on the main map, which breaks flow. A streamlined UI also includes no health bar, so it’s very difficult to tell exactly how much danger you're in. So, what’s new in terms of gameplay in Just Cause 3? Well, Rico is now equipped with a handy wingsuit, which has become my favorite form of transportation in any videogame. Players can simply reel in towards one point with the grappling hook, and deploy the wingsuit for an elegant take off. The animations are spectacular, proving just how smooth the wingsuit really is - and showing off the world in the process. It’s difficult to master, but the reasoning for that is actually one of my favorite things about the new gadget. Much like the parachute, players are required to grapple onto a nearby surface to pull themselves along and continue to stay airborne. "CHAOS ON A MASSIVE SCALE IS SPOT ON" This isn’t a problem with the parachute as it's so slow moving and generally used at high altitudes. The trade off for the extra speed of the wingsuit is that Rico must be much closer to the grappled surface, and is pulled towards the surface ever so slightly. This proves to be tricky because you have to navigate Medici while coming very close to objects along the way. The game’s optional challenges really test your abilities - some require the wingsuit to complete precise courses for maximum points. The more points you gain, the more gears you earn. Gears are used to unlock Gear Mods, a sort of equippable upgrade. These upgrades are collected from a linear skill tree for categories such as wingsuit, grappling hook, and air vehicles. The frustrating part of this system is that to be able to use a Gear Mod at the end of the skill tree, not only do you have to unlock it, you have to have the previous Gear Mods activated too. If you have a fantastic Gear Mod, but the one before it isn’t worth the gears, you just have to deal with it. This need for tons of gears wouldn’t be nearly as bad as we’re making out if the challenges had more variety to them. The wingsuit courses are very entertaining, but the same style of go-through-the-rings repeated for every class of vehicles is annoying and a poor use of the game engine. The amount of interactivity within the world objects is absolutely insane, and unlike anything we’ve seen before. It might simply be compensation for an essentially unchanging goal, but Just Cause 3 has struck a perfect balance. The tether mechanic in Just Cause 2 was entertaining, but severely limited. Avalanche evidently understood this, because they overhauled the tethering mechanics and turned them into a means of varying the gameplay massively. Rico can now obtain up to six active tethers (with Gear Mods obtained through challenges), which can be retracted to cause devastating chaos. It is unbelievably enjoyable to find interesting uses for the tethers to bring down a statue rather than to simply use explo- sives. My favorite way to destroy a watchtower in Just Cause 3 is to attach to tethers extending diagonally across the 4 support beams of the tower, retract the tethers, and witness the tower collapse on itself. If you prefer, you can tether a solider between two tall structures and fling them slingshot style into the sea. The possibilities for the grappling hook are truly endless. The all-new tethering isn’t quite perfect. In a Just Cause game, you fight a lot of enemies. So many, in fact, that you are almost constantly engaged in combat, especially when you are actively p \