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On the other hand, missions where the Black Hand has sabotaged a whole load of vehicles near a bay, and you have a time limit to drive as many of them into the water as possible before they go off? That’s actually kind of ace, and rewards mastery of the traversal options. Having to babysit a transmitter or a hacker while a bar slowly fills up doesn’t encourage this. Open world mobility is one of the best things about the Just Cause as a series. Escort and defense missions have never been fun, and while they provide a constant source of spawning enemies to deal with, there’s an over-abundance here. Some of these are excellent and genuinely clever while others are incredibly irritating. There are a smattering of different types you’ll see each one two or three times before you liberate the entire island. That said, some zones require missions to be completed before capture. I can’t believe I’ve made it this far into an article about a Just Cause game without a picture of an explosion. While things may be secure in your zones, the borders are a constant source of conflict. One neat feature of this is the “frontline” at the borders of your territory, your troops are in a constant battle with Black Hand soldiers. You just click a button on the map when you have the option, and a new zone is under your control.
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You don’t have to worry about counter-attacks or wise deployments. Once you have a couple of spare squads, you can send them in to secure a region, and then more stuff is available. However, this isn’t a micro-strategy layer: the more chaos you cause (read: the more shit you, uh, encourage to erupt into flames), the more your army swells. Most missions require particular zones to be liberated first, and it’s your choice where you want to send your troops. Starting from one region of the map, you work to raise the Army of Chaos and spread your influence across the entire island. This is a freeform game, however, and you’re can pursue objectives in whatever order you like. They’re impressive for sure, and I highly recommend trying to parachute around a tornado or dodge lightning strikes (assuming the latter won’t give you Final Fantasy X flashbacks) but they very rarely have an impact on your gameplay. But, alas, you won’t really be seeing those sandstorms/thunderstorms/tornadoes until the final mission of each section unless you venture into the protected regions earlier.
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There’s a sandstorm generator, a lightning storm generator, and a tornado generator to deal with before your final assault, and each is set in a different region of the map. The game builds towards Rico’s assault on Project Illapa, a mountaintop fortress protected by a number of weather control devices, and your progress in each region is casually guided by missions to disable each of the devices. Likewise, the much-vaunted weather system rarely makes an appearance. Surviving lightning largely revolves around “don’t hang around in one spot for too long”, but watching everything around you get fried is always entertaining. Then again, its alt-fire does involve lightning grenades and some of the special vehicles are really spectacular, so hey. It’s a bit of a step down from the Bavarium nuke launcher of Just Cause 3. The lightning gun, for instance, sounds amazing on paper… but it feels kinda like a long-ranged video game flamethrower, gradually sapping health away from a distance. There are plenty of new guns to use, but most are a tad disappointing. Solis is a beautiful nation for sure, with biomes spanning grasslands, lush jungles, Arctic mountains, and blistering deserts. On the other hand, it means that the creeping sense of been-there-done-that hits a lot faster than it otherwise might.įor the most part, the latest game feels a lot like Just Cause 3, and the improvements and additions don’t actually improve or add much. On the one hand, it means it’s very easy to just hop in and pick up the new stuff. This familiarity works both for and against Just Cause 4. Usually, this is in pursuit of creating the biggest and most cornea-searing fireball you can. You can hijack any vehicle, shoot any gun, and tether anything to anything. You’re in a beautiful sandbox world with a parachute, a wingsuit, and a grapple claw.
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If you’ve played a Just Cause title before, the gameplay is immediately familiar. Wingsuiting across the beautiful landscapes never gets tiring, especially as it requires some actual skill to stay aloft.