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The grapple is mounted to your left arm at all times and can be used to for example quickly reel yourself around or pull enemies off their feet or down from guard towers. Your main tools are the enhanced parachute and grappling hook.
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You have a lot of freedom to develop your own style and learn to get a great flow of movement. Rico has learned many new tricks since the first game that have really transformed how you traverse the game world and battle enemies. Panau has influences from many different Asian cultures and since it’s run by a dictator who doesn’t care much about spending the tax income on healthcare you’ll find some truly magnificent architecture and installations… and then blow them to pieces.Ĭould you talk about some of the inspirations behind Rico Rodriguez and explain how he's changed since the first game? There are also gradual transitions between all climate zones and each is filled with settlements with their own distinct architecture. You can then catch a helicopter and fly over the jungle and actually travel to those mountains without any interruption for loading. So you can stand on one of those tropical paradise beaches and look past a jungle towards snowy mountains in the distance. The setting for the first game was basically just jungles and beaches but the new Avalanche Engine has allowed us to create several different climate zones such as arctic, desert and tropical. The game takes place on the 400 square mile island of Panau, is it all jungles and beaches or will there be some variety? What areas of the world did you look for inspiration for Panau? The story has been developed gradually throughout the project and organically with the game design and mission design so they have all influence each other. How has the story changed/evolved since you started development? We also wanted to improve combat to make it more challenging and tactical and we wanted to really take Rico’s signature stunts to the extreme.
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We wanted to create a completely new and huge game world, but this time make sure to fill it with things to do and create a structure that gives the player an unprecedented freedom to explore and play around. What was your process for developing the game? Do you start with the plot points of the game and evolve from there or do you approach it a different way?įor Just Cause 2, we started out by analyzing which areas we wanted to improve from the original game.