|Army of Chaos, sure|
Proton did well enough and I could finish the game after about 27 hours. I did change the proton version to 7.0-6 (instead of 8.0-6 or experimental) after first experiencing more crashes than I expected.
The game would still occasionally crash (once in couple of hours) but because of the game's structure it doesn't mean that much. This is what happened with Just Cause 3 too, and a possible feature of the native version.
The graphics are overall rather fine, the world has a good amount of detail and variety of zones. Some have waterways between vertical jungles, then there's the obligatory desert and snowy mountains.
|That's a tornado near the horizon...|
The cutscenes had some problems, related to Proton or not. Things like beard stubble and eyelids or eyelid shadows where somewhat weirdly rendered, but I did not bother to find out if I could do something for these.
I've usually enjoyed the Just Cause games, offering somewhat GTA-esque thrills without the investment and without being very story-heavy. I've come accustomed to the grapple-parachute-wingsuit acrobatics well enough.
But it's not a massive improvement over Just Cause 3, if it is an improvement at all.
Perhaps I liked Just Cause 3 more, because of the simple town liberation system. This has been replaced with "chaos army" that advances from one region to another, player making the choice of directing the troops.
|Checking the world map and the enemy lines|
Technically it's more of a way to structure the main story missions into a chronology, as most areas can't be captured without doing some pre-requisite tasks or conquering of other areas.
This shift in focus also means there's not that much to do in the towns and cities. Some optional tasks and fights take place there. The speed and stunt mini-missions are also often in the cities, but these I chose to avoid.
And as usual there's a lot of random encounters, side-quests, equipment, vehicles, weapons you can find, summon or steal from the environment.
|Visiting the front lines|
At the front line between two areas, you can actually witness the lines holding and a battle going on. This looks impressive at first, but it's just a paper-thin illusion really.
Try to intervene in the frontline battles and your troops can't perform any better. More likely the enemy will just summon more jets and tanks and you'll be dead eventually. Funnily enough these new enemy units can just as well spawn from behind the friendly line...
Another novelty are the weaponized mega-weather effects, sandstorms, lightning and the iconic tornado. The tornado is a game element that can arrive and mess with your unrelated task, and at times this can be quite fun.
|Ok, you'd expect more to happen at this distance|
I would have hoped some of the randomness of the enemy attacks could have been modified a little. There's just more and more of the enemies, approaching from unlikely places.
As usual, the battles have all the subtlety of two pre-school kids bashing toys together. Mostly it is all for good fun, but it would be nice if at least the player sighting was more realistic. Now a line of sight is enough and the chaos starts ensuing. How do they know it's Rico from a distance of 200 meters?
As the fight escalates, helicopters, tanks and jets arrive at the scene from around the corner or behind the hill, with little consideration as to where they might have come from.
There's also some glitchiness and weird behavior resulting from the open world and physics engine. I thought such things could be improved by now. Helicopters and jets might spontaneously crash and the enemy units continue to have silly attack patterns, often resulting in their death.
|1998 called and wanted its textures back|
At one time, a rebel-occupied train whizzed past the enemy train, shot it with its mega-cannon, derailing both trains hilariously.
By the way, the trains and the train tracks are modeled so sparsely they'd not look out of place in Half Life 1. These are conveniently further off in the island so it's not the first thing you see.