This is a gamer’s game more than anything. Lesterlin: The citizens of the world, I think, are appreciative of the fact that Rico is a little explosive in the way he does regime change. It’s not about that moment where they started to cry. What people remember about Just Cause 2 is the huge explosions, all the stuff they blew up and all the fun they had doing it. We don’t have the craziest people working at the studio, but - just Cause is all about having fun. Is that something that’s going to set this apart a little? We have some very serious shooters out there. GamesBeat: It has some goofy twists to it. But it’s fun to create all these beautiful worlds and then just blow them up. We owe him a little bit more personality beyond what he had the last time. We feel like we owe it to him, after what he survived in two games. In this game, we’ve chosen to add more background to Rico. Sundberg: In the two previous games, the world was the strongest character. That’s a key piece, to have as much fun as possible just moving around. We want to make it fun to just move around the world. You get that feeling that the world isn’t ignoring you. When you wingsuit by a farmer in the field, he’ll look up and stare at you. Every time I hit a button, I get a reaction. Trying to marry really beautiful animation that feels weighty and real with that ultimate responsiveness. Just Cause 2 was so good at the immediacy of it.
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Or “Trifecta of Traversal”? We can come up with all the fun buzzwords for it. Lesterlin: I keep trying to get people to call it “flow motion.” That idea of never having to stop. You never have to stop moving or doing something. We decided to have a new team take a new look at the franchise. For me, it felt like the game needed some fresh eyes on it. When we came out of JC2, we put a lot of people to work doing the game you saw earlier today. All that has to marry together to create these features.Ĭhristofer Sundberg: It’s a whole new team on the game. Then it’s about polish, perfecting how it’s going to work, how it’s going to feel, how the camera follows it, what visual effects come with it. The talent we have on the team allows a lot of these ideas to come to life. A lot of times, an idea sounds good on paper, but in practice it isn’t as good.
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Of course, we have a talented team full of amazing designers and tech guys.
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Some of it was, Christofer and I sat down when we started, and I made a list of all the things I loved about the game. GamesBeat: Where did you get some of those vertical ideas? Did someone just start drawing a wing suit one day? That gave us space to put in the wing suit, which lets you traverse through the world.
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We wanted to redo the parachute and create a very stable platform for combat there. Trying to add a more vertical feel to it so you could get up in the air. I wanted to keep that joy and humor, to bring that up and use the power of the new systems to make it bigger. To be offered the opportunity to build what is basically the game that has built up Avalanche Studios - it’s been with Avalanche for 13 years or so now.Ĭoming in, I wanted to make sure that we didn’t mess up the great things that were in Just Cause 2. Roland Lesterlin: When I first came on board, I was a huge Just Cause 2 fan to start with. GamesBeat: What’s the ambition you had with Just Cause 3? What did you want to do with this new version?