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Because of all that jazz I had to zap back and forth between the skyscrapers these cannons were mounted on, clearing off waves of skirmishers. By the time that was done, we were in the city where our own wind cannons were waiting, but the baddies were attacking them. Enemies had set up wind cannons to blow it off its path so I had to get out of the car, fight through the storm and take those out. My NPC colleague in the armoured car put on a mix-tape and we listened to that for a bit as the wind howled, but the tornado could not be entirely trusted. We were driving an armoured car that could withstand the tornado, but little else in the environment could, so as we followed the twister down the road it started to chew up everything else in sight - barns, traffic, foliage. We started out in the countryside and the tornado started to grow.
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(I think this was the plan anyway - snappy, memorable plotting is not a series strength.) The plan was to make a tornado, grow it to a great size and ride it straight into one of his cities.
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He knew how to make tornados, and now my guys, the liberators had learned how to make them too. Blizzards, sandstorms, lightning, that kind of thing. I had learned that my nemesis - the bland dictator I had turned up in the Latin American state of Solis to take down - had learned how to meddle with the weather. Here's an example from a mission I encountered about halfway in. Just Cause 4 isn't short on the first kind of story, of course. This guy was dead.and I think I killed him.and then I attached him to my car.? And to a balloon.? And I drove around for another half hour? The other kind of story - you could call it the Larry Story - is defined by its pauses: confusion, disbelief, slow realisation, shame. The first kind of story is breathless - action piled upon improbable reaction with no pauses in the telling whatsoever. There are two kinds of story generated by a Just Cause game, I reckon.