Can Avalanche get the Just Cause franchise back on track? With this week's latest series entry, the developer is stepping up his ambitions for the game: even more crazy physics, more diverse tasks, more action-packed missions, and the arrival of adverse weather conditions across four different biomes. Given how much the last game fought on consoles, has the developer bitten off more than he can chew? It may be against the odds, but the truth is that Just Cause 4 can do it – the game is much more demanding for console hardware and yet the performance is an improvement day and night over its predecessor.
What we like about the series remains in effect here – the open world is huge and Rico Rodriguez can explore it at will to find his own kind of explosive justice – but much more is being done to push the systems of the game to an even more spectacular one Effect. Boosters, airlifters, and retractors add value to the gripping system, and are not only on the rise in terms of destruction, but also open the door to some basic puzzles. New weapons show some insomniac levels, and this time the iron visions are open from the beginning, giving the blast a little more precision. Vehicle handling This is also a focus for Avalanche, with much improvement over the last game.
The emergence of adverse weather conditions is also a highlight. Twisters can rip through cities, towns, and bases, break bridges, tear up all destructible landscapes and vehicles, while the high-speed wind evolves during a sandstorm until the end of the game. Destruction even further. And depending on the console you play, everything runs smoothly – for the most part. Yes, Square-Enix promised to focus on smooth performance during development, considering how much a foul-smelling frame rate could affect Just Cause 3 and how often gamers were affected by poor CPU performance. It's easy with today's Jaguars To see the chances of the continuation here particularly pessimistic, especially when the physics is so strongly pushed.
How did Avalanche do it? There is no free lunch in real-time rendering, but at the same time, much optimization work is in place. Initially, most of the game was re-encoded to improve performance, with a particular focus on moving the Havok physics system to penetrate all available CPU cores. Second, Avalanche has done a lot of graphics work, reducing the impact of large explosions on GPU performance. At the same time, a dynamic scaling of the resolution was introduced on all systems. Here a trade is made – especially notable on the basic machines.