Fighting for a Just Cause

Published 2009-11-16
Text: Bengt Lemne

We sat down with producer Daniel Wilför (Avalanche Studios) to talk about Just Cause 2, and our impressions after getting our hands on it for the very first time...

Just Cause 2 is a free roaming action adventure set on the island nation of Panau, where larger than life agent Rico Rodriguez is on a mission to bring in his former handler and friend who has gone rogue. It's the sequel to 2006's Just Cause and the third game to come out of Avalanche Studios. After getting to try a couple of missions of the game I had the chance to talk to the producer Daniel Willför about the development, the changes made since the original, and conditions for an independent developer such as Avalanche Studios these days.

How would you describe the journey with Just Cause 2?

We started working on it almost immediately after Just Cause. And the original plan was to continue working on that and make a sequel.

With the same engine?

Yes. With the same engine, but we realised quickly that it wouldn't be good enough and we wanted to take this further. We decided to redo pretty much everything, all the systems are new and obviously all the content, but that was always the plan anyway. New AI, new physics, the interface, and its made with the new consoles in mind.

Just Cause was originally an Xbox and PS2 game, or rather only an Xbox title from the start. Then we decided to make a PS2 version fairly early on in production. Which limited us somewhat, and then we ported the game to Xbox 360. This time it's made for the new consoles from the start.

Last generation ended kind of quickly, once the Xbox 360 was launched...

Exactly. And we had to make an adjustment. But now we were given the opportunity to work directly on the new platforms, or the ones that were new back then.

What were the ideas and ambitions that governed the work on the new engine?

There were two main trains of thought. One thing was to improve everything that was cool about Just Cause, but that we were unable to take all the way at the time, slingshots, grappling hook, parachute, and all the animations. We had a very limited budget (for animations) in Just Cause. That's one thing, but we also wanted to deal with the things we were criticised for in the first game. Among other things the physics, and the handling of the cars and vehicles were things we wanted nail in the sequel. And once again the animations were something we received criticism on, that they were stiff and this is something we have taken care of. There were also some that criticised the AI.

How do you deal with the AI. After all, you want the enemies to be a bit stupid so you are able to make use of your grappling hook and have a bit of fun...

Absolutely. The key is to find a good balance. We don't want them to appear super stupid, but we want to create windows of opportunity to use your grappling hook. One way we do this is that we have a pretty good aim help system when it comes to hitting the enemies with the grappling hook, it helps out more than when you're shooting. And once you have hit an enemy with your grappling hook, then he gets distracted, stands still and tries to free themselves. This grants you an opportunity to shoot something else with your grappling hook.

In this manner we have tried to make the enemies appear smart and still allow the player some freedom to play around with them.

One difference I noticed between the original Just Cause and Just Cause 2, was that the learning curve was much steeper. That there is more to learn...

This is obviously true. This is mostly due to the fact that there is so much more you can do in Just Cause 2 compared to Just Cause. This has been a real challenge. First of all to have a good learning curve. And to make everyone realise all the cool and fun things you can do. It is an action game, and you can play it such, run around and gun down the enemies. So it has been a challenge to make new players understand and take advantage of the things that are possible.

We have worked very hard with the first few missions in order to educate and teach players what they can do. And once you have learned this you don't want to stop using it.

It is easy to think "I need to be on the ground in order to do this", but in Just Cause this is not always the best plan of attack...

Absolutely not. We encourage the player to move around and get airborne as it gets harder for the enemies to hit you and it makes you life easier. Plus you gain a tactical advantage.

Something else I noticed while playing was the vehicle physics and how differently the cars behaved off-road. In the first game most cars had similar handling and physics.

Yes. We have put a lot of effort and love into creating different vehicle classes that handle differently according to terrain. We have vehicles that handle very well and are really fast and fun to drive on tarmac, but they don't react well to off-road conditions where they are too low and it gets bumpy. They loose their grip and so on.

And then we have vehicles that handle themselves really well in rough terrain. For example the military jeep you tried in the mission you played.

Yeah, I hardly noticed any difference between driving on the road and taking it off-road.

No. But it is actually better off-road. The same goes for boats, there are different types. Some may have better handling while others may be faster.

With a game such as Just Cause 2 you can play for countless hours. The first game was fairly linear and you basically had to do everything (free settlements to gain region control), and you got a bit criticised over this. You've replaced this with you Chaos system. How come?

You really didn't have to do everything.

But in order to open up new missions you had to liberate specifics regions by capturing settlements...

That's true.

But you didn't have to do the side missions...

Exactly. There are certain things you have to do in this game too. There are agency missions you are given by your handler, and these are the mission that carry the story forward. There are seven of these and you have to do them. In total there are 60-65 missions to play. There are a lot of faction missions and some of these you have to do. There are less than 10 stronghold missions, similar to the liberations in Just Cause, you don't have to do them all, but you have to do them in order to unlock a region. And when you do this said faction gains influence in the region, and this in turn unlocks more faction missions.

Moving away from the specifics of the game. Is it necessary for an independent developer these day to have a franchise and work on sequels in order to survive?

I believe it depends on the current climate. Today, I have the feeling that a lot of publisher are careful and hesitant to create new IP's. This makes it important to have a franchise obviously. But its also a lot of fun to develop and get a chance to improve in order to achieve perfection. To continue to work on something. I don't think it's a necessity, but almost.

It's something to fall back on...

Yes, exactly. It's hard without it.

But you have always regarded Just Cause as a franchise, I recall Christofer (Sundberg, founder and CEO of Avalanche Studios) talking about a sequel when I first the original game for the very first time (2004). Has the plan ever changed along the way aside from the technical side?

No. We have actually been pretty firm ever since the start of the project. We knew what we wanted to do and we got very good feedback from journalists on what was good and not so good. So we knew what we had to work with and we also did a lot of testing in external focus groups. Plus all the ideas we had ourselves. Early on we knew what we wanted to do, and what we wanted to prioritise. There of course a million things you can do and you have to sort out what is best.

Just Cause 2 has been in the works for a very long time. I got to see it almost two years ago. Why has it taken so long and how come you've been given this much time?

(laughs) First of all, it goes back to the fact that the project has grown. The basic concept has remained the same, but details have been added so the project has grown. We came to stage where we were unhappy with the production values. We simply needed more time in order to improve this make it feel like a top class production. This was also something that came from the publisher Eidos, they wanted to raise the quality, it comes back to it being a franchise as well, they wanted it to be as good and detailed as possible. We didn't want any part or detailed to be worse than competing titles. For example the vehicles, they can't have worse handling or physics compared to similar titles. And then, of course, there are elements where we need to be the best, no one else should come close to what we are doing.

This was something we were allowed to do and they (Eidos) wanted to have real quality titles as well, and Batman: Arkham Asylum is a brilliant example of this. A game that has garnered glowing reviews and sold very well. And we want to do the same thing with Just Cause 2.

Has the upcoming Just Cause film had any impact on the development?

It hasn't affected the development in any way. But it's just one further example of how Eidos wants to build a lasting franchise.

Just Cause 2Just Cause 2Just Cause 2
Just Cause 2Just Cause 2Just Cause 2
Just Cause 2Just Cause 2Just Cause 2
Just Cause 2Just Cause 2Just Cause 2
Related links:
Comment on text

You must be logged in to comment. If you are not yet a member - join now!

:D :) :( :-o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: ;-) :idea: :arrow: :| :mrgreen: :clap: :dance: #-o =; :^o [-X :pray: 8-[ :sick: :-# [-( :-k :-- <b>Bold</b> <i>Italic</i> <u>Underlined</u>



The 20 latest programs:
(Interviews, reportages, reviews)

Trailershow week 11
2010-03-16

Petter has gathered the hottest trailers from last week

GRTV News - 16 March
2010-03-16

GDC is over, and so Petter is back with the biggest news from last week.

Preview: Alan Wake Gameplay
2010-03-16

We went to see Alan Wake in Helsinki, Finland at developer Remedy, and came back with this gameplay straight from the game.

GDC 2010: Playstation Move - Gameplay Demos
2010-03-15

We filmed the Playstation Move press conference at GDC and have edited out the juiciest gameplay bits for you to enjoy. Socom 4, Little Big Planet, Mo..

Review: Guitar Hero: Van Halen
2010-03-15

Guitar Hero is back! Now featuring Van Halen, and other artists, such as Blink 182, Weezer and Judas Priest.

GDC 2010: 2010 FIFA World Cup South Africa interview
2010-03-13

Directly from GDC 2010 - here's producer Matthew Prior on 2010 FIFA World Cup South Africa.

GDC 2010: Fable III Presentation
2010-03-12

Peter Molyneux was at GDC (or rather a fancy hotel room close by) to show off Fable III. Listen to what he has to say about the third game in the seri..

Ship Simulator Extremes interview
2010-03-12

We had a interview with Frank Dolmans about the game Ship Simulator Extremes. Watch it right here...

Review: Sonic & Sega All-Stars Racing
2010-03-12

Petter has been playing one of the best Sonic games in a while, and a worthy contender to Mario's pole position in the Kart series. But can it live up..

GDC 2010 Blog: Playstation Move
2010-03-12

We were at the Playstation Move event in San Francisco and give you our impressions of Sony's new motion controller...

GDC 2010: EA Sports MMA Interview
2010-03-11

Bengt got to talk to the developer of the upcoming MMA game from EA Sports about the different fighters and rule sets.

Preview: Splinter Cell: Conviction
2010-03-11

Bengt has been trying out the long awaited new Splinter Cell game from Ubisoft. Bengt has the latest on what to expect.

GDC 2010 Blog: EA Sports
2010-03-10

Bengt and the camera crew visited the EA Sports event at GDC and took a minute to give us this video blog and a bit of a preview of the upcoming EA MM..

GDC 2010: Civilization V interview
2010-03-10

We caught up with Dennis Shirk, producer on the upcoming Civilization V in San Francisco. How does hexes and the elimination of unit stacks change the..

Review: BF: Bad Company 2
2010-03-10

More destruction, more action and more multiplayer from the multiplayer-oldtimers DICE. Not much more to say than, bring the verdict Petter.

God of War III review
2010-03-09

God of War III has been running hot at Gamereactor, and Rasmus delivers the GRTV verdict. As usual, lots of gameplay footage!

Trailershow - Week 10
2010-03-08

The GRTV team is back to show off some of the greatest trailers from last week.

GRTV News - 5 March
2010-03-05

Petter Mårtensson is back in the studio to give us all the latest news... lots of Activision news this week. Modern Warfare - corporate style!

Alan Wake interview
2010-03-05

We visited Remedy and sat down with them to talk about their upcoming thriller adventure Alan Wake...

Pre GDC show
2010-03-04

Game Developers Conference is next week. Petter and Andreas gives us a quick update on what's to be expected.

Poll What do you think of Playstation Move?
  • 0% I'm excited. It looks bloody brilliant!
  • 0% I like to move it, move it. Cautiously optimistic.
  • 100% Wiistation? Been there, done that...
  • 0% I can't stand motion control. They have destroyed Socom 4!
  • 0% No opinion.
Result
News | Previews | Reviews | Articles | Theme | Forum | Blogs | letters | User reviews | Game Servers | Join | | | Contact | Advertisements | Staff | Cookies |
Gamereactor Gamereactor since 1998 - Published by Gamez Publishing A/S Strandvejen 72 st. mf, 2900 Hellerup, Denmark