Just Cause 3 puts players on the Italian island of Medici, a fictional republic ruled by dictator General Di Ravello, and gives them a grappling hook, a parachute, a car, a boat, a plane, and a helicopter to fight back. The result is a game about freedom of movement dressed up as a military shooter, and it mostly delivers on the movement part while stumbling on the shooting.
The premise is simple. Rico Rodriguez, the protagonist of the series, returns to Medici after years away and finds Di Ravello running the country as a brutal dictator. Rico joins the Resistance, and the game spends most of its runtime letting players destroy the infrastructure that holds Di Ravello’s rule together. That means blowing up bridges, sabotaging power plants, and generally making a mess of Medici’s landscape.
Trailer, via IGDBcom.
Grappling Hook Is Still the Star
The grappling hook is the reason anyone plays Just Cause 3. It lets players swing from building to building, zip across valleys, and climb walls with a single button press. In practice, the hook works better than it ever has in the series. The physics are forgiving enough that a missed grab rarely feels punishing, and the momentum system allows for some genuinely ridiculous stunts, like chaining grabs across a row of vehicles or swinging off a cliff face into a river below.
Rico can also drive, sail, and fly almost everything in the game, and the combination of hook and vehicle creates moments that feel genuinely creative. Riding a motorcycle across a bridge while hooking onto a passing helicopter, then parachuting down to a boat waiting in the water below — that kind of chain is the game’s sweet spot. It is chaotic, sometimes absurd, and always satisfying.
World Is Big, But Empty
Medici is huge. The game’s map is dense with mountains, cities, beaches, and open countryside, and the sheer scale of it is impressive. Unfortunately, the density of content does not match the size. There are missions, but they tend to be thinly populated, and the side activities that fill out the world often feel like empty space rather than a living place.
The game’s attempt to make Medici feel lived-in through small details — a farmer tending fields, a fisherman casting his line — falls flat when there is nothing else around. The sense of place is there in the design, but the execution leaves gaps everywhere. A player can spend hours driving across a beautiful mountain pass without seeing a single person who lives there.
Missions Feel Like Checklists
The main story missions are where Just Cause 3 shows its cracks. They are structured as lists of objectives — blow up this tower, sabotage that train, capture this checkpoint — and the pacing suffers because of it. Objectives are placed far apart, forcing players to travel long distances between tasks, and the missions themselves often boil down to finding a target and pressing a button.
The missions are not hard in a mechanical sense, but they are tedious in a structural one. The game expects players to complete dozens of these checklists to progress, and the repetition starts to wear thin quickly. By the middle of the campaign, the difference between one mission and the next is minimal, and the game’s attempts to vary the formula — a mission that involves a chase, say, or a stealth objective — feel like exceptions rather than the rule.
Vehicles Are Fun, But Limited
The vehicle lineup is solid, and the handling is decent across the board. The helicopters are especially fun to pilot, and the game’s physics engine supports some wild stunts, like crashing a car into a bridge support or sending a boat through a wall. However, the variety is limited, and some of the vehicles feel underdeveloped compared to previous entries in the series.
The car handling is competent but not exceptional, and the boats and planes share similar problems. None of them feel revolutionary, and the game leans heavily on the hook to carry the experience when the vehicles fall short. That is not necessarily a bad thing, but it means the game’s strengths are concentrated in a single mechanic rather than spread across multiple systems.
Destruction Is the Real Star
The destruction model in Just Cause 3 is the best in the series. Buildings crumble realistically, explosions send debris flying, and the game’s physics engine supports complex chains of reactions that can collapse entire structures. Watching a bridge collapse under a well-placed explosion is genuinely satisfying, and the game encourages players to experiment with placement and timing to get the best results.
This is where the game shines brightest. The destruction is the reason players keep coming back to Just Cause 3, even when the missions themselves grow dull. It is a sandbox that rewards creativity, and the tools available to players are generous enough that nearly anything can be done.
Look Is Good, But Not Consistent
Visually, Just Cause 3 is a mixed bag. The game runs at a high frame rate on modern hardware, and the scenery is rendered with a painterly quality that suits the Mediterranean setting. The lighting is particularly strong, and sunsets over the sea are genuinely beautiful. However, the draw distance is inconsistent, and distant objects can pop in and out of existence as players move through the world.
The character models are adequate, and the animations are smooth, but the game struggles with texture resolution in some areas, particularly in cities where the detail level drops sharply. The overall look is polished, but it is not a technical showcase in the way that some other games in the genre are. It is a game that looks good at a glance but reveals its seams under closer inspection.
Sound Design Is Solid
The audio in Just Cause 3 is functional rather than memorable. The score is competent but unremarkable, and the sound effects are well done, especially the explosions and vehicle noises. The voice acting is serviceable, and the game’s sound design does a good job of conveying action in the chaos of its battles.
The sound does not elevate the game, but it does not detract from it either. It is a reliable layer of polish that works without demanding attention.
A Game Defined by Its Best Feature
Just Cause 3 is a game defined by its best feature. The grappling hook and the destruction model are the reasons to play, and they are both executed with skill. Everything else — the missions, the vehicle handling, the world building — is secondary to those mechanics.
The game is not broken, and it is not a failure. It is a competent, occasionally brilliant, and frequently frustrating exercise in chaos. Players who want to swing, jump, and blow things up will find plenty to enjoy. Players who want a focused narrative or deep tactical gameplay will find less here.
| Feature | Strength | Weakness |
|---|---|---|
| Grappling hook | Most refined in the series | None notable |
| Destruction model | Best in the series | None notable |
| Vehicle handling | Decent, varied | Limited options |
| Mission structure | Competent | Tedious, repetitive |
| World design | Vast, detailed | Underpopulated, empty |
The game is a mixed bag, but the highs are high enough to justify the lows. Just Cause 3 is a game about freedom of movement, and it delivers on that promise almost perfectly, even when the rest of the package falls short.
Get the Notebook.
The day's best stories and every fresh verdict, in plain English, in your inbox by seven. One email a day, no more.





