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Just cause 1
Just cause 1








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. Availability: Out now on PS4, Xbox One and PC.(You could say I was attached to him.) For another, I couldn't remember the button to snap the tethers. Once I did, I found it hard to let him go. I didn't spot Larry for a good five minutes, I reckon, such is the pace of a typical Just Cause mission. That's because one of his legs - I forget which one - was attached to a massive helium balloon that was holding him aloft. He was also floating in the air, ragdolling in a perfect summer breeze. The thing is, Larry wasn't just dead, and he wasn't just attached to the fender of the car I was driving. I say probably because in the heat of the moment in a Just Cause game it can be hard to say what happens and who makes it happen. Furthemore, Larry was - how can I say this? - attached to the fender of the car I had probably used to kill him. When I met him, Larry was - how can I say this? - recently dead. That's what I decided to call him anyway. My favourite character in the new Just Cause is called Larry.










Just cause 1