The grappling hook mechanics get even more advanced in the second mission, where Rico needs to rescue Karl Blaine, an informant who has a lead on Sheldon's location. This mission is an extensive grappling hook tutorial -- at one point, Rico has to scale the side of an extremely tall casino using just his grappling hook. This has a bit of a Spider-Man feel, and to be honest, it's one of the more difficult maneuvers to pull off. While it does simply call for grappling onto a wall, and while still attached, aiming at and using the grapple button again, this motion can be difficult due to factors such as misjudging distance or peculiarities of a building's layout. At one point, the hook kept on having me dangle underneath a ledge that I needed to go over, and lining up the exact angle to do so took more time than I wanted to spend.
Yet, whatever difficulty I had with scaling a building was forgiven by the chase sequence. Most games put you in the driver or passenger's seat of a car -- this one has you riding on top with freedom to shoot, grapple, and even deploy your parachute. And man, the grapple can do some wacky stuff here. Such as quickly tethering a pursuing Jeep onto the road, and watching it suddenly stop and possibly flip onto its side. Or tethering one car onto the other, and making them crash into each other. Or a very quick moment where I tether an enemy car we're racing along the edge, and the angle of the cable and the car in relation to the edge causes it to not just suddenly stop, but to then tumble over the freeway and down into the ocean below. Or the way I end the chase by tethering a Jeep onto the center pillar of a gas station, causing a crash that results in a spectacular explosion.
It's at this point where Just Cause's open-world structure emerges, and that I can now perform missions for different factions to gain information about Sheldon's whereabouts. I can write about a typical stronghold mission, where I have to escort a friendly hacker into a hostile base and make sure he overrides some computer. But really, all I remember doing in that mission is watching his health meter, and using my grapple to yank snipers off perches or attaching guys to giant fuel tanks before blowing them up.
Well, actually, I also remember the end of that first stronghold mission, since it features another facet of any good open-world game: the ability to surprise via supremely random chunks of emergent narrative. After using a hijacked helicopter to blow some stuff up, I decide to jump out and parachute my way down to the remaining bad guys, and jack one of their motorcycles. These guys have been pissed at me, since I just took both a base and one of their rides. They give chase, and I find myself zipping down the highways of fake Malaysia while militia dudes on bikes are gunning for me. One guy in particular, manages to pull up right beside me and starts to aim his gun at me. He is so intent on taking me out, that his whole body is now angled towards me, and therefore he seems oblivious to the fact that he's in the wrong lane with a bus coming towards him. I guess the resultant crash is technically an example of bad A.I., but to me, it's a lovably stupid moment that feels like an amusing bit of emergent narrative.