Just Cause 2
(Xbox 360)

Developer: Avalanche Studios
Publisher: Eidos
Platforms: Xbox 360, PlayStation 3, PC
Wake me when there’s nothing left to explode
There are moments when Just Cause 2 pretends to be something that it isn’t. This is not a political thriller, nor is it the tale of Rico Rodriguez, the gruff superspy with a deep-down heart of gold. Like dutiful students in a freshman screenwriting course, the developers make occasional half-hearted stabs at that kind of storytelling. But you can tell they’re not feeling it, because Just Cause 2 isn’t designed to accommodate a traditional narrative arc. Rather, the game is one long, glorious lucid dream of destruction.
Most of the time, Just Cause 2 embraces that surreality. As C.I.A. operative Rodriguez, you have free rein to create mayhem in the Southeast Asian country of Panau. The island is a geographical hodgepodge: Snowcaps tower within 10 kilometers of scorched desert and humble tropical-forest villages stand in the shadow of sparkling skyscrapers. Tucked into these gorgeous landscapes are hundreds of military outposts, whose glittering gas tanks and radio towers practically beg you to blow them up. You spend the entire game making their wishes come true.
There’s a reason you’re supposed to destroy everything—some business about an evil dictator and oil and Russo-Sino-Japanese relations—but it gets short shrift. Logic would only spoil the playground vibe. The real reason to wreak havoc is, put simply, just ’cause. You have a grappling hook, an always-on-call parachute, and a huge supply of heavy weaponry—plus access to every land, sea, and air vehicle imaginable. What else are you going to do?