With today marking the launch of Avalanche Studios’ chaotic open-world sequel Just Cause 2, lead designer Peter Johansson took 5 minutes out of his hectic schedule to have a chat to us about their latest release, plans for DLC, and Chop Chop Master Onion.
7outof10 - Hi there, and thanks for taking the time to talk to 7outof10. Could you introduce yourself and tell us a bit about your role in developing Just Cause 2?
Peter Johansson - I’m the lead game designer of Just Cause 2. As a lead game designer, I’m responsible for designing the mechanics of the game in collaboration with other designers, artists and programmers. I’m also working very closely with them during implementation to make sure things pan out according to the vision.
Which elements of the original did you feel you wanted to evolve further?
One of the lessons we learned from the original Just Cause is the importance to design the sequel to really take advantage of a huge game world and work with the advantages that offers instead of against them. Apart from really packing the game full of fun stuff to do, Just Cause 2 has a completely redesigned mission structure that gives the player freedom to form his own path through the game. Regardless of where you are, there are always fun activities all around you that contribute to the progression of the game. We’ve built the game world from the ground up as a playground for you to explore and play around in.
Just Cause 2 also offers many new stunts. The grappling hook and parachute combo, vertical game play, insane vehicle stunts, intense action, over the top Hollywood physics and a huge beautiful and dynamic environment gives the game a really unique atmosphere and allows you to do things you haven’t done in any other game and we’ve worked hard on integrating all those cool features into all the missions and locations throughout the game.
The game was originally scheduled for the end of 2009 so which elements has the delay allowed you to polish?
Both Avalanche and Eidos have been determined from the start to create a AAA title and there were so many things we wanted to improve from the original. It became clear that the best way of doing that was to basically redo everything from scratch and today we’re very happy about that decision since it has really paid off in the end. I actually tried out the original just a few days ago and I couldn’t believe just how many improvements there are; Just Cause 2 really is improved in every possible way.
I played the first title to death and thoroughly enjoyed the setting and OTT ethos. However, I found myself repeating actions a little too often in the latter part of the game, storming locations that looked the same and with similar layouts springs to mind. How have you addressed this in the sequel?
Just Cause 2 offers a much greater variety of things to do and does a better job at integrating those into the missions and various environments. The environments themselves are also much more varied with different climate zones, each with its own distinct architecture.
But the most important thing for the variety is the new mission structure. The central mechanic in this new structure is chaos, which functions as a currency for progression. Your goal with causing chaos is to provoke certain reactions in this highly unstable nation; reactions that are necessary to unlock the next Agency Mission that is directly tied to the story of the game. The game world is packed full of thousands of those chaos opportunities; faction missions, sabotages, assassinations and much more. What you choose to do is all up to you as a player. Nothing is strictly side missions, everything is tied to that central chaos mechanic which means there are always meaningful activities all around you.
Did any other media inspire you during development? Were any movies or characters a particular inspiration?
The boring answer is actually the first game and the lessons we learned during the development of it.
You’ve incorporated several unique landscapes in JC2. How have you been able to maintain a realistic feel for the environments with such a contrast between the various landscapes?
There are some logic to the different climate zones although everything is more condensed than they would be in real life. Taking a plane and travel between them and witnessing the gradual transitions without any interruption for loading is a really liberating feeling. We choose this fictional setting with such a diverse variety of environments to give ourselves freedom to really throw anything into the mix.
Were there any particular elements that inspired you from other sandbox titles?
It’s important that all games in the genre find its own identity and flavour and we feel Just Cause 2 injects a well needed dose of fun into the genre. We decided early in development to not worry too much about realism as long as it’s fun to play. Internally, we use the term Hollywood realism.
Are there any other studios you guys have a close relationship with?
We try to keep reasonably close relations with the other studios here in Sweden. I think we all have a lot to learn from each other.
Do you have you any plans for special editions?
There’s a limited edition version of Just Cause 2 available that gets you the Black Market Chaos Pack, five pieces of downloadable guns and gadgets. It also includes a fold out Panauan Intel Map with information and hotspots for causing chaos.
I realise that everybody has already asked you about DLC, and that you can’t disclose anything currently, but what sort of future do you see for that type of content, and digital distribution in general?
Digital distribution, DLC and online community presence in general is getting increasingly important for all developers to keep the interest up for their games over a longer period. Things are moving so fast today that gamers almost start to look at the next big thing even before a game comes out.
If people are new to Just Cause 2, I hear there’s a demo they can try. Could you tell us a little bit about what’s included in it?
The demo is available for download and it gives you freedom to explore and play around within a limited area of Panau. If you cause enough chaos, you can unlock a faction mission and a race challenge. The initial time limit of the demo is 30 minutes but that can be extended by doing stunts and playing skilfully. When the timer expires you get a summary of the amount of chaos you’ve caused… try to beat the Avalanche record of 80,000. Of course, after the time limit expires, you can try again as many times as you like. A generous demo was important for Just Cause 2 to really communicate the sheer sense of freedom and fun that makes the game unique. That couldn’t have been done simply by releasing a single mission, we wanted players to try the demo again and again, gradually getting better at it and starting to experiment with stunts and discovering new stuff, just like in the full game but on a smaller scale.
Have you guys had any time with project Natal? Any plans to develop for it?
We’re looking into it but have nothing to announce at the moment.
We ask everyone we interview, because we love it. Rock Band or Guitar Hero? And why?
I’ll go with either that’s first with a version of Chop Chop Master Onion Rap from Parappa the Rapper.
A great shout. Thank you very much for taking the time to talk to us, Peter, and we’d like to wish you the best of luck with the release this weekend.
Just Cause 2 is out now on Xbox 360, PS3 and PC.





4 Comments
I still swear that its Desperado / James Bond on acid! Wooooo!
I can’t wait! I wish i could afford it! Anyone else picking it up this weekend?
I’m gonna buy it as soon as I finished Bad Company 2. I tried the demo and it is sweet no doubt. I never got round to the first one but I always meant to. I won’t miss out this time tho! Stunt position baby, that’s what it’s all about!
Having played the demo I’ve come to the conclusion that while it’s far better than the first JC, for me it’s not a day one purchase. With so many good games already out and due to be released, JC2 will have to take a back seat for now.