When Sheldon gets a tip off from an old associate on some Agency activity coming to Solís, he brings Rico along to investigate. But matters quickly unfold as the duo come under attack by Agency agents, all equipped with grapple launchers like Rico's! But reinforcements arrive in the form of multiple submarines, each lined with agents ready to take down the pair. Seems the Agency have finally deemed Rico and Sheldon... Rogue agents.
Danger Rising is Just Cause 4's third and final story expansion. And it's the best of the trio, certainly on the other end of the scale in comparison to the absolute trash that was Los Demonios. It's time to tie together some story threads in regards to Rico striking on his own in Just Cause 3 and all the story revelations regarding the Agency in both 3 and 4. Alongside this DLC comes new weapons, vehicles, a return to some classic Just Cause gameplay and a new means of traversal.
While playing the first mission (which name drops Maria Kane from JC1 and 2 as Sheldon's contact) players will quickly see a return to form for the series, giving a list of things for the player to destroy to render the submarines looking into Solís useless. Also within the submarines are higher ranking agents that have dialogue with Rico, either agents who don't know him but taunt him before quickly eating their words with a diet of bullets and explosions or agents Rico recognises from his time in the Agency before promptly killing them. Both types of VIP targets will have unique banter exchanges which i found a nice little addition.
Another set of five submarines will reveal themselves after the first mission is complete for a total of six to take down before the final mission. They'll vary in some degree in terms of objectives and things to destroy but you'll quickly see the same things over and over. The only uniqueness to each submarine is how they're located or where objectives are hidden.
In terms of enemies, you've got some standard military outfitted people who don't take much to kill but then there are the actual agents who fully utilise their grapple hooks to dash from place to place and shoot at the player from all directions. They take a lot more to kill, headshots even requiring some extra bullets despite them not wearing any kind of helmet. But the Agency will also toss drones (which agents can grapple onto and shoot on the top of), helicopters and hovercrafts to stop the player.
But taking on the Agency and their submarines will require some new gear. Luckily the Agency are happy to 'donate' a prototype hoverboard for Rico to take. This hoverboard will be frequently used to expose parts of the submarine and for races that are unlocked once the story is complete. Completing these races under set time limits will reward skins for the hoverboard, a secret one can also be found somewhere on the map. The hoverboard races themselves are a little deceptive as they also require some crafty use of the wingsuit or parachute to reach certain checkpoints that you must be on the hoverboard before you pass through it to count.
Aside from the hoverboard, the Agency will also come out with new weapons and vehicles, all of which become accessible via drops as each sub gets taken out.
Firstly is the C3 Canvasback Hovercraft capable of dominating both land and sea with it's machine guns and missiles. These hovercrafts will be used a lot of the time when needing to take down subs by driving them into scanning bays to access certain objectives.
The only other vehicle coming with this expansion is the A5 Coyote Assault Chopper, armed with machine guns as well as the capability to deploy sea mines. Be careful with the mines though, as they have collision that can cause them to blow up your helicopter when trying to deploy them.
In terms of weapons, we start with the Sequoia 370 Mag-Slug shotgun. This is a beast of a weapon in the right hands. Primary fire shoots a blasting wave that does incredible damage and is key to launching Agency crates off of their submarines (with their incredible power to blast objects and vehicles away) as part of taking them down. Alternate fire launches little proximity mines that stick to enemies and launch them just like the grapple boosters can before detonating. Incredibly entertaining to watch.
The Yellowstone Auto Sniper is a fully automatic sniper rifle. Holding down primary fire will unleash a torrent of bullets at whoever you want dead. Alternate fire meanwhile launches a drone that Rico can not only grapple onto and continue killing anyone below him alongside the drone's firepower, but also direct where to go as long as he remains on it.
The Niagara 9mm Bullpup is a powerful SMG. Primary fire discharges slow firing but lethal amounts of damage at those who stand in your way. Alternate fire behaves much like the 21-J Smart-Rifle with one key difference. Yes, it locks onto people. But fires explosive rounds to really pack a punch.
Completing the story will also unlock the Stormalong EM Zero for drops but is rarely found in Agency weapons crates. For those who had fun with mechs in Just Cause 3, the Stormalong EM Zero gives you the power of GRIP technology in two hands. Able to pick up and fire whatever you want into whatever else is in front of you. Alternate fire meanwhile behaves much like the PWC V4.2 Wind Gun's alt fire where charging it while unleash a pulse to push things back. But the alt fire on the Stormalong EM Zero requires no charge up.
Everything that comes out of this expansion is great. Where Los Demonios is rightfully panned and Dare Devils of Destruction is hot or cold with fans, Danger Rising easily leads the pack.
Danger Rising comes as standard for owners of the Gold and Complete editions of Just Cause 4. So would i recommend this for Reloaded owners? I say yes. Picking this up on sale by itself wouldn't hurt, but it's much better alongside the Expansion Pass if you can ignore Los Demonios' existence.