With a military junta and three armies of gangsters packed into an island, it seems like you would have the ideal ingredients for a Mêlée à Trois. But there isn't. How come the Roaches, Reapers and Ular Boys A) Never fight each other B) Drive through each other's territory?
There is one Reaper mission, "Can I Get A Witness?", that is said to work against the Roaches - but it's an Informed Attribute, nothing actually comes out of this. My guess is that developers already had enough of a game and didn't care about adding that. For shame, Avalanche.
Occasionally, you actually will see gangsters in firefights with the military.
Why are there so many Settlements in the south-east corner of the island? A huge amount of the pickups and military bases are in that one corner and there are very few missions that take you close except the penultimate one. It's just a huge area that you probably wont even look at until you have gone through most of the other 3 quarters of the map. It just seems like a waste.
In real life, people settle near places that have any number of assets, which can range from fertile farmland, access to materials, a path to the ocean, and more. The Southeast may have more of these assets then we know of.
From an game development perspective, maybe they just wanted that area to feel unique by being packed with them. After all, the beauty of the scenery is the variety of the locations.
The character Karl Blaine in 2, or rather the game's treatment of him. You arrive on Panau and he's set up as your unreliable (i.e. escort mission fodder) contact. After saving him from a casino bust and escorting him to safety (your first and only non-gang-controlled safehouse,) you threaten to murder him if the intelligence he provides you turns out to be less than reliable. And then you threaten to murder him for your troubles rescuing him. Then you threaten to murder him for wanting to upload the intelligence to your PDA. Then you threaten to murder him if he tries to screw you over. Then, much later, he's captured and tortured for information. Despite being as soft as a civvie after all of the years spent doing nothing on Panau, you regard him as a traitor and vow to murder him. Then, after he sneaks out of his dungeon alone and suicide bombs the evil dictator BY HIMSELF, you taunt his corpse. What the hell, game? What. The. Hell. The only thing that makes it even remotely tolerable is the fact that Blaine's accent/voice acting is one of the most annoying things in the game.
Think of it this way: The bug Blaine planted in Rico's PDA nearly got him and his mentor killed. His information was barely useful, and rescuing him was a hassle. The only reason Rico didn't immediately plant a boot up Blaine's ass as soon as he found out about Blaine's treachery was that Blaine was already captured. Rico likely didn't give a shit about Blaine's actions after that point-he was still pissed about the betrayal. Rico is not a nice man-I'm not saying it's right, but it's what he was feeling.
Of all of the side missions in the game, only about 20% aren't rehashes of the same quests in every other sandbox game. What makes this so bad? That 20% is amazing. If the same amount of fun (or simple effort) had gone into the other faction missions as "Stranded" go to the mysterious island reminiscent of Lost, discover a superweapon capable of destroying any engine-based aircraft being guarded by still-living veterans of WWII era Japan who don't know the war is over, "Fry Me to the Moon" Get in a plane and single-handedly cripple the Panauan space program by blowing up their rockets, one mid-flight, or "Pirate Broadcast" Bolo gives you a device to plant on a satellite dish that will hijack the entire country's primary newsfeed. The dish is eighty stories above ground and needs to be reprogrammed at four waystations swarming with guards near huge drops, the game would have been a 10/10 across the board.
They already had a ton of content. The fact that you do these missions with a grapple hook and a Hyperspace Arsenal of parachutes makes the other 80% far more bearable. Helps to break up the monotony when you can immediately claim the high ground.
Plus, the game gives you the option to complete the missions in unusual and creative ways. GTA IV, killing a guy is always chasing him down then just shooting him, boring as hell after the first 2 or so times. Here, you can chase him down, grapple onto his car then make it flip over or fly off the road (takes a little practice but is hilarious.) You could drag his car off the road, or fly it with a helicopter then drop it from a great height, and then there are the dozens of ways to kill the guy on foot, so those 80% can be kept lively and fun by being creative.
How does nuke on oil fields make them unusable? Explosion happens in water, safely above oil pockets and, like I said, it happens above water. Best I can think out of this is ecological disaster, but is there actually any reason why not anyone could just rebuild mining rigs? It's not like radiation is going to stay like on ground...
The effect that Rico thought the nuclear explosion had on that oil is impossible. The explosion can't physically reach the oil because ocean oil deposits are deep underwater which is why large oil rigs are required to retrieve the oil, and the radiation wouldn't be able to penetrate the water deeply enough to even touch the oil. Any residual radiation in the water would drift off to other parts of the ocean within a few days. In order to hurt that oil Rico would have had to detonate the bomb directly under water and have had a much higher yield bomb then the one we saw in the ending. The worst that would have happened is radiation would have drifted through the air irradiating Panau itself, but given the yield of the explosion shown Panau is most certainly still inhabitable given the fact that Rico casually enjoys a barbecue with his commanding officer directly afterward. The fact that Rico even risked the possibility of irradiating the people of Panau still makes it a What the Hell, Hero? moment for him; especially given the fact that he wanted to get rid of the oil under the premise of preventing a war, real life resource problems and international relations are not so bad between Russia, China, Japan, and the United States that we couldn't cut a deal dividing the oil up.
I'm gonna chalk this one up to how the game seems to be celebrating 80's B-movie Action Tropes. There's little room in this game for serious drama, much like a comic book movie, you're meant to get so swept up that you don't think about it until later.
Actually the nuke would have spread extremely radioactive debris over the field, meaning anyone who tries to drill for oil there will have to constantly decontaminate all their equipment, will have to spend a fortune on radiation meds, a fortune on radiation suits, and have to rotate the staff out every few months to prevent massive radiation sickness.
How in the world is Panau supposed to recover? Throughout the game, everything from gas stations to military bases to water towers are destroyed, to say nothing of three powerful gangs ruling the countryside. The ending is a lot less happy when you realize that while Baby Panay may have been brutal, at least he didn't destroy the infrastructure of his own country and support gangs.