Red Faction: Guerrila (PC)

Red Faction: Guerrila (PC)

Postby Fray » Tue Sep 22, 2009 1:22 pm



The newest addition to the Red Faction franchise sports a new version of the famous geo-mod technology. For those not familiar with it this system is designed to allow you to strategically destroy the environment with explosives and high speed collisions.

For those familiar with the original game though this new version of geo-mod will come as a disappointment. No longer can you deform the actual terrain, as the developers instead opted to allow you to break walls and beams and collapse buildings.

Some people feel it is an improvement but personally I think while the idea is cool the implementation left a lot to be desired.

In this game unlike it's predecessors the destructible environment is now the star of the show as many of the objectives in the game are to destroy specific buildings. However they have made it more central to the game at the expense of other gameplay elements. This is a game that can't seem to decide if its a demolition simulator, a first person shooter, a sandbox or a racing game. In the end because of this indecision it didn't excel at any of those things.

For many they may find this game a lot of fun but personally I couldn't get over the amount of frustration this game generated.

You decide to destroy a building, set charges, detonate them and find a building the size of a football field is now being held up solely by a single beam or small fragment of wall on a single corner somewhere. You place another charge on that piece and detonate and nothing happens (or you hit it with your sledgehammer and the building falls on you). Frustration.

You decide to go shoot enemies but you spend most of the battles running around looking for ammo because you can only hold enough to kill a handful of guys before your running for your life. Oh and shooting one makes more appear shooting those makes vehicles with machine gun turrets appear and besting those in combat makes tanks and swarms of enemies appear. Eventually you have to run away as there is no end to it. Also there really is no stealth to speak of.. everyone knows exactly where you are at any given time. Get too close to an enemy or fire once and every enemy within range will instantly start shooting and running straight at you. Between searching for ammo, running away, and driving from point a to point b that is how you spend most of the game. Frustration.

So you decide to explore the sandbox world they created. Only all the buildings are strangely homogeneous, falling into one of 3 or 4 different types and a handful of variations and they are few and far between. Most of the world is populated by drab colored mountains and drab colored barren plains. Frustration.

So you go driving instead, only all the vehicles are fairly slow and steer like dump trucks (even when your not driving the dump truck.. which is a real pain to get moving) as most of the roads are through valleys you spend most of your energy dodging traffic and eventually having to abandon the vehicle before it blows up and kills you because the npc drivers like to ram into you. You can sometimes do some wicked stunts and grab big air in a vehicle but its almost always unintentional, the result of being rammed by another vehicle into a valley wall which makes you flip your car. Frustration.

Ultimately the destruction in the game is fun but the severe limitations on the tools available to you restrict your options for causing mayhem so much that by the end of the game I was bored with it.

The guerrilla part of the games title and premise I think was taken too far as the developers seem to believe it exclusively means hit and run taken to an extreme as you kill one guy, run from his 20 friends, come back 10 minutes later, kill another and repeat ad nauseam.

In the end the game looks decent (if you like the red and brown tints that come with a game set on mars) and the gameplay had excellent potential but they failed to follow through with it as they seem to have tried to make the game harder by hobbling your ability to really do anything. Small weapon clips, guns that you have to run nearly dry to kill a single enemy, vehicles that are slow and unresponsive, explosives that fail to do much damage to structures and structures that are unnecessarily fortified (thereby making it mostly impossible to go from fully intact to leveled with one go) and long stretches of winding roads through boring narrow valleys all conspire to make what could have been the game of the decade into an exercise in self control as you try very hard not to spike your controller like a football.


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