| Red Faction: Guerrilla review |
|
|
|
| Written by Geoff Hathaway | |
| Monday, 20 July 2009 | |
|
Red Faction: Guerrilla review Review Summary:
Red Faction: Guerrilla review
To be fully honest, I played through the campaign on casual difficulty. I personally believe that this is the best way to play through the game. The lack of frustration allows for some great moments where using the sledgehammer to power though missions and throw an enemy 20 feet from a blow. These weapons, in combination with the physics tech, are where the game truly shines. I wish that I had more than four weapon slots because I wanted to use them all in combinations for certain mission types. Incorporating this plethora of weapons gave Volition the freedom to create a bunch of mission types including, point A to B driving, rescue, defend the colonists, and EDF building to blow up, along with story missions. The only mission type I wish could have been improved were the driving ones. They seemed very laborious, but the reward of the salvage (the currency in the game) gives you an incentive to finish them. I would have used more unique vehicles that you would have to steal to improve these missions more.
As stated above, the graphics aren't the best I have seen, but the environments are exactly how a survivable Mars should look. The little colonies are sparse enough to be a rebel colony, yet still populated enough to look more realistic. There are some issues with hills that are impassable, but look very passable. This issue is simply fixed by the inclusion of a Jetpack that is unlocked in the later areas. The characters that you interact within the game are visually great and you see a great differing population from area to area, which sometimes can be tough in an open world game. The story is somewhat generic Sci-Fi, to save the world from the oppressive enemy, but it is not the focus. Without spoiling how you get it, there is a very powerful weapon that allows you to disintegrate any enemy, vehicle or piece of building, with one shot. Once you unlock it, the game changes direction drastically. It makes many of the side missions simple to complete, keeping the game from a major slowdown. Prior to getting this weapon, the enforcement of completing a certain number of side missions (to minimize control in a certain sector) seems like a chore to unlock the next area or story mission. I wish these could have been optional or just out there to collect more Salvage. I wouldn't call this use of side missions as a way to artificially extend the playtime, but more of a way to show you the surplus located throughout Mars.
If you are an online shooter addict, Red Faction: Guerrilla delivers with a perpetual unlock system with its six online modes. All of these are your standard fare, with deathmatch, team deathmatch, capture the flag and others. They aren't too compelling, but are a fun distraction if you get sick of the single-player and need a break. I was able to play a bunch of matches using all the upgrade packs, which give you a power like super speed, the ability to run through walls, more firepower, etc. It is fun, but it isn't why you would buy Red Faction: Guerrilla. The other mode that can be online is Wrecking Crew, which is more of a cooperative experience where you cause as much destruction as possible within certain parameters. All of these extra modes allow for more use of GEO Mod 2.0 and continue the fun of Red Faction: Guerrilla.
Upcoming downloadable content preview video:
|
| < Prev | Next > |
|---|










