For those that don't know about Red Faction, the original game came out in 2001 for the PC and Playstation 2. The game included Volition's "Geo-mod" (short of geometry modification) technology allowing the player to realistically destroy walls, but it was used sparingly throughout the game with many areas being completely indestructible.
Fast forward to 2008 and the third entry in the series, Guerrilla, is approaching release, promising an open world filled with fully destructible environments.
IGN Insiders and FilePlanet subscribers have been given the opportunity to participate in the game's multiplayer beta on the Xbox 360.
How does the game hold up to all of the claims? Well, I'm about to tell you.
Before I start, the beta is only multiplayer so I can't comment on the open world aspect, but I will definitely talk about the destruction. Going in with doubts, I can safely say that the destructibility present in this game is the best I have ever seen...
A few months ago I got in on the Battlefield: Bad Company beta on the 360. I was expecting an incredible experience with explosions and destruction everywhere... What I got was a laggy, dull shooter letting you blow up the outsides of buildings. Compared to Battlefield's cookie-cutter destruction, Guerrilla is leaps and bounds ahead.
Walls crumble under the blow of your sledgehammer. Bits of buildings fly across maps after explosions. And the best part of it, is that is breaks where you hit it. When I sledgehammer a piece of wall, it breaks right in front of me, letting we walk through the hole I've made for myself. If I had hit it a foot to the right or the left, it would have been completely different. Even if I were to hit it in the exact same spot, the way it crumbles is completely different. Or at least it seems that way. If in fact it is like Bad Company's, they do a very good job of covering it up. When playing Bad Company I immediately realized that the buildings were made up of sections. Hit this section and the wall disappears in a cloud of smoke. In Guerrilla, bits of wall litter the ground.
Oh, and you can destroy the inside walls of a building and have the entire thing fall apart...
None of the big stuff disappears either. If you knock down a building (Like in the next paragraph) it stays there for the rest of the match. This makes it easy to change the flow of the map by blowing up certain structures.
Each player starts the match with an Assault Rifle and a Sledgehammer by default (different gametypes and maps have different equipment). The sledgehammer is your best friend... For example, at the start of a Team Deathmatch (called Team Anarchy) on Spiral, myself and two teammates rushed to the center of the map and destroyed the four supporting legs on the tower with our sledgehammers. Slowly the tower began to lean to one side and eventually toppled over onto one of the thick walls, smashing a hole straight through it.
Did it kill anybody? Nope.
Did it help the match in any way? Nope.
Was it awesome?
Hell yes.
I've probably spent more time smashing through walls than actually killing people or completing objectives.
Now, you're probably wondering if the game is all destruction and doesn't bring anything new to the shooter genre. Well, it may be a little same-y, but it does have some great ideas that are a ton of fun.
Scattered throughout the map are backpacks, each giving the player a different power.
- Jetpack
allows for a short amount of flight time
- Rhino
gives the player a short burst of speed and power allowing him/her to smash through walls or kill opponents
- Fleetfoot
Makes the player move faster for a brief time
- Fire Power
Lets the player do more damage.
- Concussion
Lets out a burst of energy, knocking down any enemies in close proximity. Concussion + Sledgehammer = Awesome
These only last a few seconds each, Rhino being the shortest, but they bring a hole new element to the gameplay. You have no idea how fun it is to fly to the roof of a building, smash a hole in the roof and jump down on your opponent, or to rhino smash through a building, running an enemy over in the process until you've tried it for yourself.
The weapons are pretty standard Futuristic-Shooter fare. You've got a pair of assault rifles, a shotgun, a rocket launcher, and a pistol. But two stick out from the rest. First is the proximity mine. While not a new concept, it's something we haven't seen very often in game recently. They can be thrown like a grenade and stick to any surface. There are two ways to effectively use these, one is as a proximity mine - when the enemy gets close it explodes - the other is by user detonation. Holding the B button allows the player to detonate and mine's he/she has laid (Only 4 can be thrown at a time). Players can also shoot them from a distance to avoid being hurt.
The other is called "the grinder". It acts sort of like a cross-bow, but it shoots Buzz Saws. You can hold the fire button for a more powerful, charged attack, or use quick taps to fire less powerful, but quicker projectiles.
The gametypes included in the beta are Team Anarchy and Damage Control. Team Anarchy, as previously stated, is your standard Team Deathmatch with a fancy name, but Damage Control is interesting. There are three control points on the map. To capture the point you have to switch to your "Reconstructor" and basically heal the structure.
The Reconstructor's only purpose is to heal the control points, it doesn't do any damage, but it takes up a weapon slot. To break an enemy's control point you have to destroy it with either explosives or your trusty sledgehammer. Then you switch to your reconstructor and heal it up. Once its health reaches 75% (shown on the right side of the screen) it is your team's point. The more you heal the harder it is for the enemy to destroy it. There are some pretty hectic battles to be had in this game mode.
Three maps are included, they are Spiral, and I don't remember the other names. I think that's a bad thing too... UPDATE: The second daytime map is called "Crash Site". I just booted it up to play some more and found out. Still can't remember the dark one though.
The maps themselves aren't very memorable and, on first glance, it's hard to tell spiral apart from the other daytime map (obviously when playing they are completely different, but the fact that I can't even remember its name is not a good thing). The third map is set at night, but the world isn't so much dark as it is dark-red. It makes it very difficult to see and bring the framerate down a bit when compared to the other two maps.
On Spiral, you start with a Rhino backpack, and the default weapons.
The other maps have you starting with nothing but your weapons, making you search for the backpacks in the map.
This one is the
other daytime map.
So now I've told you all of the details but, is it fun to play? To which I would respond with a, "Hellz yea!"
It may not hold your attention like a Call of Duty 4 or a Gears of War, but it's a nice distraction. Smacking people with sledgehammers and knocking down building is great fun and all of the weapons handle well.
So far I really haven't had any trouble with the game. Nothing has irked me or made me mad at the game for any reason. No cheap shots, no over-powered weapons, just no crap in general. So far I've had a very solid experience.
Before playing this I was hesitant about picking it up. I had been disappointed already by the limited destruction in Bad Company so I didn't have very high hopes for Guerrilla. But after playing this beta for a few hours, I am definitely looking forward to picking this up in early '09.
Also, if anyone else is in the beta I'd love to play sometime.