There's nothing subtle about the appeal of Volition's Red Faction. You play to blow things up. You shoot rockets and detonate remote mines and whack at support beams with your sledgehammer and watch buildings crumble in a fireworks display of destruction. Individual girders separate and splay in realistic directions depending on the force of impact and the structure's angle of orientation. Walls break and tumble exactly as you would expect. If you knock out the support beams of a two story building, the whole roof will collapse in an avalanche of creaks and squeals and dust. If you're looking for a game with destructible environments, it gets no better than Red Faction.
Despite the thrill of meticulously dismantling virtual structures, the previous Red Faction game, Guerrilla, has a few issues. The quest goals can range from exciting (blow up a whole bunch of stuff in an orgy of twisted metal) to irritating (drive for five minutes and try not to make anyone angry), combat against swarming squads of EDF troopers can get messy, and the art style wears out its welcome fairly quickly. In the sequel, Armageddon, Volition is changing the entire structure of the game to ensure the focus on action is always sharp and transition to new types of environments frequent.
Instead of an open world game with lanes of bustling traffic and questing hubs set in different zones across the surface of Mars, it seems like Armageddon is going to be a much more directed. You play as a descendent of Guerrilla's protagonist named Darius Mason. He, like Guerrilla's Alec Mason before him, has a tree trunk of a sledgehammer that can obliterate nearly everything it makes contact with. But he also gets a whole new set of weapons, and based on what I've played, they're huge upgrades over Guerrilla's weapons.
It likely has something to do with the fact that for Armageddon, Volition didn't have to focus on building the technology to make all this beautiful destruction a reality. Instead, the studio has been focusing more on making the game part. The feel of character movement and control this time around is largely the same as before. You can carry around four weapons, can sprint for short distances, and at least on the console versions get a limited lock-on ability when aiming down the sights of assault rifles.
But Red Faction, at least in its single-player game, isn't really about headshot and assault rifles. It's about explosions. If you can find a Plasma Beam, then you'll really be able to rip through obstacles. This hulking piece of machinery fires out a sustained lance of energy that cuts through and disintegrates all it touches. Want to drop that tower on the hill onto those explosive containers underneath? Rip the Plasma Beam through the base of the tower and it'll all come crashing down in seconds. Also available is a Plasma Cannon, which when charged up delivers a volatile sphere of energy to its target that can rip through more than one layer of material at a time. A few shots from this thing breaks and topples pretty much any structure.
Remote mines and singularity weapons are back, but now incorporated onto launchers. This means instead of running around flinging the explosives with your arm, you can sit back, fire and detonate from longer ranges. The remote mines affect only a short range, while the singularity sucks up anything in its immediate vicinity and then explodes outwards. The rocket launcher is back and does a moderate amount of splash damage, and the Nano Rifle seen in Guerrilla also makes an appearance, though this time it's a lot speedier. Think of it like a semi-automatic rifle whose bullets just happen to dematerialize anything they touch.
All of this is a lot of fun to play around with, but really the best part is the combination of a few abilities Darius gets that all have unlimited use. Two stem from Darius' wrist band: repair and impact. Repair will rebuild any structure you destroy. So if you take out a staircase or ladder, you can toggle this at any time to bring the structure back. Or if you find a house that's way too fun to destroy only once, then repair lets you rebuild and knock down any time you like.
I think it could be especially useful for hiding inside buildings to regenerate health if things get too crazy. In Guerrilla, even if you knocked a hole in the wall to take cover inside, there was still a giant hole in the wall for enemies to shoot through. In Armageddon, you can patch up the hole near instantly, offering more protection. When you're ready to get back into the fight, the impact ability, which functions like a high-impact shotgun blast, can punch a hole right back out into the open. This ability is on a short recharge timer, so if you're low on ammunition or just need an extra kick to knock out an enemy or shatter a support beam, this is a great fallback.
But best of all is the Magnet Gun.. It doesn't do any direct damage, but instead fires two shots. Each lays a magnetic puck on the ground, and when they're both active, the first magnet will be pulled to the second, bringing whatever it's attached to with it. This includes explosive barrels, the sides of buildings, vehicles, and even enemies. With it you can slam an enemy into a ceiling, pull a floor out from under an enemy's feet, toss a car into pipeline, pull an entire side of a building through another, or toss a barrel into the base of a building to crumble the whole thing and squish those inside. Everything I found on the field of battle (except for rock walls) could be rigged with magnets and crushed together with explosive and often deadly results, making for a surprising amount of creative freedom on the battlefield.
What I'm still a little hesitant about is the structure of the game. I like the idea of freely roaming around and blowing up whatever I wanted to like in Guerrilla, whereas in Armageddon it feels like I'll be limited to blowing up only what's on the way. But since I only played a few very brief sections of the game so far, I can't say anything for sure. Also, the single player mode doesn't have jetpacks. It sounds like that'll only be in multiplayer, but since Volition isn't talking about multiplayer yet, there's no definitive word (for the record, I like jetpacks). At least the combat feels more exciting thanks to varied attack patterns by some of the monstrous enemies lurking below Mars' surface. These insect-like creatures hop from floor to ceiling to the tops of buildings while in a fight, offering more challenge than the standard humanoid adversaries in the demo stages, and making combat more satisfying with inventive use of the arsenal and environments.
No 7. No discussion, sharing or referencing game hacks. BG Rule Book
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Re: Blowing Up Mars in Red Faction: Armageddon
Key elements about Red faction: Armagedon
Cover art -
Number of Players:1 player
Release Date:May 31, 2011
Genre:Action, Shooter, Survival Horror
Story: Red Faction: Armageddon occurs half a century after the Red Faction resistance freed Mars. The red planet again becomes a battleground as colonists struggle for survival in the underground mines after the surface is rendered uninhabitable. When Darius Mason, grandson of revolution heroes Alec Mason and Samanya, unknowingly releases a long-dormant evil, Armageddon is unleashed on Mars. As settlements are torn asunder, only Darius and the Red Faction can save mankind. The battle will take them to the core of the storm-blasted planet through ice caves and lava flows until they are face to face against the unspeakable threat. You are humanity’s last hope for survival.
Key details -
- Red Faction: Armageddon expands on the critically acclaimed, best-selling franchise with new, groundbreaking challenges.
- The game is simply a giant, unpopulated sandbox in which you could spend either five minutes or five hours blowing up buildings and collapsing bridges, it’d likely be more entertaining the single-player campaign.
- Prior to jumping into the game’s rather light-handed story mode, the developers had created a sandbox level in which we were able to freely experiment with each of the game’s major weapons.
- Experience provided by the single-player campaign made the destructive possibilities feel both limited and empty.
- If there was a story, we failed to pay attention to it, largely because the weapons are so over-developed and the world itself so under-developed that we simply didn't think to
- None of this is to say that the game is lacking , but simply to say that once you’ve seen the seeds of just how epic it could be , it’s hard to reconcile that with the fairly straightforward game that follows . But certainly the campaign could offer a much more intensive variety of levels further into the game, giving players increasing context with which to level buildings to their utter satisfaction .
The versatile magnet gun marries beautifully with the series' signature destructibility to make Red Faction: Armageddon an exciting and explosive shooter.
Rating=8.0/10 at Gamespot
*Magnet gun inspires destructive creativity
*Powerful arsenal and abilities
*Destroying stuff is great fun
*Extra modes offer more opportunities for mayhem.
*Bland story and characters
*Underground environments can get repetitive.
If you're familiar with the Red Faction series, then you know Mars as a dangerous place where the regimes are oppressive and the building codes are lax. In Red Faction: Armageddon, alien infestation replaces armed uprising as the series takes on a new tone. This third-person shooter may tell an unremarkable tale and lack the freedom of its open-world predecessor, Red Faction: Guerrilla, but Armageddon serves up a fresh new batch of creative mayhem with extensive destructibility and a devastating array of weapons and powers. Blasting your way through hordes of aliens and wreaking merry havoc on the overrun human infrastructure is an entertaining endeavor, but it's the ingenious and versatile magnet gun that takes the thrills of destruction to new heights. Whether you're soldiering solo in the single-player campaign or staving off an enemy onslaught with friends online, Red Faction: Armageddon provides a lot of great ways to indulge your destructive desires.
The events of Red Faction: Armageddon take place two generations after those of Red Faction: Guerrilla, so while fans can spot connections between the two games, they are little more than historical references. The most pertinent fact is that you play as Darius Mason, grandson of Guerrilla's protagonist, Alec Mason, and like his ancestor, Darius is a man of action, not words. After a brief prologue, he gets caught up in a deadly alien outbreak that threatens every human on Mars, and his quest to save the day drives the rest of the campaign. The cutscenes that chronicle the alien outbreak may look nice, but they tell an uninspired story full of action-movie cliches. The profanity-laden dialogue might make you smirk from time to time, but don't expect to get much out of the boilerplate plot.
Instead, expect to get caught up in the thrill of destruction. Right out of the gate you get a taste of the power at your fingertips with a plasma cannon that blows a three-story hole in a building and topples a guard tower in a single blast. The familiar sledgehammer from Red Faction: Guerrilla returns, but the combination of your powerful melee attack and expansive arsenal makes it likely that this implement will take a backseat to more potent weaponry. A charge launcher that lets you fire and then remote-detonate explosives, a laser that dissolves walls and enemies with equal vigor, and a gun that shoots miniature black holes are just some of the enticing weapons you pick up along the way. Almost every man-made structure in Red Faction: Armageddon can be destroyed, and it's very satisfying to take out a sniper by detonating the walkway under his feet, or to splatter a group of advancing aliens with a few well-placed charges.
The robust weapons make you feel like a powerful warrior, and Darius' mobility lets you move confidently and quickly around the battlefield. The sense that you are a force to be reckoned with is further augmented by your suite of nano forge abilities. Powered by a gadget on your wrist, these unlockable, upgradable abilities operate on a cooldown timer and can significantly boost your destructive potential. The forceful push can topple walls and send enemies careening off into the distance, while the protective shell can block enemy projectiles and slowly kill any foes unlucky enough to be caught inside it. Shockwave launches any nearby enemies in a floating stasis field where you can blast them like clay pigeons, and berserk supercharges your weapons for a short period of time. These abilities are fun to wield in concert with your weaponry, including the seemingly out-of-place reconstruction ability. The idea of actually building something in a Red Faction game may seem strange, but being able to magically reconstruct any structure that has been destroyed is immensely helpful. Repairing the building you currently occupy can offer crucial protection from enemy projectiles, and being able to reconstruct walkways and bridges means you don't have to think twice about blowing them up in combat.
Being able to destroy things with impunity is important, because Red Faction: Armageddon is a linear game that takes place mostly underground. While the cave systems and human structures are varied, there is a finite number of things to destroy in any given area, and you may find yourself itching for more opportunities to wreak havoc. Fortunately, there is the magnet gun. This little beauty fires two sticky magnets: one anchor and one attractor. As soon as the second shot lands, the magnetic pull kicks in, and things collide in dynamic and deadly ways. You can tag an enemy and then send him flying up towards ceiling, rocketing into the floor, or even on a collision course with another enemy. If you tag a building and then an enemy, you'll watch with eager anticipation as a wall of debris descends upon your unsuspecting foe like a flock of murderous birds. These are just some of the myriad ways that this simple gun turns fighting aliens into a creative exercise. Unlimited ammo means you can always put it to use, and the area-of-effect magnetic pull means your plan may take an unexpected destructive turn. Momentum also factors in, so attracting a far-off enemy to the floor makes him splatter, while doing the same to a nearby enemy might just make him fall over, ripe for a pummeling. Wielding the magnet gun turns what could be another predictable enemy encounter into a physics-fueled playground, and bringing a pillar down on an unsuspecting enemy's head will make you cackle with glee even if you've done it a dozen times before.
The campaign offers about eight hours' worth of opportunities for destructive experimentation, with a few vehicle sequences thrown in that offer a nice change of pace. You can collect salvage to upgrade your skills throughout, and completing the campaign unlocks a ludicrous new weapon and the ability to replay the whole thing without sacrificing your upgrades. There are some decent cheats to unlock, and two other modes offer good opportunities for continued mayhem. Infestation is a four-player online cooperative mode in which you try to survive against waves of alien attackers. Depending on your settings and your companions, Infestation can be a reasonably challenging romp or a brutal test of skill. Ruin mode provides a few arenas for unfettered single-player destruction. You can strive to earn a spot on the online leaderboards or simply cut loose in free play, but be advised that those who buy a used copy of Red Faction: Armageddon will have to purchase an unlock code for Ruin mode in order to get more than a short demo.
Red Faction: Armageddon returns to the linear roots of the series with great success. Thanks to an enjoyably powerful arsenal and remarkably thorough destructibility, tearing your way through this alien-annihilating adventure is a blast. The campaign and Infestation mode offer a good amount of content, and the arrival of the magnet gun should be celebrated by anyone with a hankering for havoc. It's one of the most powerful, inspiring, and downright hilarious gameplay mechanics to come along in a while, and it makes Red Faction: Armageddon immensely appealing.