Note:
This is an a smaller version of the full Red Faction Armageddon review which appears in issue 106 of Xbox World 360 magazine. The issue hits shelves on June 7 and offers exclusive screens, insight and info.
Every shot you fire in Armageddon has consequences. Ever since Mars' main terraformer was destroyed by terrorists - an event you witness first-hand in the surprisingly low-key opening - mankind began filling every subterranean tunnel with knotted tangles of pipework, walkways, transport systems and shanty towns.
And now, each time you pull the trigger to try and hold back the ravenous aliens spilling into these newly civilized zones, you undo all that hard work piece-by-piece. This is the best physics playground imaginable. In ditching the sandbox surface warfare of Guerrilla and heading down into funnelled environments, Volition has built an enclosed world with unparalleled potential for destruction.
And now, each time you pull the trigger to try and hold back the ravenous aliens spilling into these newly civilized zones, you undo all that hard work piece-by-piece. This is the best physics playground imaginable. In ditching the sandbox surface warfare of Guerrilla and heading down into funnelled environments, Volition has built an enclosed world with unparalleled potential for destruction.
CARVIN THE MARTIANS
Armageddon plays like nothing else on Earth, Mars or anywhere else for that matter; mostly because the Magnet Gun changes everything you ever knew about third-person-shooters. Your main foes are quadrupedal aliens that leap about so fast the snap-to aiming system often struggles to keep track.
In the main campaign mode most of the other weapons are actually fairly redundant. The Plasma Beam is great for carving up structures in score-attack mode Ruin, but less useful in the story. Mostly, Armageddon is very much a one-gun game.
TUNNEL VISION
The overall level design falls slightly short of the mark in that respect. Whereas Guerrilla's missions often sent you into and through buildings, or at least ensured enemy soldiers would be taking refuge in them, Armageddon's structures are more commonly placed around the critical path.
There are exceptions to this rule - walkways over canyons are ripe for demolition as you cross and a few big rooms (one water pump facility in particular) have collapsible storeys that don't stand a chance when the fighting begins - but a lot of the action takes place on the sides of your route forward.
The ability to reverse all damage and repaint buildings with Darius' Nanoforge makes it even more galling. There are moments when you need to rebuild destroyed cover to hide from projectiles and also paint back buildings to restock on Magnet Gun ammo. So why aren't we forced to use this tool much more often?
One set-piece sees Darius journeying along what's essentially a giant ski-lift while blasting alien pods from the track above. The track is impervious to damage, but a little further into the game Darius finds the ability to shoot 'repair grenades' that undo structural harm from afar. Is it too much to ask for that ability to have been introduced slightly earlier? It would have made the set-piece even more exciting by injecting added urgency to the shooting, as well as bypassing the need to create indestructible man-made materials that ignore the game's unique selling point.
BOOM TOWN
Fortunately, oversights like these are rare. Thankfully, for a large percentage of the modest 8-9 hour running time the game plays to its strengths. It feels great to spy salvage pick-ups through a window of a seemingly enclosed room and being able to just blast a hole in the wall and stroll straight through without worrying about details such as doorways. Small moments like these rewrite the rules of action games and propel Red Faction into a league of its own.
As always, the Magnet Gun did its job impeccably and pulled down the tower, scooped up tons more rubble as the runaway beacon ploughed through ramshackle barracks and then splattered the enemy and his companions into a rock face. Needless to say, our spectator had never destroyed a beacon like that before.
MARS ATTACKED
Combat situations such as our beacon experiment sum up Red Faction Armageddon perfectly. The fun you get out of the game is directly proportional to the creativity with which you approach it, and between level scales and weapon sets Volition has handed you a licence to do whatever you fancy, whenever you want.
Not as groundbreaking as Guerrilla then, and not without some issues either, Armageddon is still a crowning achievement for developers Volition.
The player freedom is nothing short of exceptional. And who knows, with a little more care, craft and polish, Red Faction might yet grow into a franchise that'll rival even the biggest of first-party exclusives.
Make sure to buy issue 106 when it comes out for the full review!
I have played all the Red Faction games and I love the series. RFG was a little odd compaired to the rest but they did introduce some new concepts. I really enjoyed being able to destroy almost the entire environment. I haven't gotten a chance to play through this game yet. I did add it to my Blockbuster queue though so I will be playing it before the end of the month. I work for Dish Network and I just recently got signed up for the Blockbuster by mail service after I found out about the promotion where you can get 3 months of Blockbuster Free! You can get movies, video games, and TV series all in the same service. It's pretty convenient for me because I go to college full time and I don't allways have the money to buy new games. If you want to know how you can take advantage of this promotion just go to http://goo.gl/wuMrN and follow the instructions.
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