Guerilla

by phill

mountain girl
Creative Commons License photo credit: richt…

There’s something Zen

about laying down fourteen or so remote mines on the integral supports of a structure and then pressing the ‘B-for-boom’ button. And that’s a very fortunate thing, since the act of destroying buildings in a wide spectrum of thought-out and frantic ways is the main gameplay mechanic in Red Faction: Guerilla. The way that the building sways gently under the initial shock wave, then comes tearing down as metal bends and glass shatters appeals directly to my physics background, as well as being a mechanic that encourages the kind of gleeful holyshitlookwhatIdid giggling that has been missing in most of the single-player games I’ve played since Burnout 3. If you like blowing shit up, then the equation for your next car trip is simple: shopping centre – $100 = RF:G + hours of entertainment.

Of course as in all video games there is a glass ceiling of meaningful statistics to assign to various industry-standard  attributes. In RF:G’s case, while it rolled a strong 8 in Gameplay, it sucked out on the Story and Voiceacting stats, a mere 2 and 3 in each. The wunderkind engineer that fixes up all the new weapons you use to do the aforementioned blowing of shit up is the most offensive. Or should I say ‘aww-fensive’, as she’s somehow developed a very bloody posh British accent despite being a self-confessed Mars-born baby. Unfortunately she acts as a gateway between your character’s initial measley remote charges and assault rifle and the thermo-friggin’-nuclear rocket launcher and quantum singularity charges that you receive later in the game. So you’ll have to excuse her, or be prepared with the mute button everytime you approach her workbench.

The feel of an open world is maintained to relative success, with changes to the environment (read: great big holes where buildings used to be) persisting throughout the game. As you complete objectives and liberate the downtrodden Martians you will gain more and more ground support, which leads to objectives becoming easier to complete. Abuse that gift by letting citizens die and you’ll find yourself alone versus an army of special forces quite intent on ripping you limb from limb with the power of bullets alone. The AI is actually quite tough and your character can die quickly when out-positioned, so if you don’t use your environment effectively for cover and large-scale destruction, you’re in for a lot of replays.

Not that it matters much. Between rigging a suicide death truck with ten remote charges and watching it roll up to a guard post to detonate, engaging a mechanical walker complete with jetpack to run through building, and deconstructing enemies atom by atom with the nano death-ray (which I take special privilege to LOL at given my degree in nanotech), you’re not going to care if you have to replay the occasional mission. It’s a solid game with a distinguishing mechanic that pushes it beyond a generic idea to something that is genuinely enjoyable to play. I’ve yet to really push at multiplayer but I’m assured it’s a blast. Ho ho. Four out of five compromises of structural integrity from me.

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