Red Planet Edition
Monday, August 16th, 2010
I really don’t envy people who get paid to review games when open-world titles hit their assignment queues. Having been slowly working my way through Red Faction: Guerrilla for the last couple of months, I can say that trying to digest a game like this in a couple of days would be frustrating at the very least. I mean, I’m certain that you could get the basic idea of the game in that time, playing enough of the different mission types to meet the requirements for advancement from sector to sector and then hitting the mandatory story missions but most of the reward that I can find from open-style games comes from the make-your-own-fun interludes. Which is to say there is perhaps significantly more interest in these types of games from my perspective in not pursing the story, which for a story hound like myself is an odd thing to consider.
Red Faction’s hook is in it’s destructible environments or, more specifically, in it’s destructible buildings. I guess earlier incarnations of the franchise focused on level geometry deformation but the planet in Guerrilla is static, it’s the structures that you can shape in this case. And by “shape” I mean “pulverize.” Since it’s a huge part of the game I might as well get out the way the talk about the building destruction. On the positive notes, destroying buildings is a lot of fun. I mean, practically every weapon you get is basically a building knocker-downer. I guess there are an assortment of machine guns and pistols and laser rifles but honestly I barely ever used them. It’s far more effective to topple a building on a squad of enemy troopers than it is to try to pick them off one by one, plus most of your key destructive devices like explosive charges, rocket launchers and sledgehammers are infinitely more powerful than the piddly guns you find around so early on I decided, “why bother?” Anyway, most of the missions practically demand that you knock something or several somethings over anyway so if the pesky bad guys get crushed while I’m doing my job, so much the better. You also get access to some heavy vehicles including sturdy dump trucks and the ever-thrilling walkers (very reminiscent of the Power Loader from Aliens) which are good at crushing building supports. The physics engine behind the building is cool in that the chunks of cement and metal you blast, knock and bash off of the structures feels solid and real and unlike some other examples I’ve seen of destructible environments the structures feel sturdy as if you really needed all these explosives and heavy machinery to take them down as opposed to, say, a well-aimed belch.
The bad part about the building destruction is that the sense of heft the physics engine conveys is undermined by a faulty series of calculations that permits unrealistic loads can be borne by certain supports which often leads to these strange looking half-destroyed buildings that have no right in the world to remain standing but float in disbelief-defying air while you circle the remaining scraps looking for the one bit of frame that inexplicably holds the thing aloft. Also there are too many cases where certain key support bits have been given additional damage-absorption capacity by the engine algorthims such that you can whack away at them but they won’t fall even though you know it would bring the whole house crashing down. It’s annoying to instead have to go around slapping away at flimsy exterior walls until a specific damage amount has been done and the engine allows the building to finally fall. The last thing is that while knocking over walls is sort of the raison d’être, there are only so many rationales for flattening the Martian landscape they can come up with so eventually you start to laugh at the euphemisms the NPCs use for “bring down a building.”
The combat in Red Faction is acceptable, there’s a crude cover system that is kind of comical since all the chest-high walls fall over within five minutes of entering the sector but like I said most of the time you’re just flattening barracks and office complexes with all the bad guys inside anyway. The vehicle driving is pretty much universally terrible: The game renders the Martian landscape like an establishing shot from Deliverance, lacking much in the way of paved or even straight roads. You spend a lot of time fighting the floaty, terrain-beholden car controls as you careen up the sheer faces of rock walls in an attempt to get where you’re going. It may not surprise you that the missions that gave me the most trouble were the ones where you had to return a stolen vehicle to a safehouse within a specific time frame.
The basic structure is that for each sector you visit there are a number of Guerrilla actions you have to perform in order to decrease the evil empire’s control value on the region. Once the control is low enough you can perform the story missions (there are a total of 20), about three in each sector, to liberate the area. The Guerrilla actions are both fixed-position and also radioed in as you bumble around Mars which kind of bothered me. One thing I get very sick of in open world games is unsolicited missions. GTA IV was terrible about this with various cronies calling me incessantly to come take them on dates or hang out with them or get into mischief or whatever the mini-mission was at the time. At least Red Faction doesn’t punish you with loss of character respect or trust or what have you and they will in fact re-broadcast the mission later on if you miss it the first time, but it’s still annoying to be en route to one activity and be told there is another, more pressing activity you should be doing right now. Excuse me, is this open world or is it not?
In any case the missions aren’t particularly novel: You’re either holding a position against a certain number of enemies, trying to kill or destroy a certain number of enemies within a time limit, trying to knock down a building with a specific kit within a time limit, driving a car back to a safehouse within a time limit, rescuing some hostages, ambushing a convoy, tailing someone and stealing their delivery or manning a mounted gun on a destruction raid. There are plenty of collectibles as expected as well and there are non-mission activities that can result in decreasing the sector control, such as destroying key enemy structures and buildings. There is also a morale system related to the citizens of the sector that influences how they perceive your Red Faction organization. This is used to inspire you not to kill innocents and, also, not to die. The only penalty you get for dying is a small hit to the sector morale. For the most part I never really had to babysit any of these values, my base approach to each new sector was to hit all the stationary Guerrilla missions, blow up all the key structures and then do all three story missions back to back. Sometimes story missions unlock other Guerrilla actions as well, but by doing everything I was able to get all available unlocks and afford their upgrades before the final mission, so it seemed like a solid strategy.
The story missions are a bit better in terms of variety and intrigue, the plot of Red Faction is pretty thin: You’re a new recruit in a resistance movement trying to force the local militarized corporate overlords off the planet. There are some twists involving a gang of raider-type savages who have a macguffin called the Nano Forge but for the most part it’s predictable and straight forward. It would have been nice to see the creativity of the story mission structure explored in the standard missions as well, though. One has you running around a town under artillery fire trying to collect key pieces of data and supplies before the place is razed. Another involves you leading a huge, aggressive army of enemy troops on a chase through the sector as you try to knock out their jamming signal towers within a time limit and before your truck explodes. Overall the game (and its achievements) aren’t affected by the difficulty setting so there’s very little reason not to set it to casual and enjoy the limited damage most enemies can do to you. The game isn’t difficult but like many open world games it does have its frustrating moments so you’ll appreciate the leg up.
Thankfully there is a checkpoint system in the missions but most aren’t long enough to take advantage of it, and while the map has a pathing option, the rally points are limited to “civilized” areas on main roads so if you’re trying to mark an out-of-the-way location you’re basically sunk, plus the algorithm isn’t too hot anyway, frequently giving least-efficient paths especially where destructible structures like bridges and overpasses may still be standing. I guess the map code has no awareness of which possibly impassable routes are still viable.
Overall I enjoyed Red Faction. It’s not as engrossing as Assassin’s Creed II and while getting from point A to point B in ACII was typically as much fun as the place you were going, Red Faction is all about what you do once you finally get there. Some of the later unlockable weapons are very, very cool and the novelty of blasting buildings apart never really wore off for me. I would have liked a better plot maybe, and some more cleverness in the mundane game activities, but I put a fair number of hours into the game and still had enough left in me after the credits rolled to keep logging in looking for last minute collectibles and trying to find missions I’d overlooked (mostly radio-provided).
I should also mention quickly that I actually did play some of the multiplayer for Red Faction (which is rare enough) and it’s pretty decent, although I suck badly at online mulitplayer anything so it’s frustrating to consistently be waxed by unseen opponents. They have a backpack system for granting special powers like jetpacks and charge attacks and stealth that is kind of novel plus the whole destructible environments angle makes for some fun unexpected moments. I probably won’t devote a whole lot of time to it, but I’m sure I’ll try a few more matches and see if I get even a tiny bit better before I quit in frustration.



I guess I decided to take a longer break than I intended. Partially this is due to my very limited gaming time (even video gaming) such that it took me almost three months to complete Assassin’s Creed II. But I should have a recap up shortly. In the meantime I direct you to
Following Bayonetta there was a lull in the flow of games for a little bit which, frankly, I sort of welcomed after Capcom’s weird-heavy bullet ballet destroyed my capacity to evaluate a game rationally. Considering I was waiting for some newer games to be made available from Goozex and there was an indeterminate wait inherent in that endeavor, I decided to brave the video store once again and managed to procure a copy of Uncharted 2.
With a minor lull in my flow of fresh games, I resorted to rentals which I felt was justified because I had a long weekend set up ostensibly out of necessity but the proximity to my birthday was let’s just say highly suspect. I went to the store in hopes of getting Uncharted 2 which I desperately want to play but struggle to find rationale to support either a purchase or even a trade at 1,000 Goozex points since I suspect it is similar to the original which is to say maybe nine hours long and possessing little to no replay outside the multiplayer which I doubt I’d ever even attempt. Sadly they didn’t have a copy of Uncharted 2 so I settled on Bayonetta.
While I may have taken a week or two off from posting in deference to the holidays and some necessary traveling, I did squeeze in a few games. It’s sort of my thing.
Infamous (or inFAMOUS if you insist on using the game’s inexplicable capitalization scheme) has a weird feel to it. I read Tim Rodger’s
Despite my insistence last week that I wasn’t done with Dragon Age, I found it difficult to really get into my second playthrough of the game, which is surprisingly in keeping with my BioWare experience. No one really considers Mass Effect or KotOR to be particularly linear but I find that the consistently pre-programmed framework for their games makes the internal deviations an insufficient carrot to dredge through the similar structures just to experience. Philosophically, I want to see what else the game offers, but practically I can’t seem to drum up the motivation.