Red Faction: Armageddon Destroys And Rebuilds

Red Faction: Guerilla, you suspect, was an open world game purely as a result of the design limitations of destruction. It's difficult to create a more focused, story driven experience when you're only a single misdirected rocket away from destroying a crucial part of the level design. Yeah... that bridge you blew up when you got a little excited - you sorta needed to drive over that, not eviscerate it. For Red Faction: Armageddon, however, Volition has come up with a functional solution that's as simple as it is seamless.

If you destroy something, you can rebuild it.

Because Armageddon allows you to reverse destruction. It allows you to gleefully fire a rocket carelessly in the direction of that bridge, then use your magic/tech powers to quickly reverse the damage done - instantly, with the wave of your hand, and a quick push of the analogue stick.

In fact not only does Red Faction: Armageddon allow you to reverse the results of destruction, the design demands it. Progress in the game is dependent upon players using this new feature intelligently. Enemy AI will deliberately blast stairs to smithereens in order to protect their position, they will blast the ground under your feet. In some ways, the ability to rebuild the carnage wrought in combat situations is far more important than your ability to dole out destruction. In the more closed-in, tight universe of Armageddon, the ability to pick and chose when you destroy and when you rebuild is the key to success, and this results in a more satisfying, cerebral game experience.

But that's not to say you're being denied that raw pleasure of shooting the ever-living shit out of stuff and watching it crumble. Batman's man-butler Alfred once stated that some men just want to watch the world burn - and Red Faction allows you to set its universe on fire in a number of insane creative ways.

Our favourite is undoubtedly the magnet gun. Like all great ideas you wonder why you didn't think of such a thing yourself - fire at one point, then shoot at another, then watch as the two things you just shot are dragged together in a mad symphony of explody destuction. We look forward to the endless bout of youtube clips featuring this bad boy.

Red Faction: Armageddon, ultimately, is a game smart enough to restrict itself in order to push forward. Some may lament the fact that it's no longer set in an open world, but we welcome the move. Armageddon goes two steps forward, but takes one step back - and the magnet gun brings things together, because opposites attract.

And that ain't fiction - it's a natural fact.


Comments

    "Because Armageddon allows you to reverse destruction. It allows you to gleefully fire a rocket carelessly in the direction of that bridge, then use your magic/tech powers to quickly reverse the damage done – instantly, with the wave of your hand, and a quick push of the analogue stick."

    I can honestly imagine myself blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item, then blowing something up, rebuilding said item and then going to sleep. Then wake up the next day and doing it all over again.

    http://www.youtube.com/watch?v=xweiQukBM_k&ob=av3el

    YEAH BOIII!!

    WOOO!!!

    I'm not sure about this personally, I liked the feeling of "shit, I really shouldn't have blown up that bridge. How am I going to get around that?". With this new rebuild it takes away any danger, and removes all consequences of your actions on the world

    The one thing I hated about RF:Guerilla is that I couldn't rebuild anything, and using that rebuilding gun mod was far too slow.

    This sounds a bit like singularity "age something" then "de-age something" to complete a task and "In fact not only does Red Faction: Armageddon allow you to reverse the results of destruction, the design demands it. Progress in the game is dependent upon players using this new feature intelligently." but then again singularity had the cool thing of messing with time so a bit more then just destroy and rebuild.

    Im with Blayde i loved that if i blew something up id have to deal with that no matter what. Made it interesting and feel non-linear.

    This article is a bit similar to Stephen Totilo's one earlier. I still feel the same way, my comment from before is below. I think the ability to immediately repair something you destroyed actually cheapens the destruction, I did wish that buildings came back in RF Guerilla, but not qutie as easily as a wave of my hand. Maybe more a leave the area and come back later.

    'Not convinced for a moment.

    Repair will not be more fun, or even equal to destruction. Especially if I’m just repairing something that was already there a moment ago. Repairing something that wasn’t there, that was destroyed before I walked in is a little more interesting, but still not as much as watching the majesty of a 100 foot smoke stack tip over and fall onto a 2 storey building.

    The linearity doesn’t impress me much either. They could have made more interesting environments on the surface in RF:G, and they could have made the missions more interesting too, most likely they just didn’t have time to do it. Now that they are making a much simpler linear game they can put a bit more effort into these things, but it still comes at a cost.

    Personally I think I would prefer the freedom of the open world.'

    I don't understand this. Red Faction: Guerilla was ostensibly set in the same Universe that you and I occupy (maybe into the future, but essentially following all the same rules you get in this Universe). I don't see how you can suddenly add the ability to "use your magic/tech powers to quickly reverse the damage done – instantly, with the wave of your hand" without - for no apparent reason, it seems - transporting the whole game into some other fantasy universe.

    Now, I like a good fantasy universe as much as the next guy, but doing so just because the designers couldn't figure out how to make a linear game where you're able to destroy parts of it at will seems kind of cheap to me.

    Maybe I'll be surprised, though.

    Francis appears to have a bad case of "stuck in the wrong game".

    Glad I'm not the only one for whom this feature is a potential turn-off...

    I was also hoping they would expand on the Guerrilla universe more, still interested in the game, but just not sure about moving the majority of the game into caves, as well as making it abit more like Dead Space is the right thing to do.

    RF:G was ridiculously fun and it looks like they have taken abit of that away and replaced it with 'dark and edgy'.

    Gotta say, I'm not liking the Linear thing.
    I want that open world and I want to see the sky.

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