Some games don’t always end up the way you envisioned. Read: Damnation. But fortunately, some do. I’d like to welcome our next guest, Red Faction: Guerilla.
Mostly, I’ve been telling people that once you break down your first building using only your trusty mining hammer, you’ll be hooked for the epic destruction that’s waiting to be unleashed like an avalanche of rebel insurgency. Or something like that. Early in Red Faction’s development, Volition was toting an impressive physics engine that promised big things. Now that it’s finally here I’m relieved to say they delivered. Despite obvious weak spots like the story and wafer-thin characters and, as the game progresses, a lack of mission variety, the potential to thunder down a mini armageddon upon your enemies eclipses most of the legitimate complaints.
But, that’s enough praise. This isn’t a review. There’s plenty of those out there and honestly, gaming journalism, aside from a few publications, isn’t worth your time when you can go out and play a game for yourself and form your own opinion. Instead, I just wanted to share some thoughts I had while playing the game, stuff they could’ve done that would’ve been sweet.
Your basic means of travel in Guerilla is one of the varying automobiles that scurry around the surface of Mars. The driving isn’t broken, but for pure navigation it can be tiresome after awhile. Also, most vehicles take damage fairly quickly which means you’re likely to go up in flames with your ride or you’ll be sprinting to find a new one whilst being harried by EDF forces. One of the cool things about Red Faction is the iconography of the hammer. It’s a symbol, but it’s also one badass weapon. It really helps to distinguish Guerilla from other basic 3PSs as well. Then I thought how cool it would’ve been to add an additional symbolic utility like a specialized vehicle. How cool would it be if you could choose from 2 or 3 initial vehicles like a car, truck or SUV and as the game progresses you upgrade it to fit your play style? If you’re a hit ‘n run kinda person, a slick car with the means to get you out of a pinch would work, or if you’re a wreckin’ machine, a 4×4 with heavy armor plating and a reinforced front-end for taking out building supports may be more your thing.
Using the salvage system of the game you could upgrade your engine and tweak it for speed or durability, buy add-ons like a roll cage that reduces damage if you flip or building debris comes crashing in. On-board weapon systems would be nice too. Several vehicles already have turrets, but to be able to outfit your machine for your particular brand of destruction would’ve been awesome. A mounted Thermobaric rocket would be destructively satisfying. Honestly, I could sit here all day and think of upgrades for your vehicle. Ejection seat, step-side rails for fellow Guerilla’s to ride into battle, classic oil slick and mounted proximity mines for pesky tails…the possibilities are endless for but one aspect of the game.
If destruction is one half of the game, the “Guerilla Actions” make up the other. These are simply non-core missions that range from hostage rescue, base defense and transporting vehicles. At first these side missions are fun and provide you with needed salvage, but since they don’t vary between zones you’re stuck doing them through the whole game. By the second to last zone it’s safe to say they become a tad bit boring. This could easily be fixed if each side mission had specific rewards instead of base salvage. Example: when you steal and deliver an enemy medical vehicle, instead of salvage, why not have it unlock an upgrade that allows fellow Guerillas to withstand more damage, to heal themselves or something health-related. The same could be done for each mission type. Raiding an arms facility gets you access to upgrading your ammo clip for the assault rifle or new gun sights for better accuracy. Similarly, ambushing a convoy carrying radio equipment could give you access to EDF radio frequencies which could cut down on EDF response time during future missions. Basically, all these ideas could easily be implemented by changing stats. It wouldn’t be adding all-new content, just improving on the basics that are already in the game. This would easily serve to alleviate the inevitable repetition of the side missions.
I’m on the last zone and as a whole Guerilla has been a blast. Easily the most satisfying level of destruction ever achieved in a game. I can’t see them not making a sequel, so I’m going to see what I can do about getting hired to think up good ideas for them. If you’re looking for a summer game, Red Faction: Guerilla should be on the top of your list.