Red Faction Guerilla

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  • ThaGenecyst
    MVP
    • Sep 2004
    • 4404

    #1

    Red Faction Guerilla

    With the PlayStation 3 and Xbox 360 hardware, many developers claim they're finally able to achieve destructible environments. The thing is, Red Faction achieved it in 2001 on the PlayStation 2. With that background, it's not surprising to see Volition pushing the envelope once again with Red Faction: Guerilla, which ships for PS3 and Xbox 360 later this year. As the third game in the series, Red Faction: Guerilla marks a step forward for the franchise, both in plotline and technology. But more important, it marks a step forward for third-person shooters, as it takes environmental destruction and strategy to the next level.

    Red Faction: Guerilla has been in development for six years, but unlike games such as Duke Nuken Forever, this one has actually been moving forward the entire time. For the first two to three years, Volition debated environmental destruction and the actual logistics of it, asking questions not just about the gameplay consequences, but about the effect large-scale destruction might have on an open-world game. And make no mistake, Red Faction: Guerilla is an open-world game. It was only after these discussions wrapped up that Volition began to tackle the AI and technology needed to pull it all off, which was another three-year process that resulted in the game we recently had the chance to sit down and play.



    Because the series is known for its environmental destruction (and because it's just cool to blow stuff up), Red Faction: Guerilla leans heavily on this element. From the default sledgehammer, which crunches through thin walls and into enemies on the other side, to the 'mech-like Walkers, which rip through entire buildings as they stomp, almost everything relates in some way to structural deformation. Many games achieve a similar visual effect using normal maps and other graphical tricks, but Red Faction: Guerilla actually calculates geometry, with every bit of damage being a physics-based deconstruction.

    For instance, if you want to smash away at a barracks with the sledgehammer, pieces of concrete will chip off the building and expose girders and rebar underneath. Keep smashing, and those support structures will break, leaving a little hole for sniping, walking or just enjoying the breeze. Continue to destroy the first-floor walls on a two-story building, and eventually the structure will collapse under its own weight -- a startling physics-based lesson that actually required the development team to learn a thing or two about real-world architecture, engineering and weight loads.



    This provides some intriguing gameplay possibilities, several of which we experienced firsthand. In one scenario, we used the sledgehammer to chip away at an enemy stronghold until it seemed to be all but falling down. We then tossed a few remote-detonated charges onto the remaining supports and backed away, pressing the B button to detonate the charges and watch with satisfaction as the second floor slammed into the ground. Because none of this was scripted, neither were our foes' responses or deaths. Again, because Volition spent two to three years on AI and engine technology, both the friendly and enemy AI know how to create, navigate and respond to changes in the environment, a remarkable feat that caused a few of our enemies to survive their fall. Fortunately, our machine gun made sure they didn't survive much longer.



    In another scenario, we used the rocket launcher to create a gaping hole in the side of a building, then went looking for a Jeep. Before getting behind the wheel, we tossed the maximum four charges onto the back bumper, then hopped in and drove toward the hole. Right before the Jeep entered the building, we hopped out and took cover, then remotely detonated the charges. Half the building crumbled to the Martian soil. Volition also told us about a playtester who accidentally destroyed the steps to his second-floor hostage-rescue objective. Unable to progress as planned, he used a charge to knock a radio tower on top of the building's roof, used the resulting "bridge" to walk from the hillside to the building, then blasted holes into the roof so he could get to his target. Aside from being cool, the environmental destruction in Red Faction: Guerilla can also serve a distinct purpose.



    Red Faction: Guerilla isn't all about destruction, though. It's also about continuing the storyline from the first games in the series. In the first Red Faction, players took on the role of a miner who started a rebellion with the EDF to rally against a group whose nanotechnology was mutating humans. In this third game, however, Mars has been under EDF rule for 50 years, and the group has become more of an oppressive force than a friendly one. It's up to the players, then, to stage yet another rebellion, this one a more grassroots affair as they take on the well-equipped and high-tech EDF forces.

    This is where the open-world elements come into play. Because players are staging a grassroots rebellion, it's crucial to have the support of "the people." To achieve this, players will be presented with core missions, side missions and targets of opportunity, each of which has a different impact on the game, but none of which is required. Core missions are essential to the plot, so those won't change much from player to player, but depending on your penchant for completing side missions and targets of opportunity, your experience could be very different.



    In some respects, this aspect of the game is like Crackdown, in which players could go straight for each mini-boss and risk life and limb, or take down the various mini-bosses who were responsible for guns, armor, reinforcements and vehicles, thus making the bosses a bit easier. Red Faction: Guerilla works much the same way, with radio towers, convoys and other installations all being targets that, if destroyed, will make it more difficult for EDF forces to raise their alert level, call for help, send reinforcements or otherwise withstand players' onslaught.

    Destroying EDF facilities will also cause the EDF to spend money on repairs rather than reinforcements, making players' jobs easier and boosting the morale of citizens. Morale can also be boosted by going on killing sprees within each mission, because when word of such sprees "gets around," it's essentially used as propaganda for the main character. Aside from warm fuzzies, one of the biggest benefits of high morale will be discounted weapon upgrades, so players will definitely want to pay attention to it.



    Boosting morale via killing sprees gets a whole lot easier when players use one of the three Walkers in the game (Light, Medium and Heavy). These Walkers operate like the familiar 'mechs we all know and love, with the Heavy one resembling the powerloader exosuit from Aliens, but on a much larger scale. Because they operate like a vehicle, the Walkers provide extra protection from gunfire, though they do take damage from enemies and the environment (remember, players can bash their way through entire buildings). The big advantage, though, is the combat abilities each one provides. The Light Walker, for instance, can jump incredibly high, almost as if it's flying, while the Medium Walker has ranged weapons, and the Heavy Walker is basically a metal ogre whose "melee attacks" are devastating. Needless to say, it's easy (and fun) to dish out the pain with these things.



    Volition is still trying to incorporate Walkers into the Red Faction: Guerilla multiplayer modes, but the company hasn't nailed down the specifics. One idea is to have a single Walker in certain levels over which each team fights, much like players battle online over a single rocket launcher in so many of today's team-based shooters. Following that logic, Volition is planning several different multiplayer modes, including team-based ones, but the specifics are still being nailed down.

    Standard Deathmatch and Capture-the-Flag modes will definitely be included, and Volition is working on a siege-like mode in which one team tries to destroy various defenses on its way to the final objective (the enemies' base). Volition also hopes to create custom-match options that will let players determine how long the environmental damage persists, thus offering a more-strategic element for gamers who want to think on their feet as buildings come crumbling to the ground. But again, nothing's been finalized.



    The multiplayer components aren't the only things being finished up, of course (no, there won't be co-op campaign support, so don't ask). Chief among Volition's concerns is the framerate, which the developers fear might take a hit in light of all the on-screen action and physics calculations. From what we played, even with self-shadowing characters, vehicles and levels, there is no detectable sign of chug -- and the game looked fantastic. Our biggest concern, actually, had to do with the vehicles, which seemed slow to respond when driving and ran over us far too often when piloted by non-playable characters.

    But if slow steering and NPC driving abilities are our biggest concerns, Red Faction: Guerilla is on track to be a very special game. Gamers have been clamoring for true destruction since the first Red Faction gave a taste of its potential. Red Faction: Guerilla lays out a full destruction buffet. Just as important, the game shows that destruction isn't just a graphical feature, but a strategic element that can provide gameplay options and promote creativity. Volition has made great use of the past six years. This title hadn't been on our radar at all, but having experienced it for ourselves, we feel confident saying Red Faction: Guerilla could be one of the best shooters on any platform in 2008.

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  • jfsolo
    Live Action, please?
    • May 2003
    • 12965

    #2
    Re: Red Faction Guerilla

    Day one purchase for me.
    Jordan Mychal Lemos
    @crypticjordan

    Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.

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    • Scott
      Your Go-to TV Expert
      • Jul 2002
      • 20031

      #3
      Re: Red Faction Guerilla

      The screenshots look amazing...too bad its not slated until New Years Eve..
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      • Cebby
        Banned
        • Apr 2005
        • 22327

        #4
        Re: Red Faction Guerilla

        Hopefully the destructive environments will actually be realized in this one.

        In the first, the actual destruction was scripted, and all you could really do otherwise was make bigger bullet holes. IIRC, the second game pretty much abandoned the concept.

        But they were also pretty solid games, especially for a first gen PS2 game.

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        • Flawless
          Bang-bang! Down-down!
          • Mar 2004
          • 16780

          #5
          Re: Red Faction Guerilla

          Red Faction: Guerilla in the Mist

          IGN: How are you upping the ante on destructible environments?

          Hague: Destruction in video games is one of the next big frontiers for innovation. Remember 15 to 20 years ago, before the age of 3D acceleration, "3D" games were built out of scaled, two-dimensional sprites and textures? That's what destruction in games is like right now. It's a series of magic tricks like model swapping and particle effects that give the illusion of destruction.

          In RFG, all of the destruction is physics based and functions like you would expect in the real world. We model material properties, load-bearing physics, mass, and momentum to model in-game destruction events. Nothing ever crumbles the same way twice, and you really need to experience it in motion to appreciate it.


          IGN: Is that destruction going to remain or will it reset at some point?

          Hague: The destruction is persistent. If you wreck up a building, drive to the other side of the world, then come back 10 hours later, the building will be in exactly the same condition you left it in. Now for gameplay reasons sometimes things get repaired over time, like bridges, because that can make driving easier. But that's not any kind of technical limitation. We could leave the bridge from my example destroyed, no problem, but there are critical structures that the EDF would certainly want to repair in the game.
          IGN: How big is the open world?

          Hague: It's a huge world, and for reference it is larger than the world in Saints Row. Please don't tell the Saints Row team I said that, okay? To be fair, they've got people in hot dog suits with samurai swords, and RFG doesn't.
          IGN: How are you going to keep players focused on the story?

          Hague: Following the main story line unlocks new missions and large new areas to explore, but moment-to-moment gameplay and mini-missions all focus on parts of the overall guerrilla conflict. To that extent, you're writing the story of the Red Faction as you play.

          For example, there's a Power Plant in Oasis - one of the districts in the game - that's heavily protected by the EDF. It's not a mission or special gameplay mode, but part of the world. There's nothing at all stopping you from driving all the way over there at the start of the game, first thing, and attacking it. If you pull it off, you'll be rewarded by boosting civilian morale in the area, and for doing large amount of damage to key EDF infrastructure. We've got tremendous respect for our players, and we want them to have the freedom to do what they want.

          Now if you attack that Power Plant first off when the civilian morale is very low and you don't have the greatest weapons, then it might be bloodbath, but you might get lucky and pull it off. Or you might decide to attack it later in a clever way, such as loading a truck full of explosive hydrogen tanks, driving top speed at the front gate, and bailing out at the last minute. The designers are not scripting specific solutions. It's up to the player to decide their own tactics and timing.
          IGN: Let's say I could care less about beating the story, what is there for me to do in the open world?

          Hague: You can attack convoys, join in guerrilla raids, mine for ore, collect salvage for new and upgraded weapons, try destruction challenges—for starters—but there's also a deep world to mess around in. There are these small, blue hydrogen tanks which explode when shot, and you can pick them up and move them around. Put them in trucks. Put remote charges on them. Wire a building with them so you can bring the whole thing down without using other explosives. It's one small feature that interacts and combines with destruction and the rest of the world in a complex way.
          IGN: Is the multiplayer going to be set in an open world as well, a la GTA IV?

          Hague: Multiplayer is a specific set of modes that all take advantage of RFG's destruction system. We've got some classic modes, which play out very differently when everything is fully destroyable, but there are new ones that are designed around destruction. Stay tuned, we'll be going more depth on these in the near future.
          Video shows a bit of the game.

          <embed src='http://videomedia.ign.com/ev/ev.swf' flashvars='object_ID=882491&downloadURL=http://xbox360movies.ign.com/xbox360/video/article/883/883654/rfg_doc-intro_062308_flvlowwide.flv&allownetworking="all"' type='application/x-shockwave-flash' width='433' height='360' ></embed>
          Go Noles!!! >>----->

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          • in mid air
            .
            • Oct 2007
            • 1361

            #6
            Re: Red Faction Guerilla

            Looks like I'll be picking this one up

            Comment

            • Flawless
              Bang-bang! Down-down!
              • Mar 2004
              • 16780

              #7
              Re: Red Faction Guerilla


              Destruction Video: Part 1


              Pretty impressive.


              Red Faction: Guerilla Hands-On
              We drive, smash, shoot and smash some more in this free-roaming dystopian shooter set on Mars.

              So far, it looks like placing the Red Faction series into an open-world environment was a good idea. The potential for goofing around with the environments seems pretty solid, and should add plenty of replayability on top of the basic story. We had a lot of fun smashing flaming barrels being used by hobos to warm their hands, placing satchel charges on bridges and detonating them when a car drove by, and hijacking dump trucks to play chicken with large buildings. However, we're eager to see how the story is going to play out with this game being far less linear than previous Red Factions. You can expect to see more on that front in the near future. In the meantime, Red Faction: Guerilla is scheduled for a 2009 release on the PC, PlayStation 3, and Xbox 360.
              Go Noles!!! >>----->

              Comment

              • in mid air
                .
                • Oct 2007
                • 1361

                #8
                Re: Red Faction Guerilla

                Has anyone gotten into the beta yet??

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                • Flawless
                  Bang-bang! Down-down!
                  • Mar 2004
                  • 16780

                  #9
                  Re: Red Faction Guerilla

                  Originally posted by in mid air
                  Has anyone gotten into the beta yet??
                  Yes, but I haven't played it yet. I will post impressions once I do.
                  Go Noles!!! >>----->

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                  • Bornindamecca
                    Books Nelson Simnation
                    • Jul 2007
                    • 10919

                    #10
                    Re: Red Faction Guerilla

                    I saw this at San Diego Con. I didn't play it, but it looked good. It looked like the environments broke down realistically. This kid was trying to knock down a bridge with a sledgehammer--nothing' doin. That worked on rocks and gates though. I was a Red Faction fan on the PS2 and this looks to be a good followup. I didn't see anything alarming in person and the graphics were sharp.
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                    • in mid air
                      .
                      • Oct 2007
                      • 1361

                      #11
                      Re: Red Faction Guerilla

                      Originally posted by Flawless
                      Yes, but I haven't played it yet. I will post impressions once I do.
                      Lucky.... I want to get in it but you have to be an "IGN Insider" or something like that and I really dont want to go through all that stuff.

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                      • Flawless
                        Bang-bang! Down-down!
                        • Mar 2004
                        • 16780

                        #12
                        Re: Red Faction Guerilla

                        Red Faction: Guerrilla Beta Expands

                        THQ and Fileplanet.com have opened up the beta for Red Faction: Guerrilla to anyone 18 years or older with an Xbox 360 and a Live account.

                        The online Xbox 360 beta of the third-person shooter opened up early for IGN Insider subscribers on Aug. 1, but now the doors are wide open to all qualifying applicants. So grab your sledgehammer and get cracking. Head on over to Fileplanet to apply for a beta key.

                        The beta is being held exclusively on Xbox 360, but the modes and content will be the same for PlayStation 3 and PC, so if you're curious about those versions, a sneak peek at the 360 beta will give you a good idea of what to expect when the game launches.
                        Go Noles!!! >>----->

                        Comment

                        • in mid air
                          .
                          • Oct 2007
                          • 1361

                          #13
                          Re: Red Faction Guerilla

                          I have two extra beta keys if you dont feel like having to sign up at FilePlanet...

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                          • allBthere
                            All Star
                            • Jan 2008
                            • 5847

                            #14
                            Re: Red Faction Guerilla

                            Originally posted by in mid air
                            I have two extra beta keys if you dont feel like having to sign up at FilePlanet...
                            I'd love one. I tried to sign up, and thought you could do it w/ a free membership, but you can't. pm me if you want to give me a key. If not have fun...looks good to me.

                            oops reading above it looks like i can grab one.
                            Liquor in the front, poker in the rear.

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                            • allBthere
                              All Star
                              • Jan 2008
                              • 5847

                              #15
                              Re: Red Faction Guerilla

                              fun game. only had one so far and was 14-10. I think of it like paintball actually, I'll run then stop and look around behind some sheet metal, then blast a couple of guys before buying it. The pacing is pretty good, but I don't fully 'get it' yet.
                              Liquor in the front, poker in the rear.

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