The same weapons from the single player campaign carry over into co-op, but being so destructive with a fellow defender of Mars is a lot more fun. Each story we are given in co-op, fills some gaps left behind from the single player campaign. The co-op game mode gives players the chance to level up, in order to unlock new weapons which can be taken into other games, as well as providing a backstory for each co-op level. A game mode too few games these days seem to incorporate. The addition of a cop-op mode to the game is a welcomed option. The Magnet Gun or Nano rifles are fun weapons, but climbing inside the mantis gives you the feeling of being Godlike. The mechs do a great job of bringing a new approach to the destructive gameplay that we experience in the opening sequence. These mechs allow you to fire laser weapons and plasma rockets at your enemies, as you aim to annihilate everything in sight. Red Faction: Armageddon maintains it’s fun factor by offering players a wide selection of cool weapons and abilities to unlock, as well as four mechs which can be piloted into combat. This takes away a large part of the destructive gameplay which is so appealing, but as hordes of Martian creatures launch their attacks on the colonists, it’s still a fun game, action-packed game to play.
#RED FACTION ARMAGEDDON PC SCREENSHOTS SERIES#
Why take your enemies out with a rifle, when you can blow up the tower they stand on.ĭespite wanting to cause mass destruction on the surface, the game's storyline largely takes place in a series of underground tunnels. Did I mention that the game will also display an ‘estimated cost of destruction’ figure for your efforts? I have no idea why a landing pad costs 17 million dollars but I am glad to make the bastards regret every cent.The one thing that stands out as soon as you jump into the game, is the destructive environment. Cogs started turning in my head, how could I possibly reduce such a thing to ruin? How many satchel charges do I have? How many explosive barrels could I lug here? Should I park a dozen vehicles on it, then trigger an explosion to make them detonate too? It is a feeling that is hard to discover in some games, but when a system works as well as Guerrilla’s destruction engine (the delightful GeoMod 2.0) you just love to play with it. On the mini-map it was displayed as a key strategic structure – something that would net me a lot of salvage, and reduce the military presence in this area by a truck-load. I still remember vividly the sheer joy I felt when I saw a massive, canyon spanning bridge before me. This also comes with a transparent ‘threat level’ on the game’s map to give players rough idea of the ride they are in for once the bombs start falling. It’s ideally suited that once your appetite has waned on the current architecture, you are given a big set piece mission to enter the next zone and acquaint yourself with new and exciting things to explode. The narrative is a standard revenge plot with a minor twist of intrigue, but generously shaped to ferry your hunger for destruction from one Martian locale to the next. But during those lulls of activity, when you are pottering about or perhaps simply taking singular joy in smashing optional buildings a dynamic event being thrown at you can be just what the doctor ordered.
It’s an enormous relief not often afforded by more modern games, and within a sandbox environment sometimes the chaos is just too ingrained in your current situation that you can’t afford to be called away to INTERCEPT THE CONVOY or RETRIEVE THE DOCUMENT. The game even communicates to you clearly: ‘Not completing these random missions will have no consequence’. This is similarly mirrored in how the game also makes an effort to produce a stream of ‘dynamic content’ missions that can be optionally completed at your leisure. It’s a resounding freedom that allows players to consider their gameplay options and choose what suits (or entertains) them most. Though story missions direct you to objectives with a core outcome, their actual execution is entirely up to you. The game is a thinly-veiled rubble creation simulator, and it revels in its purpose. The surface of Mars is your canvas the buildings, your paint the resulting debris – your masterpiece. What follows is a rampant warpath hindered only by the limits of your imagination.