Its still great fun, but a linear-based experience wasn't the way forward to show off this sci-fi shooter's improvements
Contains: Moderate Bloody Action Violence, Language and Peril
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Red Faction: Armageddon is a sci-fi third-person shooter sequel to Red Faction: Guerrilla.
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STORY - 2/5
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The game takes place on Mars, and is set in the year 2170, fifty years after the events and subsequent liberation of the red planet from the hands of the EDF in Red Faction: Guerrilla. Since the liberation of Mars however, the surface of the planet has become uninhabitable. This occurred when the massive Terraformer machine on Mars which supplied it with its Earth-like atmosphere was destroyed by Adam Hale, the games key antagonist, causing super-tornados and violent lightning storms to engulf the planet. In order to survive, the Colonists were forced to flee to the underground mines of Mars built by their ancestors, creating a network of habitable caves under the surface of the planet and setting up colonies there. The plot is straightforward and predictable, with the primary goal of the game to stop Adam Hale and his dark and insidious intentions by him indirectly releasing hordes of aliens from deep within the surface and with further nasty plans in store for the innocent citizens of Mars.
The forgettable story gradually comes together as you play, but doesn't offer any captivating moments to get you feeling for the characters involved and the villains at hand.
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CHARACTERS - 3/5
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Throughout Armageddon you play as Darius Mason, grandson of Martian Revolution heroes Alec Mason and Samanya, the main characters of Red Faction: Guerrilla, who runs a lucrative series of businesses based in Bastion, the underground hub of Colonist activity, including mining, scavenging and mercenary work. Apart from contractors like Darius and smugglers who transport goods between settlements, the ravaged surface of Mars is a barren and hostile environment which few sane people dare to stand upon. Darius is tricked into reopening a mysterious, vast shaft in an old Marauder temple by a fanatical Marauder priest (Adam Hale) which awakens a long-dormant race of Martian creatures, causing an Armageddon on Mars. Colonist and Marauder settlements alike are torn apart by the new enemies, and the blame for the whole disaster is placed on Darius, soon inciting several angry colonists to form mobs and attack him in their fury. Now Darius must join the Red Faction to clear his name and save the people of Mars, as his grandfather did before him.
Few characters remain in close contact with Darius as he pursues his perilous quest to set things right, feeling the blame despite it ultimately not being his fault. The guilt constantly eats away at him, and this sets the stage for the immersion the developers hope to place on you regarding your immersion towards the protagonist's feelings and characteristics. The characters who do stick by Darius's side until the conclusion are Kara - a hard-nosed smuggler who knows both the streets and the world of science; Frank Winters - A sergeant in the Red Faction military who is physically imposing and carries himself with a "no-nonsense" attitude; And lastly, while not realistically a character so to speak - The Situational Awareness Module, an artificial intelligence known as S.A.M. who was built as a fail safe monitor for the Nano Forge. Utilising scanners and a super-processor, it's CPU resides in a structure within a structure crafted by Darius to wear on his wrist. S.A.M. is made noticeable throughout the entire game, and aids Mason by giving advice, by calculating odds of survival for different routes, and by being a "second brain" that looks after the safety of Mason aswell as the safety of the Nano Forge. Though not intended to have any kind of emotion, Mason constantly expresses how sarcastic S.A.M. seems to be in the way it issues warnings of immediate danger while sounding completely calm, and what ensues throughout the campaign is bickering between the two, giving off some mild laughs despite the generally corny amount of dialogue that develops as Mason argues and questions whether or not S.A.M. is being completely helpful or just messing with him. Either way, the calm reaction from threats is to maintain rational thought process during firefights, even if to Mason it appears different, and the attempt to provide a computer with a snarky personality works.
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GAMEPLAY - 4/5
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The gameplay structure of Armageddon goes in a different direction from it's open world predecessor. In fact, it goes in a single, straightforward one, by following a linear path to the more traditional shooters. While it isn't a bad choice, having the open world freedom for destruction in the previous game just makes this sequel hard to get used to as you wreck havoc within cluttered environments against alien hordes, rather than on the surface of a sandbox red planet as seen last time around. You are funnelled through levels, and exploration options are very limited apart from scouring the corners and structures for hidden salvage or audio logs, which is another simple reason why the open world concept seen previously should have been implemented in Armageddon. Objectives must be taken out one at a time if you wish to defeat the source of it all, and as Mason you must now reclaim cultist fortifications on the disaster-ravaged surface of the planet and defend colonists from hostile Martian creatures in the ancient mines and chasms beneath it, cleansing infestations from all structures and freeing humans from imprisonment in alien cocoons. This is the cue for bouts of bloody action violence to commence and the mayhem and carnage to be depicted in chaotic, Red Faction style.
The core aspect of the action is unchanged, and the familiar mechanics have had some minor improvements and modifications, with the overall focus being on fully destructible environments with a wide range of conventional and explosive sci-fi weaponry as your arsenal slowly develops through progression of the story. Since the game follows the more common, linear theme to the third-person gameplay, fully destructible environments would inevitably be problematic to your progress if a staircase was destroyed or a doorway was inexplicably obstructed. To avoid such consequences and certain failure, the powerful object of interest within Red Faction: Guerrilla follows through to the timeline in Armageddon in both gameplay and plot respectively. The Nano Forge is a device used to construct semi-demolished walls and catwalks etc. Utilising a miniature fission-reactor and an A.I. built into the machine's housing, an array of miniature magnetic lenses can reconstruct most simple surfaces, and this allows for a massive expansion in gameplay where cover can be rebuilt to avoid damage, and structures can be rebuilt and used as an infinite source of wrecking ball ammo for one particular, magnificent gun in your collection. That unique weapon is the Magnet gun. Simple in theory, yet devastating in practice, where enemies can be crushed in the blink of an eye with precise and well calibrated efforts. Firing at one object highlights that that is the object you wish to pull, but does nothing until you fire the second magnet at the area you wish to drag the first magnetised object to. Basically what you shoot at first gets catapulted with immense power towards what your second shot hits. And damn is it awesome! Using buildings to kill aliens is tremendously satisfying, especially if the building falls apart in the action segment you created, but even more gratifying is flinging enemies at each other and watching them explode on impact because of the strengthening forces between the two magnets and the intense pressure there is between them. Other assets available to blast enemies and inflict damage on enemy positions with, include The Maul - a mighty sledgehammer that can pulverize concrete and steel in a single swing; and the Nano Rifle - a Marauder developed rifle that fires a burst of nanites capable of disintegrating most materials. Nanites remodel the particles until the solid matter takes it's original state, and the reversal process is a neat visual effect that is just as impressive as the weapons you wield that do the opposite, and seemingly corrode metal with ease as it turns to a gold, dust-like substance before vanishing into the atmosphere.
Darius's Nano Forge has offensive capabilities of it's own when used effectively, and the most useful to start off with is Impulse, which when fired produces a strong kinetic force that eliminates anything within range and in it's path. Though it overheats after a single use and requires a short recharge, the kickback from it is a formidable defence mechanism when used at the appropriate time when death is imminent and you're overwhelmed by hostiles. This, along with all other abilities, weapons and armour can be upgraded at various stations located around the inside and outside of the planet with collected Salvage. Like in Guerrilla, salvage is kind of a replacement of sorts for usual currency, and can be found and attained by destroying buildings and other structures, or also by searching in cylindrical containers scattered across Mars. The upgrades are nothing exciting, but improve your chances amidst intense battles littered with alien bugs and include increased accuracy, efficiency and alter appearances, and ultimately prove worthwhile investments.
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GRAPHICS - 3/5
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If you played the non-linear Red Faction: Guerrilla, you'll likely remember that the graphics were impressive, both visually and technically. Armageddon however, isn't that coherent in the graphics department, and first impressions will likely be average, with thoughts being unsure at where the sequel, released 2 years from the previous game, could have faltered given the qualities and standards set in the open world 2009 sci-fi shooter. The graphics in Armageddon are by no means bad, but they are far from stunning, and overall are just disappointing if you duly remember how good they were in Guerrilla.
The landscape of Mars throughout Armageddon is largely forbidden to be seen given the fact you'll be traversing tight corridors and hostile caverns in the interior of the red planet, and apart from brief segments of battle on the surface, you will be facing similar environments that don't vary that considerably in mining systems where the nightmare of Armageddon has began. Similar-looking structures, and similar-looking colour palettes are strewn in most gameplay sequences, but despite some repetition, you won't find many of the claustrophobic, close-quarter combat segments tedious due to some artistic flair that reimagined Mars's interior with some good unpredictability that improves your entertainment levels. Some good level design includes areas in which the bottom layer is carpeted completely in destructible materials, and when you're tasked to navigate up adjoining levels it makes the inevitable action moments more tense given that if you were to indirectly destroy the unstable surface you're walking on, you would spiral to your unfortunate demise into the murky depths of darkness along with your enemies. Another successful instance of good level design is when you engage in epic fight scenes within market places filled with destructive possibilities, and to further mix things up enjoyably, you're executing awesome moves including powerful shoulder charges and unleashing rocket-propelled grenades from the safety of a mech walker.
Some lacklustre level design on the other hand is just basically scenes which don't offer much creativity for your arsenal of weapons that inspire destruction, and are weak when compared to the instances of good variety in other sections. The game still remains fun due to the solid shooting, but doesn't have as much of an impact once the realisation wears thin that you're fighting in front of matching backdrops to other action engagements.
Some good level design with some artistic flair and nice structure, while also some not-so-good level design which suffers from some repetition and is generally a bit boring doesn't highlight the downfall of the graphics in Armageddon, but more so the disappointment that you expected a bit more in the visuals, and that it suffers frequently from screen tearing.
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SOUND - 4/5
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From the explosive sound effects of crumbling debris and imploding aliens, to the cheesy spoken dialogue that's typical of a forgettable plot in video games, there is nothing too precarious that downgrades the sound department in Red Faction: Armageddon. The corny voice acting isn't what you could precisely call decent to hear, but for the characters that feature it's suitable and not annoying in any way. But it's the energetic sound effects that are spiced up with a dose of action-orientated soundtrack to elevate proceedings that is the highlight throughout Armageddon, grabbing every opportunity to make the awesome and fiery shooting and destructive moments more immersive and electrifying.
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CONTROLS - 4/5
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The control scheme in this sci-fi follow-up to Guerrilla is quite different in setup, and it may take some getting used to, but it will also include a feature that will assist anyone who doesn't feel composed and competent using fully manual aim to eliminate threatening foes. The snap-on target lock feature ensures that every regular weapon is accessible for all kinds of gamers to feel confident with, and even if you prefer to not lock on to enemies, it's a fine way to massacre your way through hordes of aliens with little injury attained and with a great sense of authority over the ugly bugs that oppose you.
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ATMOSPHERE - 2/5
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Most of the single player experience takes place within a network of underground cave systems inhabited by alien-like creatures, and you rarely visit the surface of Mars to see it's orange, barren layer but for some rare intervals to engage against hostiles that have reached the surface and threaten the civilisations near there. But even when you do, you feel enclosed within a small area that limits where you can explore and, more importantly, how you approach large groups of enemies that are stationed by an infected structure with larger enemies lying dormant in the ground. The exterior of Mars within Armageddon is clearly a weak point, just as it was in Guerrilla by lacking any logical atmosphere and any sense of immersion to a populated world. The interior is better, but not drastically greater. Darkened environments that require a flashlight to move confidently onwards are well done and create some variety to an otherwise action-packed atmosphere, and the enemies that utilise the darkness to their advantage do encourage slower movements and generate a moderately tense atmosphere filled with peril.
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ENEMY AI - 3/5
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There is some interesting enemy types introduced during your perilous mission to rid the bugs that now plague Mars, and each test you to adapt slightly differently with specific weapons and Nano Forge abilities to overcome their offensive attacks and strike at their weaknesses. The more common enemies leap from surface to ceiling very quickly, and when attacking in a wave of numbers, keeping your eyes glued to their positions is vital if you wish to avoid a surprise attack from behind where you're most vulnerable.
Some of the bigger enemies initiate an offensive self-destruct attack in the hopes to spoil your destructive romp by charging at you until you're within the right proximity before exploding into an alien limb strewn mess, with the potential to take the lives of other enemies in the process which always provides some satisfactory glee to make your objective slightly easier and ammo sparing. Whilst smaller enemies tend to be in large groups, meaning you won't be able to rely solely on your magnet gun to thwart their progress towards you, but instead use a weapon with wide spread damage. Each foe, whether big or small, challenges you to adapt to there variety of moves, some lethal, some aggravating, and each scenario gives you plenty of opportunities to have some brutal entertainment.
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LENGTH - 3/5
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Red Faction: Armageddon lasts a very satisfactory length of about 10 hours if you continue at a leisurely pace, and explore when possible to make the most out of the opportunities to scavenge recordings detailing the unravelling events, and the salvage to modify your weapons and abilities.
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REPLAY VALUE - 3/5
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A new game plus feature is available upon completion to replay the campaign with some extra awards for your worthy efforts to conclude the single player campaign last time, aswell as various difficulties to choose from if a challenge is what you want on a subsequent revisit of Mars's underground mines and caves.
While lacking in some important gameplay areas, it shows off some of the finest destruction physics to date with ample opportunities to cause explosive havoc and bloody mayhem against alien hordes looking to end human occupation on Mars, mainly due to a cruel and heartless villain. And there are certainly reasons for a second playthrough in Armageddon, especially if you value the achievement that can be found in the game even if you can't understand the change of direction for the linear campaign produced when the open world concept seemed obvious to redo. The two-staged salvaging device named the Magnet Gun that, in skilled hands, can be a formidable weapon and an easy choice to depend upon due to it's resources around it that make up the ammunition which inspire creative destruction. It's basically unlimited in usages when you consider the recreation tools of the Nano Forge that makes previously destroyed objects and structures take their original standing state. Lots of vicious creatures and lots of powerful weapons make for some very intense combat, and you are littered with opportunities to keep the action far from repetitive because of all the structures intended to be destroyed around you. And to keep the shooting action frequent and constantly evolving, there is an infestation mode that acts as multiplayer to be played cooperatively online or offline which sees you face waves of enemies that get more challenging the further you get. To sum it up, this sequel is still good fun, but choosing a linear design over the open world concept previously done successfully in Armageddon's predecessor was the wrong direction to show off this sci-fi shooters exciting weapon-related and destructive-based improvements.
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OVERALL SUMMARY - 8/10
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Good Points: Some good level design, Realistic destruction physics, Magnet gun creates ample opportunities for inventive kills by using debris and even enemies to catapult at targets, Cool arsenal of sci-fi weapons that are fun to wield and blast enemies with.
Bad Points: Some boring level design, Not an open world sandbox experience like it's predecessor, Suffers from screen tearing, Graphics are disappointing.