Broken Checkpoint System & Cheap Deaths

User Rating: 5.5 | Red Faction: Guerrilla PS3
While everyone seems to want to sing the praises of this game - the inclusion of a broken checkpoint system has no excuse in 2009. It's like they haven't paid attention to Halo 1, 2, 3 - and the many other games that do checkpoints correctly.

Another great feature - a 1.7 HD install on the PS3 still results in load times that would get lapped by a 95 year old with a buster walker.

Geomod 2.0 is cool - but comon people. You die mid mission - long load screen. You have to restart the mission - long load screen.

No only that - but the game seems to throw too many cheap deaths at the player as well. For example, towards the end of the first area - you have a 'driving' mission where you have to crash through 12 antennas. Your supposedly 'armored' vehicle will last through maybe 8 or 9 of them. Good luck switching to one of the poorly positioned replacement vehicles. And even if you do get out of the vehicle before it (and you) dies - chances are you will get killed by the mob of EDF vehicles swarming you before you can get into a replacement. Long wait for the mission to unload. Accept the mission again. Long wait for the same GD mission to reload.

Yeah, that keeps you in the game.

Hard is OK, dying is OK - but being forced to endure 2-3 minutes of unload the failed mission / restart the mission (sometimes with a run across the map) / load the same #$$^$ mission again is just piss poor programming. And it really takes you out of the game.

Note to Violition - go play Halo to see how checkpoints should be done. Go play inFamous to see how checkpoints should be done.

I'm going back to inFamous - I play games to have fun and the mission checkpoints kill all the fun of this game. They outweigh the moderate fun of a lot of things being 'destructable'.

Overall - some good ideas - poorly implemented via 10 year old / out of date game mechanics.