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Most of those improvements were in the area of gameplay, with the addition of a stealth feature, a good couple of strong storybuilding moments, an often highly vertical and extremely smooth combat system, and the game's signature 'set piece' moments (train level, anyone?). It also introduced a colorful blend of new characters, and set it in a unique, beautiful, and perpetually interesting medley of locations. And, most refreshingly, it did not take itself too seriously right off the bat, choosing instead to have a good bit of fun first. The story's pacing was a little awkward at times, as it ditched one of its more popular characters early, but nonetheless, the game managed to get near-to-perfect reviews from most reviewers, and perfect from others.
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Altogether, one of my favorite games.Ī composite of the physics, game world, AI, and overall feel of the game. The third establishment in THQ and Volition's destruction-heavy sci-fi resistance shooter series, and the first and only open-world one, Red Faction: Guerrilla had a generic story, lackluster graphics, and clearly uninspired dialogue, but its crown jewel is its destruction system, allowing the player to destroy any man-made structure they see. Fun as that was, however, I loved more the idea of a persistent enemy force. The game properly delivers the impression that you are part of a Guerrilla force, and that you can't badass your way through waves of enemy reinforcements until they give up. Once you're done shooting or blowing things up, you have to grab a vehicle and bug out. That sense of panicked, desperate escape is one I haven't felt in near any other game (with the only possible exception being the first Assassin's Creed). Moreover, it is as comfortable playing brutishly as playing tactically.
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You can either satisfyingly but quietly crush enemies under your sledgehammer, while setting up explosives for your big attack and snipe from a distance, or you can coat a container truck with sticky bombs and drive it right through the front door.
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