Should i get red faction armageddon
The favorite for many will be the Magnet Gun. First you shoot some destructible part of the environment or an enemy. Then, you shoot some other part of the world — it can be a wall, enemy, or anything really.
Whatever you attached the first shot to is then sucked toward the second shot. If you first shoot a building, a section of the structure will rip off and break into pieces and then the cloud of junk flies across the level. With that one gun you can create a symphony of death. The weapon is basically overpowered it has unlimited ammo! It may not be as novel as the Gravity Gun from Half-life or the Portal Gun, but we never got tired of using it throughout the hour campaign.
For precision area of effect work sounds like a contradiction, right? If you are interested in structural damage, what could be better than the Plasma Beam, which creates a continuous stream of searing energy which disintegrates anything it touches? You also have a tool called the Nanoforge this time around, which changes up the idea of destruction completely, since now you can rebuild whatever you destroy.
It can become a sort of obsession if you let it: just hold down the button and run around, watching stairs, catwalks, and entire buildings reform in seconds.
It also has some nifty secondary abilities that run on cooldowns, allowing you to repel enemies with a frontal blast, stun and float close-up foes, enter a berserk mode, and set up a shell to deflect projectiles.
In the later stages you absolutely need to use these abilities to survive, which makes the game increasingly tactical. THQ ditched it, and then moments later went under, the rights passing along with Darksiders to Nordic Games who will likely sit on both like ancient dragons, jealously guarding their treasures and never letting anyone else ever touch them again.
But you know what? It wasn't too bad. The biggest crime of Armageddon was that it just wasn't as good as Guerilla. The comparisons were inevitable and just, and in them it fell short. In many ways it fell short by being a surprisingly different game, taking the former open-world ultra-destruction and setting it in an underground corridor.
Still, bloomin good corridor shooter, with quite extraordinary levels of destruction - and indeed in this outing, construction. Best of all is the magnet gun, which lets you attach any two things in the game world building, enemy, vehicle, etc to another, and have them violently collide, meaning you can ignore all the weapons and just smash stuff throughout.
I think, five years on how, HOW? And you'll have a darned good time if you do. This browser game is a post-apocalypse Glasto meets non-violent tech Wicker Man and it's rad as hell. Letter From The Editor notes from our survey. As Colonist and Marauder settlements are torn asunder, only Darius and the Red Faction can save mankind. The battle will take them across the storm-blasted planet--and below it, to the very heart of the unspeakable threat.
Key features: Infestation Mode — Survive waves of enemy hordes in a player cooperative, objective-based experience. Ruin Mode — Master the tools of destruction in competitive and casual destruction-based modes.
Hell on Mars — Darius Mason can only watch as the surface of Mars is destroyed. Seeking solace underground, an even greater threat emerges against humanity. Nano Forge — Unleash the devastating force of the Nano Forge with massive concussive blasts or reconstruct downed colonist defences with Geo-Mod 2. Martian Underground — The truth behind an ancient evil will force Darius to wage a battle across the devastated Martian surface, beneath massive frozen glaciers, and over rivers of broiling magma.
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