Reviews from

in the past


it's midnight, the fireworks going off in the background, i'm well rested, and ready to mess some shit up.
with bombs, guns, and my trusty sledge hammer, i turn a that small food court into a small crator.

how ever, when the time's up, the game says that i've only made 45% of how much i was supposed to destroy.

this is this game's biggest flaw that holds down it's amazing premise: weird, specific, and annoying tasks. this game is at it's best when it lets you relax, and hammer through objectives at your own pace; solving small problems and feeling like a badass while doing it.
but with time limits and quotas, the game becomes more and more upsetting.

3/5 - a fantastic engine and set up, with annoying objectives bogging it down.

This is what 2012 youtube needed.

Teardown is the ultimate "break stuff" simulator and it's freakin' awesome. Everything is destructible, so you can go nuts with sledgehammers, blow up buildings, even drive cars straight through walls! The missions are surprisingly fun, making you plan creative heists, but honestly, half the time I just mess around and watch things explode in crazy ways. It's a little rough around the edges, and sometimes the missions get annoying, but if you want pure chaotic fun, Teardown is a blast.

Game is alright, focuses way too much on missions as opposed to tearing things down imho.
That said, it can be a good stress relief to destroy things.

I had an alright time with it, but it does bug me that a game called Teardown is less about tearing things down, and more about strategically planning a route to get 4 items across a map in the span of a minute.

RAGGGH I LOVE BLOWING UP EVERYTHING

Could have been an all timer sandbox game if it just had better mission variety. The maps look amazing and have so much potential for interesting interactions and mission design, the arsenal of tools you have to use are varied (although it takes way too long to unlock them all), and obviously the physics engine and destruction mechanics are incredible.

70% of the missions in this game are the exact same thing with very slight variations, pick up six items, an alarm will start when you pick one of them up, so you have to plan out the best route to get all of them in a time limit once the alarm is triggered.

It baffles me how often the game relies on this mission type, considering how many other potential objectives the game could have gone with. It also cripples the game's pacing as every mission is the exact same length, throw some shorter, and some longer missions in there for Christ's sake.