Somehow similar to GTA III in how it takes its open world condition. The first impression may differ from this view, the New York life one tried to communicate with tons of NPCs on screen doing nothing in particular contrasts with the desertic Mars where everyone seems to be either a worker or a cop. However, upon tackling the action it’s another story.

Except for a few more gimmicky missions, that are the lowest points, Red Faction Guerrilla unifies in harmony its objectives and its chaotic systems. To kill a sniper you can search for their exact location or you can just demolish the whole building they are in. What makes the game fun all throughout is that the messy behavior of each system piles up to give interesting situations constantly. You can enter a fortress by searching for the entrance or you can just hammer your way in. Better yet, pick up a good vehicle, build speed and crash through any wall. Similarly, the way the enemy and ally reinforcements join the multiple battles keep giving a persistent sense of life that adds to the destructive nature of the game as war wages while everything gets demolished in the way.

There are just some impressive, probably even unwanted, details due to being consistent with the open world and its physical presence. From the slapstick comedic tragedy of seeing the building you just took the pillars off crumbling you into death, as many years of Minecraft made us forget about gravity, to keep seeing how alerts for enemy buildings being destroyed pop up while on a mission and realizing that, at least just for a bit, somewhere out of there the world is still alive and reacting even if you’re not watching.

Reviewed on Jul 28, 2022


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