
| System: PS3, PC, Xbox 360 | ![]()  |                        
| Dev: Volition | |
| Pub: THQ | |
| Release: June 7, 2011 | |
| Players: 1-4 | |
| Screen Resolution: 480p-1080p | 
Despite a few flaws, 2009's Red Faction: Guerrilla did several things  extremely well. Namely, it told an amazing story about a group of rebels  who picked away at a tyrannical government until it fell, and it  provided a huge, open world in which you could roam about, knocking down  buildings with a sledgehammer.                  
Still, it's not surprising that developer Volition Software wanted to  change things up this time around. Guerrilla's sales were so-so—by the  time I bothered to pick it up, publisher THQ was giving it away for free  as a thank you for buying Darksiders—and this franchise has always  evolved with each iteration (Guerrilla itself changed the perspective  from first to third-person, for example). But did they have to make a  linear game where you shoot aliens?                  

The new entry, Armageddon, starts out promisingly enough. Since the Red  Faction's victory in Guerrilla, Mars has become a relatively peaceful  and prosperous place. The only real problem is that a rebel group called  the Cultists is making trouble. This should have made for a brilliant  new open world game, with your character (Darius Mason, grandson of  Guerrilla protagonist Alec Mason) working to beat back the terrorist  threat and struggling with the way things have changed. The fact that a  hero named Mason was a government soldier rather than an insurgent could  have created a lot of tension.       
But no. Instead, in an early scene, the rebels destroy a Terraformer, a  machine that makes Mars's atmosphere habitable for humans. The entire  human race escapes to an underground system of tunnels, and Darius  becomes a miner and mercenary. On one mission, he's sent to find a seal  in the ground and open it. A bunch of aliens pour out, and you spend  most of the rest of the game running down a linear path, shooting bugs  as they pop out, and watching cutscenes with cheesy, clichéd  action-movie dialogue. (Will they sarcastically refer to enemy soldiers  as a "welcoming party"? Why, yes, they will.) I bet you've never played a  game like that before.      
This is a huge disappointment, and many fans will see this as a deal  breaker. But just for the sake of argument, let's relax our expectations  for a minute and look at Red Faction: Armageddon for what it really is:  a generic third-person shooter that apes the feel of a summer action  blockbuster.   
Seen this way, Armageddon is a smashing success. The ten-hour campaign  is one of the most polished linear monster-shooting experiences I've  ever seen, right up there with the biggest-selling franchises. The  graphics in particular are fantastic, with detailed environments, creepy  lighting, well-designed creatures, and perfectly natural facial  animations.  

The settings and monsters have a survival-horror element to them, but  the basic gameplay is pure shoot-'em-up: you walk forward, trigger  enemies, kill the enemies, flip a switch, and keep moving. As you  progress, the enemies get bigger and harder to kill, and you encounter a  few bosses.   
The developers stole a concept from The Conduit as well: You come across  lots of enemy spawners, and you have to make a decision between  destroying the spawner right away and trying to thin out the crowd first  to make it safer. There are only two small problems with the shooting  action: the (rather forgiving) aim assist is practically mandatory,  given how quickly the aliens bounce around, and the sound effects can be  a little weak at times.   

A summer shooter always has to have a couple of gimmicks to set it off  from the pack, and Armageddon delivers here as well. The sledgehammer  makes a long-awaited return. While it's not as much fun to use on linear  underground paths as it was in an above-ground open world, it's still a  freaking sledgehammer. Almost everything you come across is  destructible, just as it was in Guerrilla.  
In addition, the Nano Forge can now repair objects, including cover.  This would add an additional layer of strategy—if this game actually  encouraged you to use cover in the first place. Even in Guerrilla, the  snap-to cover system wasn't great, but here it's gone entirely. "Using  cover" just means "walking behind cover and crouching," like it does in  Call of Duty games. Since the aliens move so quickly, it doesn't really  help much anyway. In my playthrough, I used cover only when my health  was low and I needed to hide and recharge.  

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