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Red Faction Preview
| GAME INFO publisher: THQ developer: Volition, Inc. genre: Shooters MINIMUM REQUIREMENTS n/a |
ESRB rating: M homepage: www.redfaction.com/ release date: Sep 17, 01 (released) |
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| » All About Red Faction on ActionTrip | ||
Yeah, this game is regularly referred to in our offices as: 'the blow stuff up FPS by those guys that made Freespace.' But there is a whole lot more to this highly dynamic action game by Volition, Inc. than just blowing objects up. You can blow bad guys up :) No, seriously we're really looking forward to playing this game and were very happy to corner James Tsai, Assistant Producer for Red Faction to talk a bit about the game's features, weapons, and AI... Read on, shooter-lovers!
Action Trip: Tell us more about the basic plot. Any chance of adding stuff to it, or are you all done in that department?
James Tsai: In Red Faction the player assumes the role of Parker, a young miner swept up in a rebellion against his employer, the oppressive Ultor Corp. Driven to action by deplorable working conditions and a mysterious illness sweeping through their ranks, the rebels clash with Ultor and Parker finds himself thrust into a battle which takes him all over Mars and beyond. It is an action-packed story with several twists and fantastic character development that will really enrich the single-player experience of the game.
The game's story was written by Mike Breault and is effectively finished at this point. As we round out and balance gameplay, there may be minor tweaks and adjustments made that best suit the overall presentation of the game but it's highly unlikely we'll see any significant redesign of the plot now. Of course, this doesn't mean that the story doesn't already have quite a few surprises in store for the player.
AT: Give us a basic rundown on the Geo-Mod technology.
JT: Geo-Mod is our short name for real-time arbitrary geometry modification. Simply put, the level around the player demonstrates a far greater degree of destructibility than in earlier first person shooters because nothing is scripted; launch a rocket at a wall and it will blow an appropriately sized hole in it at the point of impact. We accomplish this by applying a real-time "boolean" (arbitrary geometric solid operation) at the detonation area that creates a three-dimensional shape, the size of which is determined by the strength of the wall's material and the power of the weapon used. Any geometry within this invisible shape is removed and faces are added at places where remaining level geometry touches its outermost edge. All of this is done on the fly by our engine.
AT: How 'bout a few examples of a Geo-Mod-induced gameplay strategy? Could the players, for example, bury their enemies alive?
JT: One twist Geo-Mods add to gameplay strategy is how structures in the level will react after being modified. It's easy to imagine yourself blowing a hole through the back of a room to surprise whoever is in there, but the player will also be able to collapse towers to block off areas or shoot out bridges and platforms right from underneath his enemies. Any collapsed structures become part of the world, so it is possible for the player to trap his foes between fallen geometry.
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