Cheap Red Faction 2 (Software) (Windows 98, Windows Me, Windows XP) Price
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| PLATFORM: | Windows 98, Windows Me, Windows XP |
| CATEGORY: | Software |
| MANUFACTURER: | THQ |
| ESRB RATING: | Mature |
| TYPE: | Computer Games, Action, Shooters (Shooter) |
| MEDIA: | CD-ROM |
| # OF MEDIA: | 1 |
| UPC: | 752919491133 |
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Customer Reviews of Red Faction 2
terrible, terrible game I'll be short. I bought the first Red Faction for the PS2 and it was a great game. Action packed, decent story and great weapons. I'm not sure what happened to the sequel though.
1. The graphics were terrible (blocky, repeated textures, looked like it was running the Quake 2 engine). The weapons look like they are made of 20 polygons and 1 texture.
2. the enemy AI didn't even exist. They just stood there and kept shooting at you even though you're shooting back.
3. Terrible computer interface. It's not hard to use, it's just really basic, and designed like it was a PS2 or Xbox game.
4. Even though you can save your game at any point, when you die, you restart at the beginning of the level! What in the world? And you only have 1 save game slot! Excuse me, my 60 gig hard drive can fit more on one game at a time. This isn't a 8mb memory card.
5. The geo-mod engine which allows you to destroy the environment only works on about 20% of the time. Only certain walls or floors can be destroyed. Most of the time, you just leave a black burnt mark on the object you're trying to blow up with your giant rocket launcher!
6. No multiplayer - instead you get to play with a bunch of bots. Great...
Overall this is weak game in a very crowded market of first person shooters. There are literally dozens of alternatives that play, look, run, and feel better than this pitiful excuse for a game. Try unreal 2, castle wolfenstein, battlefield 1942, tribes 2, unreal tournament 2003, ravenshield, etc. instead of wasting $... on this game.
The only redeeming feature is that you get to kill alot of people with a variety of guns. But after a day or two this game gets boring really fast.
This is a disappointment.
Found this game in a store today, was exicted, since it's hard to find this game in stores now. So I just grabbed it off the shelf and bought it, without reading the back or anything (which doesn't help), get home, install it, load it up, and notice theres NO multiplayer option, not even LAN, unlike the original Red Faction, it supported Mutliplayer/LAN which made the game, since the single player mode was pretty boring after beating it once. THQ, Violation, you need to come up with a patch/update for this game if you don't want your reputation smashed. This is horrible guys, come on. The engine is too slow, it's like a cheap Quake III: Arena engine in slow motion. Skip this game people, if you don't have Red Faction, get that. If you do have Red Faction, some other games you might like is RTCW (Return to Castle Wolfenstein), Quake III: Arena, or Far Cry.
Sequel follows the pattern of ... most other sequels.
I'd really enjoyed Red Faction ("RF"). Not as much as other FPS games, perhaps: the storyline had felt a bit fragmented in trying to hold together both the basic idea of a miners' revolt and your archetypical evil-scientist must be stopped plot. The game engine, including the highly touted GeoMod, was particularly slick work. The music score for the game really made my day on many an occasion, just to add to the goodness. All-together, I'd say the original RF got a 4 out of 5. (Reluctantly -- I could almost give it a 5 out of 5, and really wanted to praise Volition that far -- but not quite. I'm a stickler for storytelling being an essential element of any such game.) The sequel ("RF2"), once I'd seen the promo trailer, gave me hope for a much less fragmented storyline. And I'd expected that in a few years Volition would have enhanced the graphics engine of the game with a few new tricks I'd surely like to see.
Well, okay, the story _is_ less fragmented. It fact, it's even a _better_ story. But it's a _shorter_ story, by far. Which, of course, means that the game's life for a solo player is much shorter. RF could have filled a novella, maybe, with its story. RF2, by comparison, was barely a short-story.
The graphics _are_ a bit richer than the original -- although on my "aging" 1.5GHz P4 / 64MB MX440 nVidia the video got choppy. I can forgive any game that needs more recent hardware to run, but I'd bought my machine not more than a year beforehand, which means it probably hit the market all of two years before the game's release. I can forgive it, but it seemed a bit of a needless narrowing of the target audience. That, and ... well, I'll get to that point at the end.
The music score was a great disappointment, however. I'm all for more remixes of my favorite tunes, but I like good original music more than I like more of the same. There was, _maybe_ one or two original pieces for the game beyond the background score for the attract-mode of the game.
And something seemed to have happened to GeoMod between its implementation in the original and the sequel. GeoMod was a great feature in RF. Ever play around in the Glass House that comes with RF? Ever used the RPG launcher to dig a tunnel up above the ceiling and then rain down explosives on the house? Great cathartic fun for a wannabe pyromaniac like me after a long frustrating day at work. The Glass House also makes a great demonstration of how dynamic GeoMod was in the game engine. However, in RF2, I noticed that if I repeatedly went through sections of the same sequence, regardless of where I landed a grenade or detonation pack, the same section of wall or rock would open up in the exact same way. (I'm not _that_ consistent a shot to land a grenade in the same position every time.) It didn't feel like GeoMod any more, it felt like there were removable sections of wall that disappeared if their damage count rose above a threshold. I'll give the developers the benefit of the doubt if they insist that GeoMod really did go into the game, but it did really make me wonder. Regardless of the source of the problem, it did detract from gameplay, more for the disappointment and loss of previous fun than anything inherent, but did none-the-less.
Now, back to that point I was going to make. Above all else, one thing stands out more than anything about this game. I can't blame them for trying to be efficient about managing production costs and time by trying to create a product that's cross-platform from the get-go. It _is_ a gaining trend in game development. If you ever look at the cheat codes you're given (and the game _does_ reveal them over time), they're all encoded in ... game-pad button letters? Oh, my, yes: an alphabet of A, B, C, D, W, X, Y, , and Z. The save-points are restricted to transition points between "levels". And, well ... there's just a bunch of other dead give-aways that if the console version is that different from what you're seeing in the PC version then there was some truly weird goings-on in the development process.
OTOH, the original release price was merely $30, compared to games which have been PC-first releases averaging about $50. I'd say that, proportionately, I got about 60% of the game I normally expect from a large commercial release. That sounds abysmal, really, but it at least had _some_ fun to it.