Red Faction Guerilla

Is this the most fantastic thing in the universe?

OR

Is this just stupid?

http://store.steampowered.com/app/5069/

users avatar

Totally Awesome!

This just looks so great, I can't stress how much this kind of physics would mean to me. I really dislike when you can blow up a tank with a rocket launcher, but not a mailbox.

Physics is probably the next big thing in games, I think they have hit a cap when it comes to graphics. Think Crysis, the time it would take to make better graphics than that would probably not be worth the effort. On the other hand better physics increases immersion a lot more that slightly better graphics can today, since the norm for physics is so low at the moment.

Hopefully people will soon start making AI that isn't as dumb as a brick after a week of drinking. Although considering the difficulty here I think we will see a considerable improvement in the average physics of games before they start going after the AI.

______________________________________________________________
There's no kill like an overkill!

users avatar

I was kind of getting at the level of complexity...

...for the artists / designers.

It's like: "I have this awesome fantastical spaced-out aesthetically pleasing design for a building, but I can't build it in the engine because it just falls down... :("

Personally I think this kind of thing is like masturbation for the development team. In the video they don't even talk about what the game is about, only about their "grand physics system".

/johno
"you can't stop the change"

users avatar

That vid did not appeal to

That vid did not appeal to me at all. Much for the reasons you describe Johno. They just kind of rant about their physics system. "Our artist had to become structural engineers", WTF!??!!?

For me games are not about tech...

Though I bet it sells well Laughing out loud

users avatar

Actually I heard about the

Actually I heard about the first Red Faction game a while back. To me this is just another way of making games, instead of making things unbreakable to limit gameplay you have to think of new ways of doing it.

Now, if you need to rescue someone from a building you couldn't just barge in and start shooting off missiles in the halls as it would cause the building to collapse and kill you and the rescuee.

I can imagine some really esthetically pleasing scenarios with buildings/objects made out of glass that would cause you to be very careful with how you do things.

Then again you would have to be creative with materials, who says things have to exist in the real world? They can add anti-grav engines to parts of the building to stabilize it, or use materials that grow stronger under pressure etc.

To me it would be more fun making levels this way that just plotting out something completely static that people won't even think twice about once the action starts.

I've never liked invisible walls, or the fact that I can't open a wooden door with my bazooka that can destroy a nigh invincible enemy fortress. In a game like Red Faction I would have the option to blast a hole through the concrete wall next to the forcefield blocking my way to get forward instead of having to look up some FAQ online to find the key that's hidden in some insanely inane place. Or I could find the key, or I could go outside and blast the electric cables leading to the building to cut the power of the force field and so on.

______________________________________________________________
There's no kill like an overkill!

users avatar

new tech can give new levels

new tech can give new levels of gameplay but you have to see it in that way or itll just become a tech demo for something worthless. i played the guerilla demo and yes its cool to be able to trash almost everything but it gets ridiculuous when yuo can just hammer a flight path to where you want to go.

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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)

users avatar

Indeed tech has a way of

Indeed tech has a way of actually getting into the way of actual game play. Physics has been the "next" thing for a couple of years now... and very few games have used it to actually enhance game play. HL2 being a good example of actually using physics.

However, the scenarios you describe Malice are interesting, though I actually doubt that you need a "physics system" to pull them off. Indeed it would probably make them harder to get into the game.

Tech has a way of dominating development since it's a thing that can be understood and communicated. It's much harder to do, communicate and understand actual game design...

users avatar

True that.

I haven't tried the demo but I see a lot of possibilities in the technology. Sadly I can't account for people not implementing it correctly in to a fun game play aspect. But I still believe this to the nearest future of gaming, with AI becoming slightly more interesting in 10 to 15 years. After that I'm not sure what will be the next thing to develop.

Also, to be honest about the problems they seem to have making levels in Guerrilla could probably be solved with better editors and tools.

______________________________________________________________
There's no kill like an overkill!

users avatar

In the news today "Red

In the news today "Red Faction Guerrilla has sold over a million copies since it launched early last month."

Well then... you can't argue with that Eye-wink

users avatar

owned! :D

Physics for the win!

/johno
"you can't stop the change"

users avatar

Never underestimate the

Never underestimate the power of being able to smash stuff in new ways!

---------------
Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)

users avatar

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