

In this game I know I'll never be back so I just lay waste and move on with a sense of detachment. To expound on that, in RFG I would activly try to maintain some structures as routes of escape or because it was some settlers home. The destruction is done very well, though in such confined spaces and unrevisited levels, it lacks the significance of RFG. I feel the mediocrity of this gaming experience will keep the gravity gun from getting it's due, but it is the most well realized and imaginative weapon in years. Probably the best assortment of guns in one game that I can think of.

Your amoury is varied, imaginative and effective. Still this game has it's good side as well. I mean what other game let's you strap explosives to your vehicle, drive it INTO a big building before leaping out and detonating it? Plus a myriad of other ways to accomplish the objective on top of that. It feels like development was aimed at being more like everyone else (CoD, Dead Space and Gears of War come to mind) instead of staying at it's unique spot in the sandbox genre. An emergent world is replaced by repetitive set pieces. Whereas I was hoping for a refinement of the Martian sandbox game we instead have a very technically solid game that I found lost what made Guerilla so gravitational. The wide variety of ways you could use the tools on hand to achieve your goals. Here was a rare game with some sense of impact on it's world where buildings destroyed would remain collapsed. Can we start off by saying that RF:Guerilla continues to be one of my favorite playing experiences in the same league as Red Dead and others. The wide variety of ways you could use the This game is a most unfortunate example of regression from a predecessor of exemplary quality. This game is a most unfortunate example of regression from a predecessor of exemplary quality.
