Red Faction Guerilla: Good CPU physics, dull environment and new screenshots
In the forthcoming Red Faction Guerilla physics is really important: Almost every piece of the game environment can be demolished.
New proof of life from Red Faction Guerilla: Sebastian Stange of our sister magazine PC Games was able to play the current version of Red Faction Guerilla.
In difference to part 1 and 2 Red faction 3 offers a new destruction engine that only affects buildings. The gamer plays the role of Alec Mason, demolition expert on the red planet. With remote controlled charges and a sledgehammer you bring down buildings. For this you need a good strategy: In order to eradicate a multistory building you have to expose the load-bearing steel elements and cut off the important ones one by one. It's also important to mention that demolished structures cannot be rebuilt and flying debris is a worthy alternative to conventional weapons.
The debris is the reason for the transition from first to third person view since the player should see the destruction and the field of view is not as restricted. All in all, the game environment is rather dull though. Apparently the complex destruction engine requires a lot of resources. The plot on the other hand is quite entertaining.
Red Faction Guerilla: Physics engine
The base for the high-class physics simulation is the Havok Engine which has been modified by Volition with some in-house developments. Among the modifications are a stress system that calculates the destruction of buildings in dependence to the material.
Red Faction Guerilla: Multi-core
Since traditionally the CPU has to do most of the works for physics calculations, the developers optimized the Blast Tech Engine for multi-core processors and put the physics into a separate thread. Thus players with a powerful dual- or quad-core system should be well prepared for Red Faction Guerilla.
According to the latest information the game will be released in June 2009.
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