Red Faction 2

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Port of the popular Playstation2 title; featuring improved visuals and updated content.

Format: Xbox
Release 00 Mar 2003
Developer: THQ
Publisher: THQ
Players: 4
PEGI Rating:
Editor Score: 0 User Score: 7
No boxshot
Also available on: GameCube, PlayStation 2, PC

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Red Faction 2 Xbox Feature Feature

Stephen Leyton

03/03/2003

Stephen Leyton

We've optimized performance and taken advantage of the powerful XBOX and PC hardware so the game runs at slick 60 frames per second.


Xbox and PC owners are in for a real treat, as PS2 gamers already know. Making a belated appearance is Volitionâs Red Faction II, the sequel to one of the best-selling and most critically acclaimed original game franchises of 2001.

Players will defend their country as Alias, a demolitions expert, with the help of five elite squad members, each specialized in their own means of destruction. Tasked with completing multiple mission objectives in a number of diverse levels, players will have various vehicles and an arsenal of powerful weapons at their disposal in a rampage to overthrow the government. Improvements for Xbox in every area of the game are on offer. Nathan Camarillo, Lead Designer at Volition, spoke more about this to Derek dela Fuente.

"XBOX and PC are great platforms for customising these versions of Red Faction II to take full advantage of their strengths. We've optimized performance and taken advantage of the powerful XBOX and PC hardware so the game runs at slick 60 frames per second. You won't find that kind of performance in any other version of Red Faction II. We've also added 20 new multiplayer maps specifically for the XBOX version - PC owners will get this as well!â

It appears that Red Faction II is still the only first person shooter on any console to feature their impressive proprietary Geo-Mod technology, and now the team target Xbox with added focus. Bringing and keeping Geo-Mods at the forefront of Red Faction II is important for the fans. When all is said and done, Volition knew that they were making a game and not just a technology demo - that's why theyâve worked hard to expand the multiplayer modes, and included things like dual wielded guns and the ability to toss grenades without switching weapons. As you would expect focus has also been on improving the AI, characters, and level design.

"Working Geo-Mods further into the gameplay of Red Faction II was a design goal of ours from the very beginning. This time around we planned out a lot of regions with Geo-Mods in mind, and tried to make the flow of the level work with this as opposed to squeezing destruction in as an afterthought. There are some distinct puzzles laid out throughout the game that require the player to use Geo-Mods. Additionally there are many situations where Geo-Mods instantly change your combat environment. The player may use Geo-Mods to blow away the enemy cover, or in some situations your enemies will use Geo-Mods to blow away your cover."

"Simply put, the Geo-Mod engine allows for the player to alter their environment in real time. In some games the playerâs weapons have no effect on the game environment. In Red Faction II you unleash your arsenal to destroy everything from coffee cups to vehicles and even the walls that stand in your way."

Basically within this FPS the story is important but not the main focus and there are a few limited tie-ins to the first story, but nothing that would put a new player at a disadvantage if they weren't familiar with the original. You'll be able to infer some of the occurrences in the five-year gap between the two, particularly with regard to the nanotechnology from the first story. "Although we have an extremely robust multiplayer mode, the real meat of Red Faction II can be found in the single-player mode. No longer a mad-scientists' dream, the research and advancements of Nanotechnology have been repeatedly stolen and fought over, and the player takes the role of a nano-enhanced soldier in the midst of an uprising. Soldiers enhanced with this technology become hunted and eliminated by their ruthless, tyrannical leader. The player's squad joins the Red Faction. This resistance movement on Earth looks to overthrow the oppressive dictator of the Commonwealth. Nathan continued: The player is a part of a larger squad, and each squad member has their specific talents or abilities. Rather than roaming through the game world as one large squad, the player often participates in coordinated maneuvers with a single sidekick that offers something unique to that level. The members that you're with never overpower the player's ability but can still provide valuable assistance. In the context of our story, the âsidekickâ style assistance worked really well for the objectives we were laying out for the player, and we didn't want to overwhelm that balance."

You assume the role of Alias, a demolitions expert. You have a variety of squad mates, each with their own set of abilities. Tangier is the stealth and infiltration expert. Quill is a deadly sniper. Repta is the heavy weapons expert. Shrike operates all the vehicles. Finally, Molov is the squad's leader and tactician.

Getting the levels right, ensuring the correct mix and feel is never easy. Nathan explained that plenty of time is needed as well as inspiration. âWe usually start the process of designing a level with a basic environmental idea. We find a way to work that environment into our main story arc, and we figure out the story dependencies. Once we find the best fit for the environment, we consider the weapons that will be available to the player at that point in time and what types of enemies the player will face. After some discussion we move onto a paper version of the level where the designer and level designer create gameplay scenarios and events that could occur in the level. A concept artist begins to do some thumbnail sketches of the level's architecture and style for guidance. Then the level designer and the designer work together to create the level and provide the space necessary for the gameplay they've envisioned. We all draw inspiration from movies, other games, real world places, and throw in some stuff from our own heads. The end result is always spectacular."

Many of Red Faction II's weapons are based upon real-world counterparts with some believable additions that push the envelope of today's available technology. In Red Faction II the team has takes the standard small arms to the next level. The dual handed variants can be fired independently for a unique gameplay experience like no other. Nathan commented that they are so much fun to use that some people play though the game with dual handed weapons only. Included is the powerful assault rifle, the NICW, which is based upon the OICW currently in development by the US army. The NICW sports an assault rifle combined with a grenade launcher and threat displays, including health information about your enemies. In addition there are futuristic weapons like the magnetic rail driver that can see and fire through walls. Combine this with other explosive weapons that are available to the player as a demolitions expert, and there is a great deal of variety. The player could play through the entire game almost exclusively with a single weapon but will find that choosing the right weapon for the job will enhance their experience, and in some situations make things easier.

Red Faction II is full of non-stop, relentless action. "We had some stealth areas in the original Red Faction and found that these areas frustrated players since they had all these powerful weapons but really weren't supposed to use them. Most players wound up blasting their way though the âstealthyâ areas. So we decided to skip that style of gameplay in favour of what people love doing the most. We surround the player with some pre-scripted events that they can trigger through their actions, but there are many other events, including interactions with the AI that may play out differently every time."

The AI in Red Faction II, we are informed, is looking real smart. There is a wide variety of enemies, each with their own behaviors and awareness parameters. The fodder units will act differently from the highly trained soldiers or elite death squads, and some will even relentlessly pursue the player regardless of pain. The bot AI for multiplayer is really good as well. On offer are three different base skill levels. With the player's ability to create their own multiplayer bots, they can adjust and fine-tune their bot in any way they see fit to offer a challenging or even an extremely difficult gaming experience. The enemies are very aware of their surroundings and the player's actions. The AI will even use geomods against you.

From top to bottom Red Faction II is looking pretty impressive and we hope the teamâs final words on the game rings true! â“ âRed Faction II for the Xbox is the ultimate experience!â
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Red Faction | Red Faction 2 | Xbox | Microsoft | THQ | Action | Released in 2003 |

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