![]() Reviewed: May 7, 2003 Reviewed by: Mark Smith Publisher THQ
Developer
Released: March 30, 2003
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![]() Without a doubt, Red Faction II stole the show at the THQ booth at the 2002 E3 show, well that and Bruce Campbell signing autographs. After almost two years in development, Volition has had plenty of time to improve upon the original game. The new graphics engine has been retooled and the level design has been expanded upon to create a much more in-depth single player experience. Perhaps the biggest improvement has been the multiplayer modes for both two and four players. With stiff FPS competition from new games like TimeSplitters 2, Red Faction 2 manages to maintain an admirable level of quality and a host of new features. Red Faction II offers these exciting new features:
The first Red Faction had you fighting alongside a rebel mining force, but your interaction with these men was never clearly defined and not that integral to the plot. In RF2 you will fight alongside several soldiers who are controlled with some surprisingly intelligent AI. Along with these unique personalities are plenty of NPC’s to interact with on varying levels. The mini-sub was undoubtedly one of my favorite parts of Red Faction so I was excited to learn that vehicles were back in RF2. The S-271 mini-sub is back along with a devastating new battle armor that are both fully controllable, but the new tank and AHC-36 Gunship are on rails giving you control only over the turret, much like the jeep level in the original game. These rail shooters are still a blast and offer plenty of destructive fun. Let’s talk about controls. As you might know if you have read any of my other FPS reviews, I generally do not like playing this particular genre on consoles. Volition offered support for USB keyboards and mice on the PS2 version but the Xbox once again limits gamers to the less-than-perfect gamepad controls. As much as I despise gamepads and FPS games Red Faction II still managed to impress me with some above-average controls and total freedom to customize the buttons to my liking. The dual analog sticks offer excellent control over your character and his ability to look around in 3D. The aiming is surprisingly accurate thus eliminating the need for an auto-aim function that so many other games are forced to use to compensate for poor controls. The left and right triggers are cleverly assigned to independently fire any two weapons you might be carrying in each hand. You also have a dedicated button for throwing grenades. The ability to toss a “pineapple” without cycling weapons is a great feature – one I haven’t seen since HALO. Some of the default button assignments are less-than-intuitive, but thankfully, you can fully customize the controls to your liking and I did.
The enemy AI varies with the type of enemy you are fighting. The human opponents offer a challenging resistance. They will take cover and try to flank you. Later on you will encounter robotic enemies like spider bots and android soldiers. These aren’t as intelligent, so they are easier to target but take substantially more damage before going down. It’s all a fair and somewhat realistic tradeoff making for some intense battle sequences that will have you bonding with your AI comrades. Making a much stronger appearance than the original RF is the new and improved multiplayer modes of Red Faction II. Supporting up to four people using a multi-tap and the ability to add bots creates a wealth of opportunity to share the mayhem. Custom multiplayer maps, unique game modes, and a better integration of some of the lesser-used single-player weapons will make this a favorite at your next group gathering. I was desperately hoping the extra development time was being used to add XBOX LIVE support, but alas, there is no online gaming support for a game that would have been so much better as an online compatible title. There are 60 excellent multiplayer maps and more than six challenging game modes plus you have the ability to create and add custom bots to the mix for up to six players (4 human, 2 AI). Many of these maps and new bots are exclusive to the Xbox version. Creating bots is almost an RPG-like experience. You give them names and pick their "look" (skin) then you start dishing out the attribute points to mold them to the skills and profession of your choosing. You control their health, their weapon proficiency, their aggressiveness; do they charge into battle or hide in safety and wait for the enemy to come to them. Create up to five bots and add as many as you need to flesh out a full six-player gaming session. The Xbox version has some improved texture resolution and runs at a flawless 60fps. There is excellent use of the anti-aliasing features of the nVidia chipset eliminated the jaggies and shimmering found in the PS2 version of Red Faction II. Despite the improved textures there are a few environmental graphics that simply don't look as good as they should for an Xbox title. The levels are huge and much more “alive” than those claustrophobic mining shafts, tunnels, and narrow passages of the original game. Much of the game is played outdoors or in vast cities, but when you do venture indoors the maps are highly detailed and full of enough destructible goodies to empty all your weapons of their precious ammo. The level of texture detail is amazing including animated textures like computer screens and video monitors. The use of special effects like particle effects, fog, and real-time lighting is stunning. There are plenty of ingenious weapons and their primary and secondary effects all produce satisfying visual results. These weapons also look good in their handheld rendered form as they bob in front of your character and reflect the various lighting conditions. Character models are all really good and the animation is excellent for the most part, especially for the carbon-based life forms (humans, that is). Your men will run around and act and react to their environment and the death animations are some of the best in any FPS game to date. It’s really easy to get caught up in all the distracting excitement, explosions, and AI activity that’s happening in your peripheral vision. After hearing the TV commercials featuring “White Rabbit” I was anxious to hear what the soundtrack had to offer. What I found was surprisingly subdued, almost like an orchestra film score. Normally, FPS games deliver a thumping rock or techno library of tunes, but the music in RF2 was there more for ambiance than to setup a rhythm for pressing the fire button. The sound effects are excellent with each weapon offering incredibly powerful sounds, both when fired and the end results of that fire. There are plenty of realistic level and environmental effects that bring the mission maps to life. The dialog is campy in substance, but the actors did a good job with the material they had. There were some truly hilarious moments throughout the game. I was laughing hysterically when I capped one solider and another cries out, “That was my brother’s cousin! You’ll pay for that!” The main actors are all pretty good - Lance Henriksen lends his voice to the project - and the NPC’s are acted out surprisingly well considering their limited roles. It all comes together quite nicely. Given the additional dev-time for this title to get to the Xbox I was hoping for some standard improvements like Dolby Digital surround and possibly custom soundtrack options. Everything sounds as good as it did on the PS2 and the Xbox will output all sounds and music equally across your surround sound system, but there is no spatial separation or LFE channel to drive the sub-woofer. A typical trip through the single-player game can take you anywhere from 10-15 hours depending on your skill level. There are three difficulty levels to choose from and while they don’t dynamically change the game content like they do in TimeSplitters 2, they do offer a substantial increase in difficulty and game length. Of course the biggest draw to keep you playing this game is the multiplayer modes. You have your standard Deathmatch, CTF, and Bagman modes for up to four human players, and you can add in bots to enhance the action. I would have loved a two-player cooperative campaign mode, but you take what you are given and dream about the rest. Red Faction II is a great game with surprisingly good controls for an FPS game that you play with a gamepad. The single-player game ended a bit too soon for my liking, but then I realized I had failed to complete many of the secondary goals, so a second and maybe a third trip was in order. The designers even allow you to return to sections of the game using the chapter menu. This is a great way to pick up on those missing objectives without starting a fresh game. While we all sit around waiting for HALO 2, THQ has offered us a fine FPS title to keep us in practice. Red Faction II might not transcend the genre, but it does improve on an existing franchise and proven technology and is an excellent title worthy of a permanent addition to your software library.
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