Views : 1,093,806
Genre: Gaming
Date of upload: Jan 7, 2022 ^^
Rating : 4.945 (365/26,254 LTDR)
RYD date created : 2022-04-09T21:20:53.781849Z
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Top Comments of this video!! :3
9:51 Hi, I wrote the music and did sound for the first three. Just wanted to say we really really wanted to have ties to the original Descent series because this game started in development as Descent 4. The problem was we were at the time with THQ but Interplay owned the rights. Thanks for making this!
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What baffles me about Red Faction is how Geomod 2.0 was never fully expanded or upgraded. It's the kind of engine that gave Frostbite a run for its money. Guerilla really did push things to the next level in 2009 and is still a massively underrated game.
Instead, the series went into obscurity and destructible environments have been regressing since then. Lots of missed potential there.
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As someone who worked on Red Factin Guerrilla and Armageddon I really am glad to see this. I can maybe shed a little extra light on some of this.
First off the guy who made the Geomod 2.0 worked is a wizard, his name was Eric Arnold and that dude spent like 5 years straight making that the best physics system as well, there were many more people who worked on it, but I remember he was the guy kind of at the core of the system. We had guys from Havok, the physics engine coming in every month or so trying to help us push the goal, it was freaking crazy, but the end result speaks for itself.
The change from RFG to RFA came from a number of places. A. The land kind of sucked to work in, it could only be done as a height map. B. It was costly to render. C. It was not destructable. D. Because we had massive areas we couldn't have densely packed areas or areas that were really fun to destroy. So the idea was move the game under ground, remove the terrain, make the map out of objects (the rocks and stones all around) and then create better buildings to make a more fun game.
You can see how it worked, and judge iif it was the right move. While I worked on removing the terrain, I don't feel that Armageddon is as good., but that's my opinion. (And I wasn't there at the end either). The original story for Armageddon was different as well but then Danny Bilson joined THQ and that's probably a story for another time (Spoiler, he also killed Johnny Gat in Saints Row 3, so... yeah... Booooooo)
Hopefully that sheds some light on the story behind the games, I'm sure I could think up more tidbits, but hope you appreciate a look behind the curtain.
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One of the biggest mysteries in gaming is how Red Faction Guerrilla came out in 2009 and since then another game has not matched it in terms of open world fun and destruction its crazy, proud to say I was the 1st person to platinum the PS4 version back in 2018, well according to PSNProfiles I was anyway.
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42:25 pro-tip: use the nano rifle, the nano rifle desintegrates things, literally, if you aim at one of the gunship wings, it gets desintegrated, the gunship immediately loses control and crashes into the ground with entertaining results
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Geomod 2.0 is worth an entire 54 minute video on it's own. It's crazy to me that they had this sort of technology running on the Xbox 360, it's incredibly complex and accurate. The entire thing is based on a stress system, I've seen building come down from it's own vibrations, you can hear things creaking almost ready to collapse. It really is incredible. The closest thing I can think of would be Just Cause 3 and 4, teardown might be technically more superior but it's using a whole different type of rendering. Games like Battlefield use an entirely different solution to destruction, where pieces will "disappear" and then the new broken assets will spawn with a physics simulation. Geomod 2.0 is completely dynamic, if you took that sort of simulation and increased the density of objects it would be glorious.
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the first Red Faction game me and my cousin would just go onto the multiplayer mode put a bunch of bots in and go onto that 2fort style level and mess with the destruction, we actually made a large tunnel to see how far we could go and damn even now I'm surprised by how far they let you blow up the rock until you reached the edge.
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If I recall correctly, Armageddon's original premise was that your character could travel between the scattered settlements freely, whether it be above ground or below it, free roam was pretty much on the cards. And whilst at these settlements, you could rebuild/upgrade their defences however you liked, pretty much like a horde mode of sorts. I wish we got that game.
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A few years ago Volition did an hour-long live stream with some of the original devs of Armageddon. Definitely worth a watch if you want some question answered about what happened with that game. The short version is: lesser budget (publisher THQ would go bankrupt a short while later), low on time, pivot on story & purpose (an exec wanted aliens).
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Great to see the Red Faction franchise being covered in such depth. I remember how much I played the first game, and how disappointed I was in the second one when I played that. Going back to RF2 a few years after the first time I played it, I was able to see some of its plus points, like it's sense of humor. Also the magnet gun in RF Armageddon was a simple concept but I had a ton of fun using it throughout the game. This video brought back so many great memories of playing through these games, thank you for making it!
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The first red faction is one of my favorite games. I just never cared for any of the sequels. The sequels are all too slow moving for me. I really like the variety of the first game with stealth sections, vehicle sections, zombie sections, escort sections, puzzle sections, and maze sections. I was really impressed with how easy it was to fly the ship vehicle.
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@merces47letifer4
2 years ago
I dunno why these videos make me so happy. But, they do. The idea that some dude about my age on the other side of the globe was enjoying these games as I was 20 years ago is heartening . Cheers from the US.
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