The main campaign of Red Faction: Guerrilla has received its fair share of accolades, chief among them our suggestion that it's one of 2009's most intense, satisfying experiences. The majority of its appeal comes not from story or character, but from using guns, missiles, trucks, even walking mech-tanks to annihilate buildings in the most destructively gratifying manner we’ve ever played.
Yes, your boss is evil. The fritzy coffee machine and the copier are evil. The guy in your department who says, “long lunch today?” is pure evil. There’s probably a sub-cavern in hell with extra bubbly lava reserved for people who say “taskforce,” “mindshare,” “workflow,” “ping,” “team player,” “value add” or “pro-active.”
Why can’t some people just call a spade a spade? Or, in the case of video games, call a health pack a health pack, instead of a multi-purpose, cosmic healitron 3000. We’re sick of developers trying to give their games extra context or dimension by pasting unnecessary and sometimes baffling terminology onto simple, every day game actions or objects. It’s convoluted, embarrassing and totally comically. Below are some of the
Resident Evil 5Light and Dark mechanics
What they promised
Prior to the game’s release, Jun Takeuchi, the producer behind Resi 5, promised heat and lighting effects that would genuinely have an impact on gameplay, in turn, distinguishing it from the illustrious fourth game. He hinted when Chris stepped out into sun-kissed areas from dark buildings the screen would blur, as his eyes adjusted to the change in light. Capcom
VIDEO: We didn't just wreck things. We wrecked them SPECTACULARLY.