Red Faction

But isn’t the Precision Rifle in Red Faction like the most useful weapon in the game? High damage ratio, fast firing rate plus a sniper scope.

I used that weapon all the way to the end when I first got it (ok not all the way, but about 99% to be more certain). :p

precision_rifle2_lg.jpg
 
I can't remember what I used most. I barly used the rail-gun at all though, I hate that gun.
 
Used the Precision Gun for single-player, but in MP Rail Gun and Fusion Rocket Launcher were the dons
 
Had the first one on PS2..was a great game and destructable walls was revolutionary in that. Had tons of fun on multiplayer :D
 
The fusion rocket on the lobby roof is the greatest way to piss you're friends off :D
 
The first one was good... the second one raped the plot completely and was utter shite.
 
bliink said:
The first one was good... the second one raped the plot completely and was utter shite.
I remember thinking "zombies, WTF!"
 
it was the ultra-cliched main characters that killed it most.

Big heavyweapons/demolitions guy- strong, huge frame, loud, foul mouthed, always killing people and bragging about it etc etc carries a minigun

stealth chick- sexy and lethal! a dangerous mix! 'nuff said.

old commander guy- rough voice, grey hair (afaik), experienced and wise.. goes crazy in the end.

sniper chick- a killer who wont think twice about popping you, yet she's a beautiful woman! didn't see THAT coming.. sooooo old.

crazy pilot guy- has a funny accent, is "insane" but that somehow makes him better. can be described as "rag-tag" and "just crazy enough to pull it off!". Always woohoo'ing and being a generally annoying idiot.

main character- the player, is a cool operator, trendy, but an orphan (or some such rubbish), is the only male with sex appeal (important if you are targetting male players). Simple character, tough guy but not stupid-tough, cool-tough. soo cliched its like he stepped out of an 80's cop show.
 
bliink said:
it was the ultra-cliched main characters that killed it most.

Big heavyweapons/demolitions guy- strong, huge frame, loud, foul mouthed, always killing people and bragging about it etc etc carries a minigun

stealth chick- sexy and lethal! a dangerous mix! 'nuff said.

old commander guy- rough voice, grey hair (afaik), experienced and wise.. goes crazy in the end.

sniper chick- a killer who wont think twice about popping you, yet she's a beautiful woman! didn't see THAT coming.. sooooo old.

crazy pilot guy- has a funny accent, is "insane" but that somehow makes him better. can be described as "rag-tag" and "just crazy enough to pull it off!". Always woohoo'ing and being a generally annoying idiot.

main character- the player, is a cool operator, trendy, but an orphan (or some such rubbish), is the only male with sex appeal (important if you are targetting male players). Simple character, tough guy but not stupid-tough, cool-tough. soo cliched its like he stepped out of an 80's cop show.


All of what you just said is oh so true
:sniper: cliches
 
I though you were the demo guy? Yeah, and you can add nieve do-gooder to the main character description.
 
I cliched world in the cliched future on the clict of Mars, a cliched dictator has sized power(clichely) and a group of cliched rebels must cliche him off his thrown while shooting cliched zombies!
This summer, prepare for CLICHE FACTION 3!
 
ríomhaire said:
I cliched world in the cliched future on the clict of Mars, a cliched dictator has sized power(clichely) and a group of cliched rebels must cliche him off his thrown while shooting cliched zombies!
This summer, prepare for CLICHE FACTION 3!

:LOL:

Man, RF2 was a disgrace...

RF1, The multiplayer sucked royally (imo)
I loved singleplayer, blowing holes in the ground... although it felt so fake... it was fun...
And the drill-vehicle, was rather crap but meh.
 
Yeah, RF2 wasn't any good imo. But I liked how you could have two pistols/uzis/whatever, and like in Halo 2, you could only shoot with one of them if you wanted and when you needed to reload it, you could start shooting with the other one. Pretty cool.
 
I played the demo when it came out. There was one part were you could shot this bridge with a rocket, and then the tank that was driving on the bridge fell through that hole. It was so cool
 
after reading this thread, i went ahead and reinstalled it last night and forgot how totally...and utterly...bland it is

i remember over here in the uk, pc gamer magazine put on the front cover of one of their issues the red faction logo with the writing 'move over half-life' splashed over it

i think the hype destroyed this game for me more than anything
 
actually geomod tech in RF1 was pretty clever. If you blew a circle of holes the bit in the middle woudn't hang in the air it would fall away realsitically. That way you could blast apart two ends of a bridge and have the middle part fall in, etc etc. And RF2 blew so utterly it's hard to describe - the characters were embarassing, as said before, and they used geomod as mere eyecandy if at all! WTF.

Also I remember red faction 1 using pre-rendered in-engine cutscenes. Double wtf.
 
Doppelgofer said:
after reading this thread, i went ahead and reinstalled it last night and forgot how totally...and utterly...bland it is

i remember over here in the uk, pc gamer magazine put on the front cover of one of their issues the red faction logo with the writing 'move over half-life' splashed over it

i think the hype destroyed this game for me more than anything

what, they released it for the PC? Not a wise move, however great it was imo for the PS2, it wouldn't have stood a chance on the PC
 
Rf2, imho, had great multiplayer but the singleplayer was a load of shite. Rf1s singleplayer was masterful, I loved it...great story too.
 
Seppo said:
I played the demo when it came out. There was one part were you could shot this bridge with a rocket, and then the tank that was driving on the bridge fell through that hole. It was so cool
You can do that in-game. While walking along a catwalk there are people shooting at you from below and there is a tank crossing a brigde, that was the instant I thought "So that's what geo-mod's for!"

actually geomod tech in RF1 was pretty clever. If you blew a circle of holes the bit in the middle woudn't hang in the air it would fall away realsitically. That way you could blast apart two ends of a bridge and have the middle part fall in, etc etc..
That remeind me of the time I was playing with my Bro on that map with the FRL on the roofs of 2 forts. My Brother's fort was blown to bits and he was in no-man's land. I was shooting at his base from the roof of mine and blew off a chunk just as he was walking in the door :E
 
They should've implied the geomod in Half-Life 2.

I wonder what happened to reformable terrain? At some point Valve stated that explosions would make holes in the ground. I remember reading it somewhere in the Info from Valve only thread
 
Seppo said:
They should've implied the geomod in Half-Life 2.

I wonder what happened to reformable terrain? At some point Valve stated that explosions would make holes in the ground. I remember reading it somewhere in the Info from Valve only thread
I don't see how geo-mod would have been useful in HL2.

Oh, another RF1 story YAY!
I got lost near the start of the game and kept going arounf in circles so I got pissed off and put a sachel on a random wall. And behind the wall was a room I hadn't been in yet and I continued the game from there! I posibly bypased a load of enemies, but I don't know if I did or not.
 
Yeah it must have been hard for rf1 developers to properly implement geomod in a linear game. What they should have done is throw explosive weapons at the player by the bucketfull and have loads of levels that loop back over and around themselves so that blowing a wall has a moderate chance of leading somewhere. Also they should have sprinkled maps of the levels in lockers or on key enemies or something so you know what walls lead somewhere. Anything to make the player think they're being clever by blowing stuff up in an unscripted fashion.
 
I also loved the name "Parker" for the main character in rf1.. that was so cool.
 
bliink said:
I also loved the name "Parker" for the main character in rf1.. that was so cool.

Yeah that was good...I liked Masako (the name) too.

ZOMG (Spoiler for RF1!)

Poor Hendrix :(
 
Samon said:
RE2, imho, had great multiplayer but the singleplayer was a load of shite. RE1s singleplayer was masterful, I loved it...great story too.
You're talking about Resident Evil or Red Faction? Because i played both SP campaigns of both campaigns and they sucked.
 
Sparta said:
You're talking about Resident Evil or Red Faction? Because i played both SP campaigns of both campaigns and they sucked.

RF...woops :p

2's sucked...1's didn't imo.
 
I guess a mod like Geo-Mod on the Source engine would be pretty hard to code? Or just too resource heavy? I'm guessing either that or copyright worries are holding modders back.

I remember rocketing tunnels in Multiplayer. Pretty much my only memory of it.
 
They couldn't simply bolt geo-mod onto HL2. In a linear game like that, giving the player the ability to destroy barries would totally ruin the level design! The game would have to be redesigned from scratch around the geo-mod capability.
 
RF1 was cool, never played 2.
I spent my time at elevators blowing holes around them, then jumping down instead of using the elevator. Only to come to death.
 
Noobulon said:
They couldn't simply bolt geo-mod onto HL2. In a linear game like that, giving the player the ability to destroy barries would totally ruin the level design! The game would have to be redesigned from scratch around the geo-mod capability.

I don't mean HL2 itself, I mean the Source engine on a whole, using it in a mod or being an entire mod itself. I'm sure someone must have thought about using it but somethings kept them back.
 
I don't mean HL2 itself, I mean the Source engine on a whole, using it in a mod or being an entire mod itself. I'm sure someone must have thought about using it but somethings kept them back.
Give Source PPU support, and wait till PPU's come out... then... :)
 
I heard somewhere that Source was designed to be able to be upgraded with new tech so I imagine that the hardest part would be programming it rather than adding it to Source.
 
Can you explain these 'PPU's' to me?
Where the hell have you been?
PPU's stand for Physic Processor Units.
It's like a graphics card but completely for physics. They said somtin like 40,000 to 50,000 physically simulated objects at once.
So you could have a bunch of characters in which there hair blows in the wind physically simulated, there cloths fall onto the body and physically simulate into the wind.....being able to do water physics and such.
 
Minerel said:
Where the hell have you been?
PPU's stand for Physic Processor Units.
It's like a graphics card but completely for physics. They said somtin like 40,000 to 50,000 physically simulated objects at once.
So you could have a bunch of characters in which there hair blows in the wind physically simulated, there cloths fall onto the body and physically simulate into the wind.....being able to do water physics and such.

Lol, haven't checked into the Half-Life 2 section on here for ages where they always (used to) talk about that stuff :D Cheers for the info mate :thumbs:
 
ríomhaire said:
I heard somewhere that Source was designed to be able to be upgraded with new tech so I imagine that the hardest part would be programming it rather than adding it to Source.

Source is no more modular than any other engine. I can name you five engines with more separated components right now. Valve just insists on touting every aspect of source, amazing or not.

Anyway, geomod (or boolean subtraction) is such a low-level and integral part of the engine, modifying level geometry, lightmap data, collision hulls, it's not a feature that can simply be 'upgraded in'. You start with geomod, and you build around it - that's the only way it can be done.
 
#1 multiplayer is probably the most fun fps mp i've had, ever.
 
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