Top critical review
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Nearly a hit, but not quite there.
on 18 November 2002
For a long time now, gamers have been blessed with amazing FPS titles such as Half-life and Time splitters, but have always been restriced with the lingering thought of blasting through that chosen wall to get to a secret area rather than taking the door. Not long ago, Red faction gave gamers this chance, destroying scenery around you within the game, using the revolutionary geo-mod technology. Whilst being a long enjoyable experience, the game suffered in the areas of graphics and multiplayer options. On the whole i thought that my well earned £40 had gone to good use.
Well its a few years on and we now have the sequel to one of the best selling PS2 titles today on our hands. To put it in short, Red Faction 2 is blinding, yet at the same time dissapointing.
You enter the role of Alias, a nano augmented warrior with inhuman capabilites. Alias is the demilitions expert within a elite team of other nano super people fighting along side the Red Faction.
The first few levels are goregeous in design, and highly enjoyable along with ear defening explotions brilliantly designed weapons and much improved AI. Unfortunatly, its came to a mere 4 hours until i find myself on the second from last level, shooting a ton of lead at annoying and unitelligent zombies time after time with boiling levels of frustration than enjoyment. Before i knew it, the game was over, fini, kaput, and i ended up hurling objects around the room in a blind rage. As soon you realise the shortness of the game, you hate to think what else you could have bought your money on than someting you could complete in 5 hours. Its just too damn short. Within that time i recall sucessfully shooting through a breakable wall few times - the geo-mod has not been used to its full use, but we were promised it would have to be used to continue in a level.
However much i moan at the geo-mod emptiness, The graphics lighten up my experience, having been significantly improved, showing off complex, colurful, beautiful scenery and interiors.
Im not going to slate RF2 for its length completly, though the single player has its high points, the real star of the show is the Multiplayer.
Suped up and highly configurable (changing things like induvidual bot config, weapons, and a ton of game types), the multiplayer just is too good to miss. Shooting freinds in a state of wild rage has never been so much fun.
On the whole, RF2 is highly addictive (until the robot zombies) and achives gold stars in graphics, sound and multiplayer, but all gets dragged down with the sheer poor length of the game and the enemies you come across. (i understand some players may enjoy shooting zombies who do nothing but shoot at you, but this is entirely my opinion) I just feel that all the good things of RF2 have been put to waste because of the premature length. If i had a second chance i would wait until it came down in price first.