27.08.2019

Red Faction Guerrilla Best Weapons

Red Faction Guerrilla Best Weapons Average ratng: 3,4/5 1475 reviews
  1. Red Faction Guerrilla Cheats
  2. Red Faction Guerrilla Best Upgrades
Some of the tools Volition gives you to break their world.

Shotgun This weapon is a military-grade shotgun capable of semi-automatic and full automatic fire. Recoil in semi-automatic mode is slightly less than a civilian 10-gauge shotgun. Fully automatic fire is more difficult to control because of the recoil compensator's response time. Yes Yes 12mm Pistol This basic semi-automatic.

By Charles Onyett

Unlike the two games past which were first-person shooters, 882491/red-faction-3/videos/redfaction_spc_montage_042209.html'>Volition built the next entry in the Red Faction series as a sandbox third-person action game. Though the genre and style of play has changed, there's still an emphasis on environmental destruction, probably more so in this title, called Red Faction Guerrilla. Instead of using the environment as a way to get the drop on enemies by burrowing holes into rock walls like in the original, in this game you need to smash things to complete missions and collect spare parts, called salvage. Also accumulated by doing missions, you use the salvage to buy new weapons, armor, and upgrades at safe houses located around the world. The focus of this feature is to show off a little bit of what you can buy, what it does, and let you see some of the destruction possible in the video below.

Like the first game, the events take place on Mars, but instead of dealing with a conflict with the Ultor Corporation, the game is set further into the future against a different enemy. As protagonist Alec Mason you're brought into contact with Red Faction forces soon after touching down on the planet's surface and thrown into a fight against the overzealous Earth Defense Force military.

Explosion Montage Video - Watch or download the video here (HD available).

The game world is split up into several zones and it's your goal to try and win control of them all. To go about doing that, you'll engage in a number of side missions taking the form of rescue outings, assaults alongside NPC helpers, timed sequences, area defenses, and more involved main story missions that tend to be longer and broken up into several sections. For instance, in a main story mission you may start out having to assault a facility, then, during your escape, fend off pursuers with a turret weapon mounted on a moving NPC-controlled vehicle.

Over the course of all these missions, things are going to explode, as that pretty much seems to be the focus of the experience. Though you can't burrow through Mars' surface rock, you can shatter pretty much all the man-made structures in the world. This means that if there are a bunch of enemies pelting you with bullets from the second floor of a building, you could either run up some stairs and fight them at close range, try to pick them off from afar with your own weapons, or blast apart the structural supports and watch it all come crumbling down.

Some of the vehicles can level large structures in seconds.

At any time you can carry about with you four weapons, one of which is always your trusty hammer that can, rather remarkably, knock apart everything from tanks to seemingly sturdy armored walls. From what we've played so far with the latest build (currently working our way through the third zone in the game) we've unlocked eight of nine weapons. The basic ones include a pistol, shotgun, and assault rifle, which we didn't include on the list because they don't do anything particularly remarkable. The one we haven't yet unlocked is called a nano rifle, so no entry on that either.

Other options for destruction are the numerous types of vehicles driving around Mars. The heavier ones can plow right through buildings with enough speed, while others come equipped with mounted weapons that fire explosive projectiles. Then there are the walkers, giant bipedal mechs that can with swings of their arms or rockets spewed from shoulder-mounted pods rapidly flatten anything nearby.

Rocket Launcher

This is unlocked a little later on in the game, and functions much like you'd expect initially. Once equipped it can blast out explosive projectiles that do a decent amount of damage from long range, but it's a much more formidable weapon after purchasing a few upgrades. With enough of an investment of salvage you can unlock improvements like being able to load up three rockets simultaneously and getting a heat-seeking functionality to make blasting vehicles to pieces a little easier.

Proximity Mines

Like the rocket launcher, the functionality of these should be fairly obvious. You can carry around a number of them and plant them on the ground. When something comes close, they blow up. Since quite a few of them can be planted simultaneously, you can afford to get a little more creative with mine placement compared to the remote mines. Chain reactions can take down buildings almost instantaneously, assuming nothing sets off your explosives before you finish setup and trigger them with a bullet or a remote mine. Upgrades include boosting your carrying capacity and unlocking smart proximity mines which only detonate when an enemy nears.

Arc Welder

This hulking bit of machinery works won't knock down buildings from what we've seen, but it will take out any enemies that crowd around you. Capable of hitting multiple targets with the electric bolts it emits, by holding the fire button you can immobilize and eventually kill targets at close range. From what we played it was great for wiping out EDF troops who streamed in after we blew up a bunch of their buildings, and with the '3rd Arc' upgrade it can affect even more targets when it's fired. For more enhanced functionality, you can also trade salvage to enable the welder to target only enemies.

Grinder

This launcher of deadly discs fires out high-speed saw blades that, from what we've played so far, instantly kill any human targets they hit, sending them reeling backwards due to the force of the impact. As a neat visual effect, you can see the saw blade after it stick in a target, though you can't seem to pull it back out and replenish your ammunition reserves. Upgrades include a bigger supply of ammunition, the ability to fire blades at a faster rate, and the option to cause the discs to detonate when they hit something. At the point we're at we don't yet have the salvage required for the explosive discs, but this would presumably make the grinder effective at knocking down buildings.

Thermobaric
Lob the remote charges at key structural supports, then pull the trigger.

Remote Mines

Red Faction Guerrilla Cheats

These little things can definitely serve you well if you're looking to break apart some buildings. When equipped to the active weapon slot Alec will have the ability to toss the small charges in an arc in front of him. If they make contact with any kind of surface, be it rock wall, vehicle, or structure, they'll stick in place. When you've planted all you can, as there's a limit to how many can be active at once, they can be detonated simultaneously with the press of a button. From what we've played they're great for knocking out EDF cars or knocking out vital supports to take down towers and compounds in an effective manner. If you're aiming skill are good enough you can even stick these things to the back of soldiers, who'll then run around yelling and flailing their arms until you enter the command to detonate.

Red Faction Guerrilla Best Upgrades

If this sounds like something you'd like to try out, a demo should be going live on April 23 on Xbox Live and the PlayStation Network.