GameSpy writes: "In an era where artillery-packing supersoldiers could routinely be foiled by a large piece of plywood and a doorknob (hunt down those keys, please), the original Red Faction proposed a more plausible approach as to how ordinance should interact with building materials... on paper, at least. While Red Faction and its sequel let you alter the face of your environment with your deadly tools, the results were more Dig Dug than John Woo. Inevitably, you felt more like a groundhog than a one-man wrecking crew, and except during the sequences included expressly to showcase these deformation mechanics, you got the feeling that you'd "break" the game if you utilized them too much. In the end, all that was left was a by-the-numbers shooter with an enticing-but-overly-ambitious operative mechanic.
Have technology and ingenuity of design advanced enough in the intervening years to make a game built around these elements worthwhile? Hopefully for Red Faction: Guerrilla, the answer is yes. THQ and Volition are flipping the script on the dormant series, wisely avoiding the deep crowds of the FPS genre (not to mention its current high benchmarks), and attempting to do right by the notions of devastation associated with its title by means of a more thoughtful approach"
-Early build displayed encouraging level of polish and attention to detail
-Without a good landscape variety, Mars could potentially feel pretty fatiguing