Edge writes: "There was always a sneaking suspicion that it's really just about the guns. Yes, Fracture has a promising setting – a civil war between the Pacific and Atlantic coasts of America, fuelled by the western states' exploitation of genetic manipulation – but it was clear even at first glance that the team had more fun designing ludicrous, noisy means of blowing one another up than working the flamboyant arsenal into some kind of sensible plot.
That certainly hasn't changed – there are weapons that cause giant rocky outcrops to erupt from the ground, others that burrow under the topsoil like land-based torpedoes, and another that creates a glowing maelstrom that sucks in anything or anyone unlucky enough to be in the vicinity. As for the narrative basis underlying the battle against the transhuman Pacificans, who knows whether that amounts to more than a thin sci-fi mulch; it's not really been Day 1's focus when promoting the game. Instead, the various press screenings have all hoped to demonstrate Fracture's gimmick of environmental deformation to the exclusion of the game's other qualities."