''The first thing the art director for THQ's Red Faction: Guerrilla told us when we entered the demo room was to just completely forget about Red Faction 2, which was perfectly fine with us. He then proceeded to show us a surprisingly polished demo that presented us with an open-world Mars to explore and, more importantly, destroy piece by piece. It may be because this is one of the first games at E3 I really got to spend some quality time with, but Red Faction: Guerrilla is already looking amazing. The demo we were shown (and later played) looked like a finished game already, but the art director assured us that they still had until at early 2009 to get the whole thing cleaned up. Our esteemed PR guy, Daniel, practically had to rip the controller out of my hand and remind me we had other appointments to get to; otherwise, I'd probably still be there now.
The game uses destructible environments in ways that have been touched on in past games, but never fully realized it seems. We were shown some examples of this as the main character used a sledgehammer and explosive charges to bring down a small storage shed (accidentally dropping the roof on himself in the process). Every chunk of metal and rubble looks very smooth as they tumbled in on each other, reducing some chunks of concrete to dust. The developers also demonstrated how each object has a specific weight that may even wear down a structure's feeble supports over time. At one building located at the edge of a hill, he used some charges on the front line of support beams and then waited about ten seconds before the other supports started to topple and bring everything else down. Naturally, this can be used in missions to take out enemies - chunks of rubble that go flying will knock them down - or bring down specific structures in a more strategic way. Also impressive is the fact that these buildings will stay destroyed even if you come back to them far later in the game (excluding certain mission-specific structures of course).''