''I can sum up this game in 5 words. Blowing stuff up is fun. Now, my editor may want me to go into just a little more detail than that. And, I am happy to oblige. But at the end of the day, blowing stuff up is fun. For a quick history lesson, Red Faction originally came out in 2001. The ability to destroy just about everything around you made for an awesome gameplay experience. The game quickly grew a fast and fanatic fan base. Coupled with a good story and good A.I., this new technology and gameplay was breathtaking. Jumping back to the present, though, we now see disposable mesh and destructive environments in most games. You can't even be taken seriously as a racing game if you don't show some damage to a vehicle as you bump around the course. Battle damage is a must nowadays. With the future being now, what does the new Red Faction: Guerilla bring to the table? The whole meal, as far as I can tell. Right now, only the Beta is available for those lucky enough to get in. When I say luck, I don't mean it's hard to get in; I mean lucky as in it is a great game even in its very limited state.
Red Faction: Guerilla deviates from the FPS perspective that made it famous and switches to the third person over the shoulder. You switch to a quasi FPS perspective when you zoom, which was surprisingly smooth whenever it occured. I was a little apprehensive about this at first because I have not loved 3rd person shooters for the console in the past. I have not liked many FPS's either, but I digress. With this being said, I want to immediately point out how well this game responded and moved. As shooters go, I will say that this is far from an absolute twitch-based game like Unreal III, but it had good control and movement such that didn't feel like I was creeping along like F.E.A.R.. I really prefer this in between style when you bring things down to the console level. It doesn't make you any worse of a shot, and you don't feel like you have to drain a 12 pack of Red Bull to play. Simple things were simple. You point a gun at an opponent, pull the trigger, and they die. There is enough time to respond to someone firing at you, but at the same time, you weren't chasing them around the map for an hour with your finger held on the trigger the whole time, while they didn't die. To sum up, the bush I seem to beating around here is that the game already had signs of good balance. Fast-paced easy movement that you didn't need Dramamine to watch. Fast kills, without the essence of being killed instantly by a pin prick.''