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Developer Diary Video #3 - Control & Morale

For the third video in our series of developer diaries, James Hague, Design Director, details the aspects of Control and Morale within Red Faction Guerrilla.  By raising morale, not only will you gain more confidence from the civilians about the reasoning behind your actions, but they'll begin to help you in your fight to take back Mars for the people.

Watch the video below to find out more about Control and Morale, then head to comments thread if you have any questions.

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Developer Diary Video #2

For our second developer diary, Drew Holmes, Writer for Red Faction: Guerrilla, speaks to everyone again, but this time he breaks down a specific mission found later on within our upcoming game. When you finally make it to the Eos district, the landscape changes dramatically from your first steps in the game. Filled with clean and modernized buildings, Eos is the paving the way for future living on Mars. In this mission, your job is to help out the citizens of Eos by taking out the EDF snipers causing havoc on the sector.

Drew begins by giving everyone a little backstory on the mission, then details his plan for taking down the EDF. Remember that in our open-world destruction-based environment, you need to figure out the guerrilla tactics which work best for your style of play. There are also glimpses of some new weapons in action, including my personal favorite, the .

Stay tuned for more developer diaries in the future.

Developer Diary Video #1

In our first developer diary, Drew Holmes, Writer for Red Faction: Guerrilla, speaks to us about life on Mars and the main task at hand for Alec within the game. The EDF have divided Mars up into six sectors, all of which you'll need to liberate in order to progress through the game. Included in this video is a sneak peek at some of the towns found outside of the demo, a first-look at some Martian vegetation, and a glimpse of the mysterious third faction, the Marauders.

Stay tuned for our next developer diary where the aspects of Morale and Control will be the focus.

Developer Diary - New Sledgehammer

We've just posted up our newest Developer Diary for Red Faction: Guerrilla, and I thought all of you would like to take a look. This dev diary focuses on the history behind a very unique weapon found in our game, along with a look behind the scenes at Volition.

For those who wish to know the full history behind the origin of the weapon, please view this thread: http://www.neogaf.com/forum/showthread.php?t=240533

Developer Blog - "Evolution of the Sledgehammer"

Hi. This is Sean Kennedy, Associate Producer on Red Faction: Guerrilla and today I’m going to share with you the origin of the sledgehammer our hero Alec Mason always carries with him. From the beginning of the project we knew players needed a weapon that allowed them to get up close and personal with our destruction system. A weapon that never ran out of ammo and most importantly, a weapon that would free players should they ever become trapped by falling debris.

Becoming trapped by debris resulting in the player not being able to advance in the game is what we call a soft crash. Soft crashes are something every developer has to avoid because it will cause the game to be rejected by the hardware manufacturers for release. As you can imagine in a game where everything can be destroyed the number of possible soft crashes is endless, so we needed something to prevent these.

Early in development we gave the player a laser, but this really didn’t work out. The destruction wasn’t meaningful enough and being a weapon of that type it felt less personal. Being a laser, players could destroy structures from a distance, never having the tactile feel of being up close to an object and breaking it apart piece by piece by hand. From there the laser evolved into a sonic shotgun. This was better than a laser, but again didn’t give the feel, look, and reaction we wanted. While the player could be closer to the destruction and see visibly more impressive destruction, it still lacked the personal feel we were looking for. Also it ended up being dubbed the ‘leaf blower’ since you were essentially just blowing pieces of debris around and overall it looked rather goofy.

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After toying around with weapons of this type we decided a melee weapon was the way to go. With a melee weapon the player feels as though they truly have the power over destruction since it gives you a more tactile experience. Once we decided to go with a melee weapon our work was not done however, since we had to decide what shape that weapon should take. Logically we first thought of a pickaxe since it is often a tool people associate with a miner. For those who remember, the pickaxe was also part of our iconic logo for the original Red Faction. However this idea was killed on the drawing board when we realized the pickaxe would not do what we hoped it would for us. A pickaxe has a fine tip and a smaller impact radius and doesn’t have the power we were looking for. With the pickaxe dead, we brainstormed what other tools a miner would use and that’s when we found the answer we were looking for: a sledgehammer.

The sledgehammer answered all of our questions. The sledgehammer is highly destructive, and gives the player a true feeling of power over the environment. Once a gamer picks up a controller and takes the sledgehammer to their first building and experiences the destructive power they have in their hands, it’s an amazing feeling. From this point on the sledgehammer became the official melee weapon of the game always to be carried by the player and has become our new iconic image for the Red Faction series.

I hope you’ve enjoyed this look into the creative process behind our selection of the sledgehammer and look forward to picking it up yourself and tearing down Mars piece by piece when the game ships this June.
- Sean Kennedy, Associate Producer

Additional Story Information + New Screenshots

RFG_StorySS06If you haven't taken two minutes of your life to watch our newest story trailer which premiered on Spike this past Friday, go . Below, Designer, Drew Holmes, has written up some extra information on the back story for Red Faction: Guerrilla, detailing why Alec Mason must join the Red Faction in their fight for freedom. Click the jump to read the excerpt and view some brand new screenshots.

"They were in the wrong place at the wrong time. Naturally, they became heroes."
-Anonymous

Near the end of the 21st century, a rag-tag group of miners known as the Red Faction defeated the oppressive Ultor Corporation in the mine shafts of Mars with the help of the Earth Defense Force.

But the celebration didn't last long.

If the EDF hadn't arrived when they did, the rebellion would have failed. So when command posts and military bases sprouted up, it was considered a fair trade-off for a Free Mars. Roughly fifty years have passed, and resentment is steadily building against the EDF. In an effort to keep the peace, the military has resorted to harsher methods of law enforcement. Armed patrols are commonplace, and the civilian population has taken to the streets to protest the declaration of martial law. The military, once viewed as liberators, is now seen as an occupying force. Meanwhile, an underground resistance is swiftly gathering strength to combat the EDF. The Red Faction has been resurrected, with its battle cry unchanged: "Better Red than Dead!"

With Earth's economy in chaos and its riot plagued cities in the grasp of police states, miner Alec Mason arrives on Mars hungry for a new life. He joins his brother Dan, a longtime settler and demolitions tech, on the rugged Tharsis frontier. Their reunion sets off a chain-reaction of events that plunges the planet into full-blown war, and transforms Alec from unwitting accomplice to the rebellion's last hope.

- Drew Holmes

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