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You had to strike a balance between wreaking enough havoc that they bring out fun toys to steal, and not getting overwhelmed. They had numbers, vehicles, and we're usually a step ahead of you in tech. Fighting the EDF in Guerilla was actually fun. You'd usually destroy catwalks, stairs, and bridges that you then need to fix to be able to move on. Most of the time it was a hindrance more than anything. Using it as a combat aid was fun at first but far from effective. There was no good reason to do it, aside from the couple points where you had to destroy hives that had taken over buildings. They had a promising concept in the idea of structures suspended from cave ceilings and walls, but as a whole, destruction really felt like it was an afterthought. The first and most obvious issue was the destruction taking a back seat to everything else. It was off to a great start, with them keeping a lot of the fun and unique weapons from the previous game and adding some new ones (the magnet gun may have been the best component of the game), and there was nothing inherently wrong with a linear story, as questionable a decision as it was.
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They went wrong in so many places in Armageddon. Oh boy, you've triggered my Red Faction rant. Since at the end of the day it's console tech that drives development, I can imagine it's more possible now than it was back in Guerilla's day. Someone will make something like that one day, with destructible terrain and structures. Instead of shooting bugs underground and occasionally blowing up some small structures, they could've given you a level: Here are your objectives, here are the enemy bases (the sleeker and cleaner the aesthetic, the more pleasing to tear apart, imo), it's only 2x2 km2 but you figure out yourself how you want to do it. It didn't necessarily have to be open world/sandbox either, in fact carefully designed, ultimately linear levels that can be torn apart with explosives and sledgehammers would've worked really well I feel. They had something no other game was doing (and still hasn't on the same scale I believe?) and it worked well. It was OK, but the core feature of Guerilla was turned into a gimmick, meanwhile other games were doing the core things Armageddon were doing too.
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