Red Faction: Guerrilla - Demons of the Badlands

Built to Marauder.

Open-world games typically needn't expand physically to accommodate downloadable content, but with an air of cynicism still lingering over the very concept of premium add-ons, it's a nice thing to see all the same. Fallout 3, for example, has alternated between changes within the Capital Wasteland and sections that take away from it - and, in the upcoming Mothership Zeta, out of its orbit completely. Red Faction: Guerrilla's Demons of the Badlands DLC sticks to the surface of Mars, but despite the vast playgrounds of Dust, the Badlands and beyond, happily transports you to a new area - and a different period in the planet's history.

The setting is Mariner Valley, which should be comparable in size to the host game's biggest existing areas. Rather than pick up with Alec Mason, developer Volition has decided he's earned his rest, and puts you back in time, and into the boots of a different, albeit familiar face: Samanya, better known to most of us as Sam, whose history as a survivor of the original EDF revolution over Ultor has her scraping a living as a Marauder, albeit one with a snazzy ponytail and red skirt and mini-cape. Sam inhabits Mars prior to widespread colonisation, and it's a rougher place as a result, with sheer cliffs, space-hulks-turned-dwellings and ongoing skirmishes between EDF and the remnants of Ultor, your freshly minted Marauders. Unlike the main game, the EDF troops will attack you on sight, but on the plus side they, like you, are limited to particular strongholds scattered around the play area.

And hey, you're well equipped. Demons of the Badlands introduces three new vehicles, and they're hardly wallflowers. The default buggy has a pair of huge, Gizmo-from-Gremlins rear spoiler ears, but these barely conceal the massive spikes attached to it, nor its machinegun or double-barrel shotgun attack capability. Suspension is wobbly, but it has speed on its side. There's also the bigger, four-seater jumbo buggy, with much wider wheels, and a mounted machinegun emplacement on the roof for one of your NPC allies to man. Slower still is the Marauder walker, which creaks along with a hunched old man's gait, but proves no slouch when it comes to windmilling enemies and buildings with its massive robotic arms, equipped with spikes and a handy-looking giant mace.

'Red Faction: Guerrilla - Demons of the Badlands' Screenshot 1

The Marauder Walker throws shapes in the church of Mars.

On the ground, you've got eight new weapons to secure. Everyone's favourite remote-demolition charges are now spiked, and stick through walls as they attach, although this appears to be cosmetic, and you still detonate them the same way and expand your capacity for simultaneous deployment through upgrades. You do, though, have a handy melee blade to whip around freely with your other hand, or you can switch to the more familiar hammers, including a Marauder hammer (unlockable in the main game's multiplayer mode, for those who've spent time with that) and a pick-axe - the one from the game's cover, finally rendered in-game. Probably my favourite though is the Royal Sword, which resembles a broadsword on a pike.

There are guns too. The EDF Subverter is like an uzi with mean recoil, while the Spiker is a spike-firing machinegun. Sadly the projectiles don't pin people to the wall like F.E.A.R.'s nailgun (a limitation of the physics technology), but it certainly looks handy in a scrap. The Missile Pod, meanwhile, fires rockets that pack less punch than the main game's rocket launcher, but can be fired much more rapidly, and the Super Gauss Gun is like a meatier version of the Gauss Rifle. It seems a bit puny at first, but then it starts tearing down buildings with abandon, and you can also upgrade it until it has three beams, and the power to dispatch a tank in two shots.

Toys would be no good without things to use them on, of course, so there are three main story missions, the last of which alone THQ is confident will take 45 minutes to complete. One mission I get to play starts off with a brutal fight through EDF defences to rescue Vasha, Sam's sister with a robot head, who then reveals somewhat scornfully that she was bait, at which point the EDF storms in and you get to use Gauss turrets and new energy turrets to repel the ambush. The final mission is not only a multi-part assault, but it includes a prison break that re-introduces a few familiar members of the main game's cast at different stages in their lives.

Beyond these there are three house arrest/assault missions, two delivery missions and five demolition master levels, and Volition appears to have taken great pride in compiling the latter. Mariner Valley itself is host to more verticality than the main game, so that you can enjoy watching things crash down further and harder, and the DM levels bind the increased scale to greater delicacy and the need for lateral thinking - can you use one Gauss round to take down two buildings with just a few barrels, for instance, and how do you take out two steam stacks on opposite sides of a ravine when your Marauder Walker is unable to cross the divide?

You're still doing familiar things, like whittling down the EDF's influence to mount an effective resistance charge, but other things have changed. Upgrades are provided automatically at the conclusion of story missions, for instance, rather than having to be purchased, and there are also 75 collectable power cells and four hidden Marauder artefacts. Along with traditional targets like completing the missions, destroying EDF targets and vehicles, and pro times, these make up 250 gamerpoints' worth of Achievements on the Xbox 360 version we're playing.

'Red Faction: Guerrilla - Demons of the Badlands' Screenshot 2

Sam's handsome sister affects her escape from captivity.

All told, THQ reckons a competent player with a lot of RFG experience should be able to complete Demons of the Badlands in between four and five hours, assuming they don't go after all the collectables. Less experienced players, or those who want to mine Mars' newest playground for all its secrets, can hope to spend considerably longer in its company. The difficulty has also be adjusted subtly upwards, so while there are still four skill settings, each is proportionally more difficult than the main game. The idea is that if you finished RFG, you'll be up for the challenge, and if you didn't, you can still adjust for your needs. The story's separation in time neatly allows either group to understand it in or out of context.

At a fairly standard 800 Microsoft Points or the equivalent of USD 9.99 on PSN, it sounds and looks like a compelling slab of extra content. We've all been fooled by DLC promises before, of course, and would advise anyone to hang around for our review closer to the 13th August release date, but THQ appears to have learned the lessons of its Saints Row 2 DLC adventures and wants to make the most of Red Faction's continuing popularity with more of a best-of in a new setting than a simple bolt-on vignette. Downloadable content hasn't always done well by looking backwards - Operation: Anchorage, anyone? - but on this evidence Demons of the Badlands is a healthy slice of old and new.

Red Faction: Guerrilla - Demons of the Badlands is due out for PS3 and Xbox 360 on 13th August.

Comments (12) Latest comment 3 years ago

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  • Bearskopff #1 3 years ago

    Couldn't stop playing this title when it was first released but as of late (espcially with BF 1943 out) I've not been playing it as often as I hoped. As great as this DLC sounds and it looks as though it may well be a purchase, I was hoping to see a new MP mode to make the most out of the walker machines. I had a massive amount of fun with them in the SP and would love to try them online with some friends. :)

    Bear

    P.S. Not last :p
  • mkreku #2 3 years ago

    There's an expansion..? The main game hasn't even been released on PC yet!
  • Mr_Dodger #3 3 years ago

    Sounds decent.

    Anyone else think this game would work well with a motorstorm 1 -like race mode? I kept thinking on the transporter missions that it was a shame there weren't opponents to race against.
  • kinky_mong #4 3 years ago

    Looking forward to this but with some trepidation after the Saint's Row DLC fiasco. The addition of more demolition master challenges is definitely welcome, although I'd like to see some additions to multiplayer as well as that's where the game really shines.

    @ Mr_Dodger: A thousand times no! The transporter missions were bad enough with the random spawning of EDF tanks to blow the shit out of you when you're trying to get a pro time, the addition of opponents who's main priority is to spin you around (as all sandbox race opponents are programmed to do by default) would have made them even worse. I'm sick of every sandbox game shoehorning car races into a a game physics engine that doesn't suit them.
  • AphoticCosmos #5 3 years ago

    Awesome game, hopefully they get this bit of DLC right.

    Nothing beats hopping in the Rocket Walker and blowing the crap out of the final EDF base.
  • Whizzo #6 3 years ago

    Definitely bidding my time on this after the fiasco of the SR2 DLC.
  • udat #7 3 years ago

    I thought the games physics were well suited to racing... kinda reminded me of the handling in Big Red Racing. Is there a Racing Mode in the multiplayer at all? I think there's scope for one if not.

    I quite liked using Battlefield 1942 to set up jeep races too :p
  • infoxicated #8 3 years ago

    I was hooked on this until I completed the main story and haven't been back in a couple of weeks. I think I got jaded by the stupid safehouse placement - some of them were so far away from the actual missions I just got pissed off driving all the time, so I wouldn't mind knowing if that's still an issue with the DLC.

    Still, with the Fallout DLC delayed until the end of September I might just pick this up anyway.
  • schnide #9 3 years ago

    One mission I get to play starts off with a.. who then reveals..

    Spoiler alert anyone?
  • trooperdx3117 #10 3 years ago

    Sounds like a pretty good slice of DLC and since I love Guerrilla so much im hoping it will be good
  • mika1h #11 3 years ago

    If you fail that 45 minute mission, do you start it all the way from the beginning?
  • Bazfrag #12 3 years ago

    It would be nice if just once this gen, devs would kindly include all the content they have already finished on the actual disk rather than ripping gamers off what, three weeks after launch. Fuuuu.....