Red Faction II Mechanics: Difference between revisions
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| Leech gives you life steal for a short duration, allowing you to increase your health when dealing damage to enemies | | Leech gives you life steal for a short duration, allowing you to increase your health when dealing damage to enemies. | ||
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| '''Slow Motion''' | | '''Slow Motion''' |
Latest revision as of 15:39, 10 February 2024
This page covers a variety of game mechanics featured in Red Faction II.
Health System
Unlike most games, the health system in RF2 blends two types of health regenerative systems - combining both automatic regeneration and health pack pick-up regeneration. The player has 4 individual health bar lines which can refill automatically - however, if one of your health bars expire, a health pack must be found to replenish a bar. When all 4 bars reach 0, the player dies.
Note: In Multiplayer - the health bar is simply represented by a number between 0-100. The pick up for Health in MP is also a 2D sprite.
Health Bar |
Pick-ups |
MP Health Display |
MP Health Pick up |
Grenades
RF2 features a variety of grenades for the player to use in both the singleplayer campaign and the multiplayer game modes.
Heroic System
Heroic Stars |
- This subject has an article with more information: Heroic System
The Heroic system is a morality system which determines endings for the game. The player can influence the system in a few ways, but most notably by completing bonus objectives throughout the singleplayer campaign.
Hazards
Tram
Tram |
The tram is one of the vehicular dangers within RF2, only present in the game's Underground chapter. The vehicle can be seen travelling on multiple rail lines as the player attempts to avoid being hit, which would result in death.
Spider Bomb
Spider Bomb |
The Commonwealth's robotic suicide squad, spider bombs often come in clusters and relentlessly chase unfriendly targets, exploding on contact. They're easily eliminated with light weaponry with the player being able to survive 1-2 bombs, but any more could prove fatal.
This is one of the more common hazards featured throughout RF2 - featuring in the Underground, Hanging In The Hood' and Inside The Nano Base chapters of the game.
Ground Turret
Ground Turret |
The automatic turret is a mechanical menace, sporting two power guns that can rip through even the strongest armour. The turret can be eliminated with explosives (e.g. Frag Grenades) and targets anyone standing in front of it.
The Drone appears in a single level, 3 times in 3 chapters; Public Information Building, Sopot's Citadel and Dancing With The Dead.
Drone Turret
Drone Turret |
This small-sized drone appears only during the Underground chapter, firing minigun turrets at the player. Its projectiles are notably easy to dodge or kill should the player attempt to do so.
Missile Turret
Missile Turret |
The missile turret is present in the Foreign Lands chapter of the game, firing rockets with a short delay at the player. They are easily destroyed by grenades or a few bullets.
(Note: One of these turrets can be retargeted to focus on enemies instead of the player, counting towards a Bonus Objective.)
Magnetic Mine
Magnetic Mine |
These mines are only found underwater in the chapter A River Runs To It, only being a threat while the player is piloting a submarine. They will lock onto any vehicle that comes too close and chase it until the vehicle or mine is destroyed. Though a serious threat to submarines, they can be destroyed with a single torpedo.
Multiplayer Power Ups
In the Multiplayer/Bot matches, you have access to several pick ups which have unique properties that enhance the gameplay and provide advantages to the player.