Volition: Consistency in Red Faction: Armageddon “was lost” during development

Thursday, 27 October 2011 18:07 GMT By Stephany Nunneley

An environmental artist for Red Faction Guerrilla has said said one of reasons Red Faction: Armageddon wasn’t as well-received as other entries in the franchise, was due to interference.

Speaking in an interview published in the latest edition of Play Magazine, Wayne Adams said what players experienced in the released version Armageddon was not how the game started out in development.

“The last game had one flaw and that was interference,” said Adams. “What people play, when they play Red Faction: Armageddon, is not what it started out to be. A lot was changed on the story side of things. Elements were introduced and things had to either be scrapped or re-purposed to keep up with the game.

“In the end hard decisions had to be made, and what could have been was restructured into what the team could do with the amount of time they had. I can’t say whether or not the original ideas would have been better but I think consistency was lost in all of the turmoil of change.”

During its July financial call to investors, THQ president and CFO Brian Farrell noted sales of Red Faction: Armageddon “were below expectations,” and felt this was due to the title not resonating with “a sufficiently broad console,” audience.

Farrell went on to say THQ didn’t “intend to carry forward” with the Red Faction series “in any meaningful way,” claiming that the “two successive versions just found a niche.”

Thanks: NowGamer, Ianos.

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