It was nice being back on Mars. Even though it had been less than two months since I left, the impression left by Red Faction: Guerrilla was so strong that I couldn’t help but count down until the download packs were rolled out. Even after liberating Mars, I kept on playing, twiddling my thumbs and taking down overpasses, doing whatever I could to prolong the experience. I could only stomp the demoralized Earth Defense Force (EDF) so much before I had to move on. Thankfully, my wait wasn’t long as Demons of the Badlands, the first of three announced content packs, is already out. Set several years prior to the events in Guerrilla, Demons of the Badlands focuses on Samanya and her relationship with the enigmatic Marauders.
Before Alec Mason set foot on Mars, his soon-to-be tech wiz ally Sam had been one of the Marauders fighting against the EDF. Samanya’s sister, Vasha, is eventually revealed to be the leader of the Badland’s Marauders, but not much else about the sisters is divulged before Alec’s story comes to a close. Demons of the Badlands fills that information gap, to an extent, by covering the period when Sam’s relationship with her sister ends and whenever she joins up with the colonists.
Immediately apparent is that Sam isn’t a fresh-faced miner turned fighter but a battle-hardened veteran. She starts the game with a sledgehammer, a shotgun that blasts out spikes, upgraded armor, and increased capacity for remote detonators. Instead of having to salvage for scrap to trade in for equipment, Sam simply has to complete missions. The three story and eleven marauder actions not only serve to lower the EDF’s influence, but they also unlock equipment and equipment upgrades. Not having to salvage saves a good deal of time, and the constant rewards keep the noticeably harder demolition missions a tantalizing option; though for those who enjoyed tracking down salvage, there are optional power cells that can be collected for a trophy. Aside from Alec’s arsenal, sans the weapons developed in Guerrilla, there are seven new pieces introduced that include a missile pod launcher and royal sword. There are also three new vehicles: a jacked-up technical, a lumbering walker, and a two-seater buggy. The new weapons are actually more destructive than before, which simultaneously satisfies and frustrates: you get more of what you want but at the expense of longevity.
The entire pack takes place in Mariner Valley, the Marauder’s homeland. While the area is a decent size, it is even more desolate than the original campaign with only a handful of EDF facilities and two safe houses standing out amidst the dilapidated catwalks and ruins that dot the valley. Those who thought that Alex lived in a bland world will be even more down in the Badlands, but you won’t be spending all that long there anyway. That is because Demons of the Badlands is short, too short for the story being told.
I was genuinely surprised whenever I found out that I had finished the campaign. The three missions tied to the story take about an hour to an hour and a half to complete, which can be a little less if you happen to score an especially powerful weapon from a demolition activity. Despite seeing a bit more of the Marauders they still remain as mysterious as ever whenever the story wraps up, with very little about their downward spiral and chaotic culture; unfortunately, you’re never really immersed in their world. You can complete any unfinished activities after seeing Sam off to a new life with the colonists, but the world is almost too desolate at that point. That is if you really want to stretch the experience out, because you will need to go after all the activities and trophies to get somewhere between three to four hours of total play time.
At $10, you get a decent amount of game. Of course, that’s assuming that you’re willing and able to tackle the more difficult demolition activities; though the house arrest, raid, and area defense activities are on par or easier than what was found in Guerrilla. If you’re here for the story, then you will simply want more when you’re done; if not, then you’ll still want more when you’re done. The over-the-top missions and new weapons tease more than satisfy, but it’s still a wild ride all the same.
Overall: 7/10
Red Faction: Guerrilla - Demons of the Badlands is a solid content pack, and there is no doubt that it will leave you wanting more. Unless you are a big fan of the activities, though, you will find it over all too soon. This pack is really for the diehards that didn’t get enough the first time around.
(This review is based on a copy provided by the publisher.)