Fracture (2008, Third Person Science Fiction Action, 360) – 8/10 game review

Cast / crew
Studio Director: Michael J. McDonald
Director Of Engineering: Michael J. McDonald
Lead Designer: Jeff Gregg

Fracture (2008)

As America is physically split in two by global warming, their people are ethically split as the Pacificans go all out for genetic modification while The Alliance outlaw genetics. Wars have been started over smaller things.


Unlike the Red Faction games and their Geo-Mod technology, Fracture incorporates it’s brilliantly accomplished terrain deformation technology and makes it a completely necessary gameplay and tactical element (especially on Hardcore difficulty). You can always tell if a new weapon system is completely brilliant if you wish it would appear in other games. Half Life 2‘s Gravity Gun, Portal‘s Portal Gun, Resistance‘s Auger and everything in Ratchet and Clank games are good examples. Fracture‘s Entrencher (Terrain Deformation) gun can now be added to the list. There are problems. You can’t always see what you’re doing because the field of view feels so narrow (you can run past someone and not see them), you sprint by jogging with motion blur, and our hero seems to shoot from his dead centre meaning you have to leave cover far enough to be able to wave your privates at the enemy before you can take them down (naturally enemies don’t have this problem, they seem to be able to shoot at your aura). However, the game looks fantastic (this is arguably the best looking third-party Unreal Engine 3 game), all the novelty weapons are fun and interesting, the ponderous Basil Poledouris-alike music from Michael Giacchino, Chris Tilton and Chad Seiter is entertainingly self-important and, of course, the Terrain Deformation technology is endlessly impressive.

This game contains violence.

Classified 12 by BBFC. Suitable only for persons of 12 years and over.


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