This PS5 version also includes both DLC campaigns as well as some player-made mods. You can’t turn this off or even reduce the effect, which had me taking long breaks between sessions. There’s a depth-of-field effect and something like a fish-eye lens which are neat to look at but difficult to play with, so thankfully you can turn them off, but the real kicker is the intense head bob when moving. It doesn’t help either that playing the game can be pretty nauseating. There is a sandbox mode, and while the technology is still cool, that still doesn’t solve the problem of having very few interesting things to do with it. It’s like taking a sandbox and completely leveling it if you don’t build the sand castle just right. Figure out the perfect route to grab everything in one go or get filtered. It gets to a point where every mission has you stealing small objects with absolutely no room for creativity. After a strong start and slowly unlocking more tools for your trade, it feels like you have less and less freedom to accomplish objectives. The worst the missions get is where you have no real room for creativity whatsoever. I had to redo this mission about 5 times because of a single voxel being out of place, which turned something fun – wanton destruction – into something incredibly tedious. That should be it, right? Well no, you need to be very exact with that dotted line and if even a single voxel is still above it and you’re out of items to destroy them you have to start the entire level over again. While it took some doing to get the rubble out of the way, I eventually got the majority of the tower to fall. To do this, I used some bombs to knock down the walls just below the dotted line the game used to indicate the building now needed to be below. One stage that was initially fun but quickly became a nightmare was one that asked me to topple a tower in a construction area. Some of these tools, like the shotgun or pipe bombs, are limited use in each level so make sure you use them wisely.Īnd by wisely I mean almost perfectly in some levels. You use things like a sledgehammer, wooden planks, a blow torch, and even a shotgun to create paths for yourself or remove obstacles. This was easily the coolest part of the game since I had to figure out how to use my set of tools outside the box. I drove a boat one was on closer to my getaway vehicle, and used a tow truck to move another to the same location. Rather than meticulously finding a route where I could drive each car to the pickup location in under 60 seconds, I instead chose to simply move all of them with the alarms attached. Most of the cars had alarms attached to them and if that attachment was broken by moving it too far away, the alarm would go off and I would have 60 seconds to leave the level. Starting with the good, one mission early on had me stealing some cars from the docks. Unfortunately, the mission design often ends up too restrictive to be fun. Each level has you stealing certain things like paintings or cars in any way you see fit or even just destroying buildings. Teardown has a fantastic premise to go along with this technology: a heist game. It’s some very cool tech, but surprisingly hasn’t seen much interesting use. That’s not an exaggeration, the game is made of voxels which, in essence, makes all terrain, furniture, objects, and buildings destructible and movable provided you have the right tools.
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