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FPSLabs Home: CellFactor: Revolution Review

By: Thomas Gribble - Published May 08, 2007 at 3:00 AM EDT - Writer Archive
Final Thoughts and Conclusions
As mentioned before, CellFactor: Revolution appears at face value to be a champion of AGEIA’s PhysX technology; a shooter that is built around the use of physics. However, after playing the game I can tell you that it is so much more. Yes, CellFactor: Revolution is unlike any other game ever made, but it is clearly evident that the creators of the game are out to turn this into a franchise rather than just a one-hit wonder. While I referred to the story line earlier as being little more than a basis for which the creators could mold their three different characters, the plot is actually one that is open for development and has the potential to be adapted into a full-featured single player game. And, as it were, that is exactly what Immersion Games plans to do with CellFactor. I spoke with Adrian at AGEIA, who was part of the production team for CellFactor, and he told me that there is already work being done on such a version of CellFactor. After seeing what these characters can do and the potential of this game to be something bigger than any of its creators might have imagined, I am definitely looking forward to such an installment.

However, instead of talking about all the things that CellFactor: Revolution is, it is probably more constructive to talk about the things that it is not. As mentioned previously, CFR is not a prime candidate for adoption as a widely used competitive game for three reasons. First, the extra computer hardware required to play the game in full is not something that is possessed by nearly enough serious professional gamers. While the PhysX card from AGEIA will likely become commonplace in the next couple of years thanks to some huge titles that are currently in development, the hardware is not there quite yet. Second, the game does not seem to have a diverse enough arsenal from which each player can pick and choose. Add in to this the fact that the current state of multiplayer game play does not widely incorporate the use of power-ups and the like, and you have a deficiency from standard death match style games that is hard to ignore. Finally, the three characters in the game are different to a degree that would adversely affect the ability of the game to be viewed as one that is fair to all players. While these different characters and their abilities would undoubtedly create a dynamic that has never really been seen from any other game, it is this unique aspect that would prevent the game from becoming widely adopted by the professional community.

Even with these things being the case, CellFactor: Revolution does a lot of things to the gaming world and does them quite well. The use of physics affects game play in such a way that it will probably make other developers aware that in-game physics is here to stay.

In the end, I can say that I had a great time playing CellFactor: Revolution and I am sincerely looking forward to crushing a few of my friends when the game goes live. Regardless of the notion that CFR probably won’t become a fixture of the eSports community, it is nice to see a death match style game designed to be fun to play instead of sacrificing fundamental qualities in an effort to make the game more pro-friendly. In my mind, there really is no downside to CFR. The game is fun, engaging, and best of all it is free to play. The creators are more interested in seeing their pride and joy become widely distributed than compiling the revenue they could so easily attain by selling the game for a price. With all of this in mind, I strongly recommend downloading CellFactor: Revolution on May 8th – if nothing else it will keep you entertained and satisfy your primal urge to frag.



Related:
Download all of our game play clips
AGEIA PhysX Review | PhysX CellFactor Addendum
Visit the official CellFactor: Revolution website
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