The environments in Red Faction are known to be varied. What sort of environments can we expect to see featured?
-A major design goal was to create levels that immerse the player in the game. This means having the levels make sense from a functional perspective, adding lots of detail and interactivity. We have a broad range of environments for the player to experience, including natural caverns/caves, mining environments, industrial areas, living quarters, administrative areas, underwater areas, surface areas and level that takes place on a space station in orbit around Mars. top Q: How do geo-mods effect level designing and the general gameplay in that respect? -The level designers really need to think about the fact that the player can shoot through a wall, but they have to think about where the player can go because normally in a FPS game it’s very linear in terms of where you can go. To a certain extent we still have to, because our game is very story driven, but the level designers need to think about what areas are destructible, to what degree, and to how that fits into solving puzzles. So,