Aside the fact the last I played the game kept crashing with the end boss, I'm not too sure why but I'm sure it's fixable since it didn't happen before to me, the game is very good and better than RFG.
My reasons:
The game is built on an improved geo mod engine, geo mod 2 was used in RFG and it was tweaked and updated to 2.5 for RFA. It has very noticeable improvements that CAN kind of make it worse. It was very fun to make a building fall to its side in RFG so you had a partially collapsed tilted structure to fight on. The way they worked with the internal stress structure system may have caused this. Given the game is more linear this isn't too much of a concern as you aren't really sticking around.
There's something I am mixed about if I should call it a severe pro or an absolute con.
That being the magnet gun. It is by far the funnest weapon in the entire game and you get it early on. Nothing has been more enjoyable than shooting a magnet bolt onto an enemy and shoot the other bolt on the backside of a structure to have the enemy SLAM through it all and die from impact. Of course I do the same with building to building, it's perhaps the pinnacle of a destruction weapon in this game. THAT SAID, I had 0 desire to use anything else, nothing was fun compared to the magnet gun. So in that sense, it was a con because while it didn't discourage you from using the other weapons, there was no reason to do so either since the weapon was just as good and infinitely more fun to use.
The rebuilder gun from RFG multiplayer makes a sleek comeback now being a simple spammable ability that you just point and shoot. Distance means nothing that little blob will make it and rebuild like new.
Of course the sounds of destruction are as good as ever for a RF title, just throwing that out.
The environments you get to destroy are hand crafted addiction. If you ever look at some dev commentary from the studio, they explain how RFG wasn't that hand crafted because of severe limitations for console and the engine at that time, basically open world desturction was too taxing on systems to be as in depth as players and devs would've liked. Going a linear route, back to roots, they were able to take full advantage of their upgraded engine packing destructible assets throughout. A proverbial playground of linear destruction.
Don't ask me about multiplayer, Idk. I know RFG multiplayer is absolutely insane. I've played around in the multiplayer maps for this and they look like they would be just as fun. The backpacks do not make a return, perhaps to avoid the map being flattened in the first few minutes of the game.
The story is what you would honestly expect from the lame Syfy (Sci-FI fans ride or die) channel partnering to make this. But it doesn't really matter because no one is playing for the story, I hope not because you will probably be let down in some way.
Not important Notes:
I'm not sure as the last time I tried to get their engine was from pirate bay. Now I just use chaos in UE which is still not to the standard of the GeoMod engine given there's not structural stress system, similar to Teardown. BUT, I digress. Point is, the game has very satisfying destruction and I hope you take my word on that being someone who loves destruction in games that is both realistic and satisfying. It's likely possible with enough coding and/or plug-ins UE's Chaos system can have a structural stress system but it just didn't feel much the same to me.
Gimme the mod kit Volition, do it.