Teardown is a bloody robbery game. Teardown not only showcases the impressive destruction and rendering techniques of developer Dennis Gustaffson, but also cleverly builds a series of carnage in sledgehammer puzzles-forcing you to use limited tools to open up an optimized path at each stage. The second part of the December update went a step further, using two new maps to expand the space of possibilities for Teardown heist. Killer robots and missions use their intensive physical simulations in bold new ways.
Except these are not the reasons why “Teardown” became the first choice for wasting time in 2021. The reason why I played “Teardown” is because thanks to the powerful mod support, this game has become the spiritual successor of Garry’s Mod.
Of course, Garry’s Mod has a more direct sequel. Dubbing S&box, Facepunch’s own follow-up physical sandbox is still in early development.But it was defeated by Gustaffson’s voxel playground, and there has been an explosion of customized content since then Opened a Steam workshop as early as March.
These comparisons are straightforward and clear. Both GMod and Teardown provide a powerful basis for physical interaction-the former uses Source Engine’s revolutionary kit at the time to create a canvas composed of pulleys, switches, thrusters, balloons, etc., turning “Half-Life 2” into a ridiculous The playground. Based on Source also means that you can extract assets from almost any Source Engine game, putting Portal, Left 4 Dead, Counter-Strike, and Half-Life characters into a messy blender (usually literally).
Of course, Teardown doesn’t have that kind of cross-title support. But it does have an absolutely gorgeous destruction model, and the ability to import anything made of voxels. This means that the happy task of piecing together the basic map, transplanting it into disassembly, and then starting to smash it into pieces is relatively simple. Our former featured guy Andy Kelly even pointed out, Find an abnormal pleasure Tear down his elaborate noodles made with MagicaVoxel.
But the dismantling mapper is very good at creating new spaces to smash. They have built vast Russian towns with complete and detailed interior design and urban skyscraper plazas, which you can reconfigure according to density, flooding and details every time you refresh. Think of a micro city that allows you to simulate large-scale destruction, the re-creation of the classic counter-strike map, and a strange and terrifying pyramid house.
Although some of these maps have built-in robbery features, most are just open sandboxes, waiting for you to take all available tools to town. Through the Steam Workshop, the toolbox continues to expand beyond basic sledgehammers and explosives. When you can shred skyscrapers with a machine gun or melt steel beams with an industrial incinerator, why settle for the pistol of the basic game, which dwarfs the default little blowtorch.
Garry’s Mod made it clear after realizing that Teardown Studio has a direct GMod Physgun, allowing you to toss the entire building on your head. There is also the mandatory Portal Gun mod, which even allows you to see through your portal (although the frame rate is significantly reduced), and a full set of Aperture-themed test champions to help you pass.
It works perfectly, and Portal’s vision is accompanied by the risk of accidentally catching the entire facility on fire. It is a pity that it is not equipped with a fully articulated GLaDOS to use the sledgehammer. However.
Then there is a mod that directly reshapes what Teardown can even be. Earlier this year, I wrote an article about Basilisco, a huge and terrible snake-bird robot that will chase you ruthlessly through the misty Russian towns amidst the screams of VHS. For Teardown as a horror game, this is an incredible case.
Others try to reinforce what they think are the shortcomings of the game. Teardown’s damage model is impressive, but it does not accurately simulate structural integrity, and there are some modules designed to solve this problem through a combination of solutions, causing the structure to collapse and collapse under its own weight. There are vehicle frames for creating complex tanks and helicopters.
Tuxedo Labs may be a small team, but it accepted this scenario wholeheartedly, providing example maps and templates to help people get started. But not only does it support module makers through documentation and test levels, each update also provides a new way for module makers to explore.
When disassembling Massive Part 2 Update Arrived this month, it brought many new tools, new maps and new missions. But it also introduces pathfinding AI into disassembly through its killer robots, more physical interactions with flexible cables, dynamic weather effects such as tornadoes and blizzards, and GMod-style thrusters directly used to impact vehicles.
Part 2 may be the last major update of “Teardown” before it leaves the Early Access version. But it provides an absolutely rich set of tools that can allow mod makers to loosen up when rotating the Teardown to a new direction. The aggressive AI template means that it is only a matter of time before we see FPS-style tribal defense or penetration missions. I can only imagine that the physical system of the game can be redesigned and reimagined.
If there is one obvious omission, it is that Teardown lacks any form of multiplayer games. Yes, adding multiplayer to a game that is not designed for multiplayer is a daunting task, but it’s easy to imagine the type of impromptu game on such a pleasantly fragile basis.
Nevertheless, Teardown will have the same thrill every morningthat is to see what new locations have appeared in the Steam Workshop-and what new toys I can download to disassemble them. The physical sandbox of Tuxedo Labs may be about to be completed, but I suspect that I will find new ways to remove Teardown in a long time.