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Demolition physics1/9/2024 It's been lurking around in early access for a while, and available direct from the developers since before then. Pixelz's cute physics puzzler Cefore asks its players to blow everything up, but to do it like a professional - you're trying to recover specific blocks, after all, and you can't do that if you've blown them off the edge of the map. The restriction of a time limit also means you can’t try a lot of your own ideas - you’re limited by the path you establish, and not by the creativity of your ideas.Blowing stuff up is fun, but blowing stuff up carefully is an art seldom explored by games. Teardown would be a far better experience if there were hidden things to experience, like cutting the power so the alarm doesn’t go off and you can do whatever you want to the map, using a car as an explosive to level a building, using the machinery in the map to cause something cataclysmic, or exploring so much that you find hidden tools to use in the missions. I wish the game offered more to do than just blow stuff up and setting up speedrunning paths. There’s a lot of back and forth experience the same map over and over, get bored, move onto another map and… you get the idea. There’s a good number of maps, sure, but each mission starts you at a slightly different location, you’ll spend five or ten minutes setting up the route, perform it successfully, then move on to another map that you’ve already played. My biggest gripe is that while the game is (for the most part) replayable, the amount of content is excessively repetitive. For example, do you wanna level the entire map? How about crashing one building onto another? What about setting up a heap of bombs and creating the biggest explosion known to man? Those kinds of questions will keep you playing, but, eventually, you’ll answer them. ![]() Of course, the fun comes from what you make of this mode. It’s fun for a time, but after a while, you’ll get bored of blowing everything and anything up. Unfortunately, while you can get an unlimited amount of equipment to destroy and dismantle buildings with, there’s not much else to it. The Sandbox is where you’ll spend the other half of your time. We’ll return to that in a bit, but first, the Sandbox mode. Of course, Teardown tries to be an extremely replayable game by letting you decide what you want to do and how you want to do it - and, for a while it might appear as such, it will get pretty boring pretty quickly. You’ll spend a bit of time setting up your path, asking yourself a bunch of questions as you determine your strategy - which car should go where so I can get to the next objective faster? How can I get between two buildings so I can steal both artworks? Should I orientate the cars so I can hop out of one, get the piece, then hop into another? What’s the best escape route? In the campaign, the fun comes not from blowing stuff up, but from setting up your strategy and getting that burst of dopamine as you’re rewarded for a successful mission. ![]() This could be stealing artwork, so you need to set up paths and routes to do so. For the ones where you need to collect something, the game will give you a time limit (typically about 60 seconds) to complete the objectives and get out. All of these involve breaking and entering in some capacity, and there’s a ton of semblance between each mission. This might be destroying a monument so that your client can one-up their rival, collecting equipment for an investigation, or just helping out someone so their business can grow ahead of their competition. ![]() After every mission, you’ll receive an email from a client requesting your assistance with something. Let’s tackle the campaign since we just spoke about the story. ![]() So, what makes Teardown worth your time? Well, there are two major things you’ll do in this game: 1) blow everything up in Sandbox or 2) spend time in the campaign. Some of the story is delivered to you via news headlines, other times via emails
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