Teardown (video game)
Teardown | |
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Single-player |
Teardown is a 2022
Teardown uses a proprietary
Teardown saw positive reactions leading up to and during its early access phase, and it received favourable reviews upon release. Critics praised the game's physics, interactivity, graphics implementation, art style, and music. Mixed opinions were raised regarding the campaign progression and story and some control elements were criticised. The game's support for
Gameplay
Teardown is a sandbox game with puzzle elements played from a first-person perspective.[1][2] The player can freely navigate the game's nine levels, which consist entirely of destructible voxels.[3][4] Some voxel materials require stronger tools to destroy.[5] The player starts out with a sledgehammer, fire extinguisher, and spraycan.[3][6] The spraycan can be used to mark points of interest.[7][8] Later tools are unlocked throughout the campaign, including a blowtorch, a shotgun, bombs, and a rocket launcher, which have limited uses.[9] New structures can be erected using planks.[2][10] Acquired tools can be upgraded using cash earned from collecting valuables scattered throughout levels.[11] Vehicles like trucks, cranes, excavators, and boats can be used for traversal and destruction,[1][2] and the likes of propane tanks for explosions.[8]
Each mission comprises one or more objectives, of which some are required and some optional.
Through accessibility options, the player can adjust the game's difficulty, such as by increasing the time they have to complete a level after triggering the timer.[19][20] Outside of the campaign, the Sandbox mode puts the player into any of the unlocked levels with all tools and their upgrades but without objectives.[1][3] In the Creative mode, the player can design levels and objects by painting with voxels of various materials within the game world.[21][22] Three challenge modes can be played on each unlocked level: In Mayhem, the player must destroy as many voxels as possible within sixty seconds; in Hunted, the player is tasked with collecting randomly appearing items while being chased by an attack helicopter;[3] and in Fetch, the player has to collect as many items as possible in a sixty-second time frame.[23]
Modding
Custom levels and structures can be modelled using the program MagicaVoxel and imported into the game.
Plot
Teardown's story is primarily told through emails that the
While Lee and Woo repeatedly request destruction jobs aimed at the other, Terdiman discovers that the Lee Chemicals client is BlueTide, an energy drink producer run by Mr Amanatides. As no official records exist on Amanatides, Terdiman asks the owner to retrieve communication data from BlueTide's premises on Hollowrock Island and accounting data from Lee Chemicals. Through Woo, Amanatides learns of the owner's services and hires them to increase BlueTide's security by obtaining confidential information on autonomous guard robots. In the meantime, Tracy purchases a new company vehicle and retains the old one for herself. As Terdiman investigates an unknown substance found in BlueTide's drinks, a leftover shipping label recovered from Hollowrock Island reveals that Amanatides controls the Evertides Mall and uses it as a repackaging hub for the substance. Shipping logs from the Evertides Mall lead the owner to the Muratori Islands, where Terdiman orders them to secure evidence and destroy the local supply chain.
As a result of the disruptions on Hollowrock Island, at the Evertides Mall, and on the Muratori Islands, Amanatides fires Woo as the mall's manager and begins a revenge plot against who he believes harmed BlueTide's business. He orders the owner to retrieve a truck, autonomous robots, and
Development and release
Technology and prototypes
Teardown was developed by Tuxedo Labs, an
After creating a voxel sandbox, he worked alongside former Mediocre
Game design and implementation
Gustafsson shared the progress of his technology on Twitter from 2018 onwards.[50][51] By August 2019, he had developed a game concept that he planned to release.[40][52] Gustafsson came up with the two-phase heist structure with unlimited setup time and limited execution time. He said that it was "compatible with all the limitations (or lack thereof)" of a fully destructible environment while "offering an interesting challenge".[15][53] As a result of the destructibility, obstacles within levels could only be designed with elevation, distance, water, and unbreakable objects. Additionally, Gustafsson intended to use few unbreakable parts, mostly for levels' lower bounds. He avoided overly large maps, initially due to a technical restriction, and later to keep navigation from becoming tedious.[15] Within the second phase of the structure, Gustafsson settled on a simple timer, rather than other concepts such as a slowly flooding cavern.[15][17] The initial levels Gustafsson designed for this concept were long, straight corridors that the player would have travelled twice, reaching an item and returning to the getaway vehicle. After Bengtsson re-joined the project, the two discovered that the game played much better when it featured multiple objectives in a non-linear open world, which became the final design.[17]
Levels were designed with MagicaVoxel.[43] For the quick save system, Gustafsson used run-length encoding to compress world data at high speeds, seeking to encourage the system's use by eliminating long load times.[54] A popular request from fans was to have the security helicopter not spot the getaway vehicle when the timer runs out and instead chase after the player. Gustafsson disliked this idea, saying that it "would introduce an element of randomness that would discourage the strategic thinking and careful planning".[15] He once looked into procedurally altering levels to reflect damage the player had inflicted earlier but scrapped the idea due to time. Adding multiplayer was not planned as the engine was written for single-player gameplay, and the team considered the networked synchronisation of all voxel physics technically infeasible. Anticipating that players would want to mod the game, he moved much of the game's gameplay logic from C++ to Lua. Gustafsson cited as the ultimate goal that modders should be able to create entirely new gameplay mechanics within the game's framework.[46]
Music and sound design
Douglas Holmquist, who had worked on many of Mediocre's games, created Teardown's music and
Early access and release
Gustafsson revealed the game as Teardown on 1 October 2019.
Post-launch content and console ports
On 1 July 2022, Tuxedo Labs was acquired by
In May 2023, Tuxedo Labs announced Teardown was coming to
Reception
Previews
During its early access phase, Teardown was received well. Graham Smith of Rock Paper Shotgun lauded the game's voxel destruction mechanics and their intrinsic value to the gameplay, considering the destruction technology to outperform foregone destruction-focused games like Red Faction: Guerrilla.[2] GameStar's Christian Just praised the game's sandbox approach to level destruction and the technology's level of detail.[84] Rick Lane of Bit-Tech called the game's puzzles "highly open ended yet beautifully challenging".[8] Smith regarded the game as rarely frustrating due to its use of quick saves, which Andy Kelly of PC Gamer echoed.[1][2] Smith also described the successful completion of a level within 60 seconds, after having spent up to an hour planning the route, as rewarding.[2] Likewise, Nathan Grayson of Kotaku stated that it felt "amazing" to complete a level with little time left.[10] Connor Sheridan of GamesRadar+ regarded the game's music as "slick".[7] Lane noted that the visual style was "splendid".[8] Eurogamer's Robert Purchese was amazed by the unexpected existence of a story.[85] PC Gamer's Natalie Clayton praised Teardown's ray-traced lighting implementation and overall art style as "something utterly gorgeous". She believed that its mod support had transformed it "from a fun curiosity into a worthy successor to the king of physics sandboxes, Garry's Mod" and gave it longevity.[86]
With only Part 1 released at the time, Just felt that the game lacked varying content, making it feel "lifeless and dull" after an initial "wow effect". He called the game's worlds "oddly cold and empty" and further cited a perceived lack of
Reviews
Aggregator | Score |
---|---|
Pure Xbox | 8/10[38] |
Teardown received "generally favorable reviews" on all platforms, according to the
Cantees found the voxel art style apt for the game and its destruction-based gameplay.
Barbosa criticised the pace of upgrades in the campaign, feeling that it hindered the "ability to tear maps apart in entertaining ways" and prevented drastic changes in mission objectives.[3] Kobza similarly felt that the first half of the game had too little objective variety, although the second half performed better in that regard.[4] Menzel cited monotony in returning to the same maps with different objectives.[18] In contrast, Jason Coles of NME found satisfaction in finding new shortcuts on previously played levels after unlocking the planks.[89] Jarrard exclaimed that completing a mission with only seconds left was "a legitimate rush".[14] Jenkins considered the campaign's narrative unnecessary, especially due to a lack of voiced dialogue and missing ability to meet the characters in the game.[6] Jarrard said the story was "paper-thin".[14]
Barbosa felt that the challenge modes had no lasting appeal.
Sales
Teardown was among Steam's best-selling games in the first few days of its early access phase. In the same time frame, the game received more than 1,800 player reviews, of which 96% were positive, indicating an "overwhelmingly positive" reception.[94] Gustafsson attributed the early success to the popularity of his Twitter videos.[45] By August 2022, Teardown had sold 1.1 million copies.[76]
Accolades
Teardown received nominations for multiple year-end accolades, winning "Excellence in Design" at the 2021
Year | Award | Category | Result | Ref. |
---|---|---|---|---|
2021 | Independent Games Festival | Excellence in Design | Won | [95][96] |
Seumas McNally Grand Prize | Nominated | |||
2022 | Golden Joystick Awards | Best Indie Game | Nominated | [110] |
PC Game of the Year | Nominated | |||
Ultimate Game of the Year | Nominated | [111] | ||
The Steam Awards | Most Innovative Gameplay | Nominated | [112] | |
2023 | D.I.C.E. Awards | Outstanding Technical Achievement | Nominated | [113] |
Notes
References
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