Teardown review for PS5, Xbox Series X, PC

Platform: PS5
Also on: PC, Xbox Series X
Publisher: Saber Interactive
Developer: Tuxedo Labs
Medium: Digital/Disc
Players: 1
Online: No
ESRB: T

I went into Teardown ready for it to beโ€ฆif not the game of the year, then at least a strong contender for my game of the year. All I knew โ€“ and all I thought I needed to know โ€“ was that it was built around maximum destruction, in a world where you could literally drive a truck through anything. As someone who still wishes for a proper sequel to Red Faction Guerrilla where you can destroy everything in sight, I had high hopes.

While I was ultimately disappointed in the game (for reasons that Iโ€™ll explain momentarily), Teardown mostly delivers on its promise. Over a series of levels โ€“ not to mention a few additional modes and mods โ€“ the game allows you to smash things with your trusty sledgehammer, burn things to the ground with a blowtorch, and drive cars and trucks and boats through buildings, along with a host of other tools to help you achieve your dream (or, at least, my dream) of leveling the world around you.

Whatโ€™s more, it does this with impressive performance, never showing any signs of slowdown no matter what you throw at a level. True, weโ€™re talking about a voxel world, so itโ€™s not as if youโ€™re destroying some photorealistic masterpiece, but the game still deserves credit for achieving its ambition while still being functional.

My problem with Teardown โ€“ which I fully admit is more of โ€œmeโ€ problem than anything else โ€“ is that it delivers all this destruction in the most boring, structured, repetitive campaign imaginable. It gives you all the tools to have a blast in a destructible world (quite literally, since you can throw explosives at walls), and then almost immediately places limits on what you can do. You canโ€™t bash your way through every wall, since some are reinforced. You canโ€™t just steal whatever you want, because some items โ€“ many of which are key to moving the plot along โ€“ have alarms on them that end the levels within 60 seconds whether youโ€™ve achieved your objectives or not. Rather than letting you destroy to your heartโ€™s content, Teardown puts limits on everything.

Obviously, there are two holes in my complaints โ€“ even if I donโ€™t necessarily agree with the counterarguments. First, there is a sandbox mode, where youโ€™re free to use what youโ€™ve unlocked so far to cause destruction without limits. The problem is that qualifier: youโ€™re free to use what youโ€™ve unlocked so far โ€“ and seeing as the game almost immediately forces you to tone down your destruction in favour of being more methodical, you really need to play through a big chunk of the campaign to make the sandbox worthwhile.

Secondly, thereโ€™s the argument that Teardown needs to have some kind of plot and some kind of challenge, or else itโ€™s barely more than a tech demo. And while Iโ€™m sympathetic to that, Iโ€™d counter with the fact that tearing down buildings with a sledgehammer is super fun, and how dare Teardownโ€™s developers force me to be strategic when those walls and those explosives are just begging to be introduced? Seriously, though, I understand that the good folks at Tuxedo Labs made a serious effort to create a game thatโ€™s much, much deeper than it initially sounds like, and I salute them for that โ€“ but I still feel a little disappointed that the game isnโ€™t just rampant destruction.

Obviously, it ultimately comes down to how much you want a game that gives you insane levels of power but that also puts checks on it. Youโ€™re the creative type who appreciates that balance, thereโ€™s plenty to like in Teardown. If you just want to go smashy-smashy, you can do that here, too, but the end result may be more frustrating than youโ€™re expecting.

Saber Interactive provided us with a Teardown PS5 code for review purposes.

Score: 7
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