Mr. Gorbachev, tear down this... mansion?

My "calm" moments in my apartment are spent after a day at work, then at the gym, and then sitting down at my computer and booting up whatever game I'm giving my all. While I do that, I like to have a little quiet source of company in the form of a Twitch Stream so I get a little feel that I'm not alone. One of my go-to streamers is Vargskelethor, aka Joel, and if you're a fan of the Vinesauce umbrella you're well aware of who he is. I remember Joel messing around on Teardown and having an issue in one of the latter missions getting a bomb to the detonation site so he could begin a heist. Something about the crazyness of spending all this time on prep and having it go so miserably wrong had me in tears while the chat lambasted his physics skills.

Months and maybe a year even later I found myself with a good computer, one that could finally take on the voxel based goliath that is Teardown. At its core, Teardown is a game about pulling off heists. Most missions start the player at a certain spot with a list of goals they have to accomplish within a minute of time. Not all missions have the timeclock, but most do. The caveat is that this minute doesn't begin to kick until you've begun on your heist, meaning that you have an entire map of prep work to do. Something about this tickled my brain in all the right ways, it allows the player to tailor their experience of the game to how they problem solve. Often in puzzle and mind games, I've felt like the way these problems are to be completed are in the game wants you as the player to do them, rather than applying your own approach. I LOVED the way Teardown allows you to work painstakingly at pulling off a perfect theft. I found myself feverishly and minutely carving out my route between goals in each mission, often doing five or more dry runs to make sure I could get away scot free.

Though the freedom oriented level design is what I would call the "real hero" of Teardown, the physics engine is a walking miracle. In a game with as many assets as this, it's quite hard to make it all work in a way that is conducive to player movement. Just about everything is destructible in some way with the right tools, vehicles like cranes and dump trucks work in the scenarios they should, and gravity feels as good as it can. While the weight of certain vehicles and items were the cause of many a level reset, I felt almost betrayed by how much the physics made sense. Sometimes I wanted to abuse what most games would allow and get a hollow victory, but had to respect the confines of Teardown's engine and whittle myself to a getaway.

Whether its the basic sledgehammer, the iron-man shotgun, or the impactful bombs, the arsenal the player is gifted in Teardown is another excellent touch to what makes it feel like a well oiled machine. You can play as soup to nuts as you want, using items only to make holes in walls and extensions between buildings via planks, or you can get as nifty as you want and use rocket thrusters to literally and metaphorically yeet yourself to victory. Once i unlocked the "Cable" I wondered the entire game what it was for, as I got it fairly early on. It wasn't until the last mission when I realized I could use it to tow a vehicle behind me, a galaxy brain moment that could have made previous missions easier.

Teardown is a lot more than a fun sandbox or a good excuse to blow things up, it's a genuinely enjoyable heist game that makes player agency the key focus. I heavily recommend Teardown as a must play.

Reviewed on Feb 18, 2023


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