The problem is, the game just sort of existed. It'd didn't generate any sort of excitement, released without a whimper, and almost immediately disappeared. Environmental artist Wayne Adams believes the game's issue was consistency.
"In the end hard decisions had to be made and what could have been was restructured into what the team could do with the amount of time they had," he told Play magazine. "I can't say whether or not the original ideas would have been better but I think consistency was lost in all of the turmoil of change."
Sure, but the biggest problem with Armageddon was the manner in which it completely squandered its open-world setting. Sure Mars was a bit boring to look at, but the real fun of that franchise was blowing stuff up. And while Armageddon had some elements of that, it essentially rail-roaded the series into a third-person shooter. Which was the worst part of Guerrilla.