Redfall is the studio’s first-ever attempt at constantly online multiplayer, as well as its inaugural move away from dense, self-contained levels to create a continuous, large-scale space. The reasons for that are, I suspect, embedded in the previous paragraph: ‘co-op’ and ‘open world’. It’s the first missable Arkane game in an age. But it’s a noticeable step down from the high perch occupied by Corvo and Colt. Don’t get me wrong: Redfall is a good open world FPS you can enjoy for dozens of hours with friends. While it resembles its predecessors - osciliating between stealth and shooting, its domestic spaces filled with scattered stories to piece together - the results are soggier than usual. You may not want a Fabergé egg in your house, but you have to admire the artistry. They’ve sometimes been divisive, asking a lot of their players and nudging them towards unfamiliar playstyles, but even the studio’s detractors would concede these games were exquisitely designed and beautifully presented. Here's what you can expect in Redfall, less than its Arkane siblings.įor many years now, Arkane has delivered an unbroken series of brave and inspired first-person action games, from 2012’s Dishonored to 2021’s Deathloop. Perhaps that explains why Redfall is slightly underbaked. If the internet worked, your weather app would tell you to expect lukewarm temperatures at best. Low light is provided by the UV lamps and muzzle flare of private military contractors and cultists a little warmth by the body heat of locals huddled together in resistance. Blotted out by a pantheon of vampiric gods who, in lieu of gleaming palaces and gothic castles, have laid claim to an unassuming island town off the coast of mainland Massachusetts.
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