We don't know too much about the story in Redfall, but we do know that the vampires you'll be facing aren't your typical ones. It should go without saying that these are more deadly and won't go down without a fight. Smith says that these vampire gods serve as breakpoints for each chapter, and they're the ones wielding all the power. The usual pawns are the garden variety that can be taken out pretty easily, but up near the top are more formidable vampires that Arkane calls vampire gods. Not only will you be facing off against a horde of vampires, but you'll also contend with human cultists who have grown to worship the monsters in the hopes that they'll be accepted into their ranks.Īs for the vampires themselves, they have their own hierarchy that players will need to contend with. In addition to that, some of our weapons are unique vampire-hunting weapons - like the Stake Launcher or UV Beam - that can be used tactically to eliminate the vampire threat.”Īrkane boasts that the "ever-changing" setting will react to your choices and actions, which is par for the course for this studio. “Our weapons are an interesting twist on the genre,” says production director Ben Horne (opens in new tab). “We have loadout options players already know and love, like rare shotguns and sniper rifles, all with randomized weapon traits to make each drop feel like one of an endless potential of combinations. And when it comes to weapons, players have an arsenal at their disposal. Arkane's Harvey Smith likens it to a "stealth-enabling shooter" where players can scout the area and gather recon before planning their next moves, possibly avoiding confrontation entirely. While the game could have benefited from the ability to upgrade weapons, more sidequests, and quality in-depth cutscenes for storytelling, what the game does right, it does with flying colors.It's not a full-on stealth game, however, so don't expect something like Dishonored. But there is so much to love here as the gameplay is addicting, intense, and will pull you back for another session. In no way is Redfall groundbreaking - but sometimes all a game needs to be is fun to play, and Arkane has created an experience that is a hell of a good time. For those who can look past the occasional cases, the game is still completely playable and the problems don’t warrant skipping Redfall altogether. Stuttering, crashing, and lower-quality graphics all became an apparent issue when in specific locations - and while these issues can be fixed with patches, it’s still incredibly frustrating. There were almost zero issues with framerate drops or pop-ins in the first half of the game, but as I got further into the second area and took on the more challenging Vampire Gods, the game struggled to keep up with what was happening on screen. There were times when the game crashed on me, but other times it ran perfectly fine. Redfall is great, but there’s no denying it has technical issues. This doesn’t make much sense - the game should let the players decide whether they want advancement or not. Multiplayer progression is limited to the host “because some missions are optional or non-sequential,” according to the in-game description. So, you can go through half the story with a friend to repeat the whole process considering nothing was saved on your end. The downfall of co-op mode is that the host’s game is the only one that will progress through the missions. This thinking on your feet and communication put teamwork at the forefront for Redfall. For example, use Bribon to run into a group of enemies for distraction while Layla lifts Jacob to the top of the building to snipe them all out. Using abilities to elevate teamwork is the focus here, and it can be a lot of fun when you pull it off correctly. Redfall shines in the co-op space mainly because everyone in the game can play as different characters. Redfall allows up to four-player co-op where everyone in the match can take on main missions and sidequests.
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