We’ve got the expansive open world, which on face of things is ripe for exploration and adventure. Redfall ends up feeling like a mish-mash of other, better games – ideas are taken and implemented with random level of success. Sadly, it all begins to fall apart far too quickly. Multiple approaches to missions varied combat against humans and vampires lore and world story that had us interested to see where things were going. We’ve focused on the opening half hour so far with good reason – there are nuggets of great ideas in here that are teased as we make our way inland. We’re told that we can approach the fire station in one of three ways stealth in through the roof, assault the front, or figure out how to get in the locked door. The set-up and opening 30 minutes had us hooked in, but it didn’t take much longer for the cracks to start showing. Reaching the mainland has us clearing out a fire station and rescuing the inhabitants, forming the basis of our main safe space for the first half of the game. Here, the possibilities of Arkane-style exploration, stealth, and immersive world building feel at their strongest as we sneak up on – or sneak past completely – some early cultists, with plenty of areas to loot and explore. When we gain control, we must escape from the newly docked boat and head for the mainland. There are teases of moments where the old Arkane magic seeps in, but these are fleeting moments that never live up to their potential
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