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Redfall would be better as a two-player game

Like seemingly the rest of the Internet, I did not get along with Redfall. As a huge fan of Arkane’s classically-styled immersive sims, I’ll admit that a four-player looter-shooter wasn’t what I wanted from the studio. But even judged on its own merits, there’s precious little about Arkane’s latest to praise. The empty world, the flat vampire combat, the bugs and technical issues, the terrible AI. It clearly wasn’t ready to be released.

Frankly though, I’m not sure Redfall would ever have been ready. The flaws outlined above may be fixable in the long term, but there’s one feature of Redfall that I think is fundamentally at odds with Arkane’s design philosophy: It’s a four-player co-op game.

(Image credit: Arkane Studios)

Redfall was pitched as a cross between Dishonored and Destiny, a co-operative, shared-world action game infused with the systemic magic of Arkane’s immersive sims. The way it approaches this, however, is to take the imaginative abilities of a Corvo Attano or a Morgan Yu, and split them across four characters. One character gets a Corvo-like short-range teleport, another gets Morgan Yu’s Lift Field. One gets the ability to tag enemies, another the ability to distract them.

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