![]() We also get a look at Redfall's progression, loot, and cosmetics. Survivors at safe havens will offer story missions, while side activities will emerge as you explore-cultists might take over a local brewery, or a randomized "psychic space" will emerge for you to clear a vampire nest on the astral plane. Unlocking of safe houses, as these would then provide more safe passage routes to make getting around the world safer and easier.The Redfall gameplay deep dive from January 2023 gives us an overview of the sorts of anti-vampire efforts we'll be undertaking while exploring Redfall's open world. This would then tie really nicely into the This would then create an experience where players have to plan their routes towards missions /objectives between an assortment interiors like houses, shops and churches etc It would create this Death Stranding-esque thoughtful route planning structure. ![]() ![]() I think a way to address it, would be to have all the exterior environments feel genuinely threatening, places that you need to move through quietly or avoid as much as possible. Going loud is of little consequence, so why would I ever slow-down, plan my attack and sneak my way around the world? The game genuinely feels like it's missing a constant threat level to the overall pacing of the gameplay. I'm sure Arkane had much higher aspirations for the project, and like any game lots of ideas and content does unfortunately get cut, however my main takeaway from my small session with it so far. There's a great game buried in here somewhere, but I can't help but feel like this project underwent massive overhauls to what the original experience was supposed to be. Played a couple of hours of Redfall in co-op last night.
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