![]() It's not a huge game, coming in at around 20 hours in terms of a single playthrough, but what's there is compelling and intriguing to visit. What is very Arkane about Redfall though is that its world is dense and regularly gorgeous. That should make for a compelling long term co-op experience, but it's just not what Redfall's structure allows. They'll slowly talk to each other more, getting to know one another the longer you play, and raising that trust level also unlocks other perks too. ![]() There are hints of multiplayer opportunity though, from co-op-focused skills to the fact that the more you play with friends the more you build trust between characters. It's basically pointless to play co-op, because there's simply not enough to enjoy together, and too little reward for doing so. However, the more you take on the more you'll realize they're pulling from a limited pool of randomisation, so again it becomes a case of how many repetitions you can endure before giving up on them entirely. ![]() These short, linear side quests dungeons see you work through randomly generated areas to reach a 'heart' you need to destroy in return for loot. Main missions or Safe House missions can't be replayed either, leaving the Vampire Nests as the only thing readily available for repeat long-term play. Other players will get everything else, like XP and weapons, but there isn't much in the way of replayability. It's bizarrely structured too, as only the host will get story progression, meaning anyone else will have to replay all quests. It's not drop-in for starters, so unless you pick the 'host game' option at the title screen you'll have to back out to the menu if you want to play with pals. There are also oddities around the way Redfall handles co-op. I've never met such apathetic NPCs or lacklustre cutscenes, and it makes everything feel like a rush job. Characters you meet in the bases also feel painfully underdeveloped, with the majority of your "chats" with them being a single grunt, sigh, or simple hello. Again, it's super passive, and underplays whatever interesting narrative is buried within them. You get story beats through memory flash-backs, which involve watching blue silhouettes replay a key moment from before the vampires took over. For each core story mission, you'll get a kind of cutscene intro, but rather than a visual set piece they play out like someone put the Ken Burns effect on some concept art. It's something that comes as quite a shock compared to Arkane's other games. However, the narrative it's all packaged with is oddly lifeless in its presentation. You collect weapons and new gear throughout, and although, weirdly, there's no way to upgrade what you already have, there's a satisfying grind to proceedings. Gunplay is satisfying and figuring out how to best wield all three of your characters' powers both in combat and traversal is great. It's a shame because the gameplay is good. ![]() Each needs a generator to be found and turned on to be unlocked, and then subsequently provide one mission from a small pool of repeating options and a surprisingly underpowered sub-boss to defeat. Even the Safe Houses, which can be found and unlocked in each district of the map, repeat themselves almost immediately. There are some side quests that can be found by exploring or speaking to people in your base, but sadly they're basically shorter versions of similar ideas. They're linear and mostly revolve around heading out to a location to pick up an item, interact with something, or take down a named vampire - which are essentially just stronger versions of the standard vamps you'll find roaming the streets. You start at a base, with main quests chosen from a mission board. It's essentially a squad-based shooter, more akin to something like Back 4 Blood or even The Division 2 in terms of mission structure and the way it handles multiplayer progression (albeit with some odd quirks). For a studio so renowned for making titles unlike other games, Redfall is surprisingly familiar.
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