Fear not, Arkane fans: Redfall is shaping up to be an utterly engrossing single-player experience. Read our full hands-on via the link.
2, citing the 2008 FPS’ blend of tense open-world exploration and systems-driven gameplay as a key reference point for Redfall’s development.
As you wander through a lavishly rendered abandoned art deco movie theatre, hints of Arkane’s past work shine through. Each individual house you break into is intricately rendered, littered with the kind of authentic human touches that offer the kind of environmental storytelling that you’d expect from a traditional single-player Arkane outing.
True to the original myths, your bullets don’t kill vampires. While unloading a full clip into a demon of the night will stun them and get their health bar down to zero, you’ll need a UV weapon or a stake through the heart in order to vanquish them fully. Still, in a post-apocalyptic vampire-ridden hell hole, you take whatever equipment you can salvage. As part of the dwindling human resistance, you and the remaining survivors have set up base in Redfall’s fire station. Here you’ll find quest givers, shopkeepers, and all manner of colourful characters.
As I make my way across the heavily-guarded grounds, I make my way into the house. Sneaking and staking my way across the mansion’s marble-floored kitchen to a deeply cursed-looking greenhouse, I soon discover a series of dolls that are intertwined with the demonic manifestations of horrific memories. Inside you uncover unsettling story snippets told via Everybody’s Gone To The Rapture-inspired ethereal visions.
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