Despite a rough release and not many people remaining to play it on Steam, Redfall is not yet Deadfall. On Friday, Arkane put out a large update to the game that addresses performance and stability concerns, bugs, accessibility and QoL shortfalls, and even adds new combat encounters and player actions.
The performance improvements most notably include «Improved PC performance and stability across a wide range of hardware configurations,» and that's certainly welcome here. I didn't find Redfall to be a rough ride on the order of Jedi Survivor on the frame rate and graphical fidelity side, but it was far from perfect.
The juiciest stuff in the patch, to my eye, is under the combat section. The patch adds stealth takedowns with «staked weapons» (ones you've got a vampire-slaying stake strapped to like a bayonet), which is a nice addition, if a strange one to have been missing in the first place. «Increased open world enemy population and mission encounter balancing» and «Added unique open world enemy encounters in Redfall commons» are particularly promising line items.
Like with Mass Effect: Andromeda and Cyberpunk 2077 at launch, I've seen a lot of negative attention on Redfall focusing on polish, performance, and bugs while the game has much deeper issues to worry about. In his 44% review of Redfall, my colleague Tyler Colp stated that «Redfall drained every single drop of optimism out of me over the course of the 50 or so hours I put into it. Nothing could save it, not even bringing a friend along for co-op—in fact, it's so bad, I'd recommend bringing your enemies.»
While Tyler gutted out 50 hours of listless shooting in admittedly pretty autumnal environments, I could barely stand three. Anything that helps shape up its
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