With Redfall arriving at IGN just a couple of days ahead of its official release date we haven’t had enough time to complete a final review yet – certainly not without becoming a nocturnal monster myself and staying awake all weekend. However, after several sessions – solo, co-op with a friend, and also in a group of three – I must admit I’m thoroughly underwhelmed by Redfall’s vanilla missions and lifeless world, and very disappointed at its lengthy list of display issues and bugs.
Redfall is a distinct departure from the likes of Deathloop and Dishonored. Certainly some of that Arkane DNA has sidestepped its way into the finished product – chiefly in the magical abilities of the four available powered-up protagonists – but Redfall’s open-world approach to a modern day Massachusetts is otherwise a little more mundane in comparison. Not only does the architecture of Redfall seem a little flavourless compared to Deathloop’s funky retro-futurism and the Victorian backdrop of Dishonored, but there seems little to absorb whenever I stop to explore.
Perhaps best described as Far Cry with a supernatural slant, Redfall’s premise seems simple: take back the town from the slobbering vampires and their human flunkies that have occupied it. Unfortunately, so far the experience seems surprisingly boring and regularly broken. I appear to be just over halfway through and the mission design seems largely baked around poking through various locations around town looking for random items and picking them up, putting them down, or turning them on or off. Sometimes there’s a locked door involved, but a key for it will be sitting somewhere nearby – waiting to be arbitrarily stumbled across. It’s simply not interesting; it’s just a lot of
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