When it comes to video games, there are few genres I enjoy as much as first-person shooters, especially when it involves no small amount of strategic thinking. I’ll shoot anything once, and if I like it, I’ll shoot it for years. So, when I read about Redfall a few years back, I was immediately excited. Arkane’s various studios have consistently been creative with their approach to making video games, and Redfall is no exception. It’s everything you want it to be, and then some.
It’s downright gorgeous, the enemies are dangerous and varied, and the combat allows you to approach each scenario in multiple ways — just in case you keep getting wrecked by vampires. Redfall has taken lessons from Arkane Lyon’s Deathloop, tightening up the gunplay to make for relatively smooth handling of even low-tier weapons. It wouldn’t be enough to just have some easy-to-use basic weapons, so Redfall ups the ante by adding in scores of interesting guns to UV freeze, stake, and blast every enemy you meet.
From the moment the game begins, the beautifully realized gouache-style artwork pulls the player in. Instead of fully-animated cutscenes, the main story is told through simple images accompanied by voice-overs. Outside of that, Redfall doesn’t force you to learn anything about its world. Instead, juicy tidbits are scattered around in the form of journals, notes, and radio broadcasts. Even with the story taking a backseat to the combat, it’s still intriguing and gives incentive to thoroughly explore locations, something that will certainly help with replayability — that is, for those interested in solving the mystery of Redfall. But Arkane knows that not everyone is interested in turning over every stone, so the world is there for players to
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