Redfall launches for Xbox Series X|S today — here's what we thought of Arkane's new title after 30 hours of vampire hunting...
every regard. It's difficult to point to one thing that Arkane's latest game does particularly well, and despite some neat ideas, Redfall stumbles off the starting block by relying on systems and structures that have felt tired and played out in open world gaming for some time already, meaning that it can't help but feel rather dated from the get-go.
That's the idea, at least, but good luck trying to locate these things based purely by sound. Redfall is a very busy game in terms of audio, and the sheer amount of sonic clutter makes things needlessly difficult. At any given time, there's likely some background music, creepy ambient noises, character chatter from the heroes, enemies, and nearby NPCs, environmental crackles and drones, and whatever else.
Then you have human adversaries, and given that they probably make up the majority of the enemies you'll be fighting, they're especially poor. There seems little difference between the cultists taking up arms for the first time in the name of their new undead gods and the supposedly trained PMC soldiers of Bellwether, and both are equally gormless.
This speedy power creep also leads us to question how this kind of light RPG/gear score-style system actually benefits Redfall as an experience — it just seems to create extra busywork and isn't really going anywhere with no endgame to speak of beyond simply replaying the campaign or joining others to repeat stuff in co-op.
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