Want to watch Zero Punctuation without ads? Subscribe to The Escapist+ today and support your favorite creators!
There’s a saying in the creative industries: “You’re only as good as the last thing you did.” Thus, with the release of Redfall, Arkane, the developers of Dishonored, Deathloop, and Prey 2016, are a bunch of incompetent time-hosts with as much business making games as the walrus collecting LEGO Death Star. You know, I usually regret the fact that my reviews come after everyone else’s, but on occasions like this I can see the advantage. Because Arkane may have been hoping that the initial kick was over and they were free to focus on avoiding eye contact with everyone for the next six months or so until we all forgot about this, but no, I didn’t. I will never forget, Arkan. Let’s take a look at Redfall. Let’s look at what I did. You know what saying something is that even a forced install of an EA app and adding it to Windows startup without me asking like a duped waiter in Los Angeles including a headshot with a restaurant bill for a pour outlet was nothing but sugar decoration spun on top of a game of croquembouche waiting. Alarm bells were already ringing, because the game was selling itself as a four-player shooter, which as good as I’ve discussed in the past, wasn’t true before.
You can’t improve on both experiences, it’s certainly possible for one person to ride a two-seater bike, but you’ll struggle with the extra mass and everyone else will think you’re a twat who didn’t notice their wives fell. But after choosing the one character whose abilities seemed more suited to solo play β the sniper who can turn invisible, as opposed to one with the healing power of a group hug or one who can jump high β I ran into a very cheap game. A scene made up of narrated storyboards, proving that vampires have taken over the isolated New England town of Redvale, our attempt to escape on a boat is thwarted when they charm the vampires and turn up the water. And honestly, the intro one step more elaborate than a silly script crawling on black sideways, first impressions were good, after my character wakes up on the crippled ship. The awe-inspiring images of this wall of water folded like a huge used towel, split from glimpses through a porthole before we finally escape from the ship and see it loom above us, the dry lake bed strewn with debris that leads us inexorably to the conquered city…
Then a voice calling out to us on the apocalyptic scene, a band of vampire minions, the humans urging us to end our foolish resistance and accept our new masters, it was all really convincing. Until I walked up to the first vampire minion, punched them once in the head, and they instantly splattered like a bag of frozen semen. In fairness, it was a stealth attack, but then I lunged at my teammates to make an interception, pulled the starting gun and they all fell instantly from a single blow to the head. At that point I wondered what the other three players would have done if I had brought them with them – supposedly carrying my coat or bringing me snacks. The same story unfolded all the way into town – I’d stumble upon hunting parties of three or four lads and they all die like sleeping chickens in a facility owned by Colonel Sanders. It’s disappointing to make so much of how you play around fighting vampires and then having us deal mostly with gun-wielding minions; For one thing, remember The Order 1886, the video game equivalent of using the toilet at the end of a long day at work. But it wasn’t long before the first vampire foe, and the game stole well enough.
You descend into a spooky basement, a shadow is cast on the wall from an approaching door, and a short figure hunched over a corpse, exuding menace and brutish power. Then she ate three shotgun shells and died. I’m sure the claw strikes would have been so devastating had I not outmaneuvered them by slowly moving out of the way. However, you shouldn’t judge the book by its tutorial, and vampires are an even bigger threat in an open-world game, especially when they group together and start getting superpowers. Or at least they were until I equipped my first ration blaster, and then most of the vampire menace scurried off furiously to join their henchmen in a malfunctioning toilet set aside for a one-hit kill. Am I supposed to have this gun, the game? I’m starting to feel like the teacher gave me the answer sheet instead of the test. Yes, my ammo capacity is low, but I fill up every time I’m in a bunker. What other things can you spend money on? Onlyfans? I ended up turning difficulty into difficulty, and I get how rare it is for me, a wimpy, soft-thumbed gaming journalist who hesitates to try and remove stolen food items from my little Chihuahua’s mouth, but I was looking for the fun of the game and so far it’s been about as fun as killing a baby seal en masse In a car breaker with a well-oiled activation switch.
But hard mode didn’t help much because the AI ββis pretty awful; Sometimes enemies will fight you, sometimes they will run in circles as if they are sizing up your best cave painting wall. The Cockthroat jiminy meant to give you the option of stealth or combat breaks down, so why not plow right in? What are you afraid of, alerting everyone and making them form an orderly line at the nearest bottleneck? For all the sense of dread I felt at the way the “Host Game” was on top of the “Play Game” in the main menu, I became more and more suspicious that Redfall was destined for multiplayer play. I mean, I suppose hard stuff has been tweaked for more players, and they might even have to deal with, like, three guys running in circles at once, but beyond that, critical path is full of story missions where we’re basically expected to deal with Play an audio log and then sit there with close attention for a couple of minutes before we’re allowed to move on, and I don’t see how having a few friends will help immerse yourself in the story, because they’ll all be standing behind the characters doing finger bunny ears.
It comes down to the story’s strongest presence, and most of the rest of the time it’s told through more told storyboard scenes, and those that leave a lot. Many characters and situations just exist without a formal introduction. We open a door downstairs and cut straight into a montage of us helping the citizens rebuild the safe house. Consistently guys, I was just looking for the swamp. The word that defines Redballs is “flimsy”. From the narrative to the game design to most of the enemy’s skeletons, they’re all so poorly put together that a game of half-baked combat encounters is copied and stretched to fill a large sandbox map like a poorly judged amount of crispy aluminum foil over the leftovers of a meal no one particularly liked. Part of me hoped it was a passive-aggressive act on Arkane’s part, like someone asked them to make a multiplayer shooter with broader appeal than the usual experimental stuff, and they did it like an upset husband with a burnt diner. But they’ve been working on this for years, and “passive aggressive” feels totally inadequate to describe someone who can tolerate this much grudge for so long. You’ll need a better name for that. Something like “Mom”.
#Redfall #punctuation #marks