![]() Jacob can also cloak himself to sneak through enemy territory or get into a more advantageous spot before unleashing chaos. The latter, meanwhile, is extremely vital for scouting and marking enemies without giving away your position. ![]() Jacob, for example, has a vampiric eye and a spectral raven, the former of which allows him to summon a powerful sniper rifle and deliver devastatingly accurate headshots to take out groups of cultists in an instant. However, these archetypes are given some extra flair both narratively and mechanically. Jacob Boyer is your classic ex-soldier, Remi De Larosa is the engineer of the group, Layla Ellison specializes in biomedicine, and Devinder is a cryptozoologist and inventor. Key to this are four characters, each of whom has their own distinct personality-kind of like Borderlands. Not just that, but it looks to be set up in a way that will still encourage the kind of creativity and expression that people want out of Arkane's games. Although I was only able to play the game solo-which, for the record, seems completely viable even though you don't have AI teammates-the building blocks for a fun co-op multiplayer experience are there. But then some of us just personally love playing co-op games together-we play D&D together, we play Borderlands together, we play Diablo together-and we were like, 'Can we do one of our kind of games but with co-op?' So that was some of the drive behind Redfall."īare's cited influences are readily apparent in Redfall. We wanted to go open world for a long time, and so we've been stretching towards that, and we wanted to do something with multiple characters. So every time, we stretch ourselves a little bit and we add some different elements into the mix. They have a common creative core for Mooncrash you can see there's lots of procedurally generated content in there and you can play four different characters. "I think you can look at those two games and go, 'Arkane made both of those,' but they're very different from each other. ![]() You can go anywhere, so the mission structure's far more open. But then if you look at Prey, has stealth and it's one big level-a big-ass space station. "Dishonored is very stealth-oriented and it's got a mission structure that's more classic: You do a mission, you travel there, you go back, you do a mission, travel-they're not connected together like an open world. "If you look at our catalog of games, we always try to do something a little bit different," said Bare. This, according to creative director Ricardo Bare, was how it ended up with an open-world, cooperative shooter that has multiple characters with unique playstyles. Like Prey: Mooncrash and Deathloop, Redfall is aiming to take the fundamentals of Arkane's tried-and-true formula and build anew on top of them. But after getting some hands-on time with the game, it quickly became apparent that underneath the open-world, first-person shooting, and loot, there are systems, mechanics, and gameplay opportunities that are unmistakably Arkane. Redfall continues this process of reflection and reinvention, and it's perhaps the biggest departure from what we expect an Arkane game to be. Now Playing: Redfall Isn't What We Expected | Hands-On Preview By clicking 'enter', you agree to GameSpot's
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