They're certainly challenging given their superior health, speed and ability to quickly zig and zag towards you, phasing through the world to get up close. ![]() The town is littered with human militia standing in your way, but they're serving the vampires who are the true stars of the show. That's because, mechanically, Redfall is every bit the Arkane game you know and love, but (surprisingly) with far better shooting and some top-notch combat that feels really engaging. Thankfully though, everything else you experience when playing Redfall is such a delight that it didn't really phase me, akin to how I love Destiny in spite of its rambling space nonsense (Witch Queen campaign aside). But so far, I could safely say that I wasn't exactly raring to dive back into Redfall for its story. It could be that this all changes when I've had time to play the game from the start, or perhaps had more time with the world itself beyond a brief 90 minutes. Even when I did turn back to the critical path and worked my way towards one of the boss fights, it still felt rather flat. The storyline, never really entered my thinking as I merrily blasted my way across the town. The open world potentially plays into this too, as you might find yourself traveling from one small cluster of buildings to another, skirmishing enemies in between, but always thinking about the next encounter. When you're playing solo (as we did), we might have hoped to be more invested in the storyline, but it felt rather secondary. ![]() There is, of course, a backstory that holds everything in place, but beyond what is explained in the official story trailer (above), I couldn't honestly tell you anything more about what's going on in the town of Redfall despite having played the game. The truth though is probably somewhere in between. I'll be honest, before the preview I was fully prepared for a gun-toting Borderlands style co-op vampire shooter, and I was already primed for it not having the same amount of intrigue when it came to the storyline. Arguably this is where you can see the team adapting to their new environment and also some of the challenges they've faced. Months back, Arkane's studio director Harvey Smith talked about "risk" and also the "creative strengths" that come with the studio developing a game with more of an open world.
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