Redfall Review
Fast Facts
Redfall
Developer: Arkane Studios
Publisher: Bethesda Softworks
Website: https://bethesda.net/en/game/redfall
Genre(s): First-Person Action
Platform: Xbox Series X (also avaialable on PC)
Age Rating: PEGI 18
Release Date: 02/05/23
Price: £69.99
A code was provided for review purposes
Redfall is really the first totally exclusive game for Xbox (and PC) since Bethesda was acquired by Microsoft. A new IP that, although it was already in development before this union, has seen the light completely under it. As such, Redfall has been promoted under such terms from the outset. Redfall has been packaged as a cooperative multiplayer experience set in a new Arkane universe. This content is undoubtedly attractive, but it is one that has been frequently questioned as it strays from the essence of the titles that came before. These were mostly compact, imaginative, and quality single-player experiences. Games like Dishonored or Prey, which I consider to be masterpieces that, have gained fans and acclaim over time.
A Technical Section with many Inconsistencies
Redfall demonstrates Arkane’s continued excellence in level design. The levels and map in Redfall offer a number of great moments and situations which allow the stage to tell us a story. The design of the town in Redfall comprises two large areas and is superb in its design, with both horizontal and vertical exploration options. The map is completely explorable from the start and looks realistic, while the town’s design helps set the atmosphere, which I found to be impeccable.
However, those virtues are overshadowed from the outset with continued graphic inconsistencies. Redfall has a day-night system in which the sun rotates continuously. This exposes us to the complete passage of time; sunrises, sunsets, dark nights, and even bright noon. This is fully dynamic, so the entire scene changes. For example, the shadows move as the day progresses. Technically this is impressive but probably expensive, as the typical Unreal Engine graphical glitches manifest themselves like tomatoes in the garden. Clipping, undefined shadows, popping, and an excessively erratic draw distance are just some of the continual series of difficulties that the game faces.
Although, I think the problem that bothered me the most is how little work seems to have been done on the transitions and animations of the world and our character. Everything feels as if it was done quickly and up against the clock. Many of our character’s animations, whether opening doors, picking, healing, etc… are non-existent, giving a constant feeling of incompleteness that tarnishes the immersiveness of his gunplay or action mechanics.
A Fun Forumla in Need of a Little Polish
The map is a huge draw in Redfall. I was drawn into exploring based on its design alone. Thanks to its excellent setting, the title looks great. However, as I mentioned, its technical problems do it a great disservice. Additionally, the poor controls also present a problem when starting out. They are somewhat rough in handling and even the animations suffer.
To give you an idea of what I mean, when sprinting, your weapon will move and sway. If you change your weapon while sprinting, it will be appear for a second in the normal position, correcting before magically correcting itself to the swing of your movement. It just feels ugly. Almost as if they were uninterested and lacking in care for the finer details. This is something that really saddened me, especially seeing it come from Arkane. Redfall feels like the studio have taken a surprising step back in this regard.
Redfall‘s mission structure is divided into two core section. Firstly, you have them main quests. These follow a branching structure, in which we can select the next mission you want to take. However, you can only have one active main quest mission active at a time. Secondly, you have the more interesting secondary missions. While these are not very relevant to the plot, they are more rewarding to play. The secondary missions force you to explore the world. It could be to activate, complete, or discover rewards. Some of the side quests don’t have boss confrontations.
I really enjoyed how they told curious and interesting stories of the town. If anything, I preferred doing these side missions to the main quest. I didn’t want to miss any of them. A word of warning, be very careful, with your missions. At some point, around the mid section of the game, you must change the mapping. Once you do this, there is no manner of going back until you finish the game.
No Shortage of Things to Do
Even then, Redfall has much more to offer. The map has a series of shelters that you nly find if we pass close by then. Each of these shelters offers a new mission and a confrontation with a sub-boss. These are very interesting and addictive, but also necessary. To face the final boss, you need at least three sub-boss skulls. In a way, you can essentially consider them as belonging to the main campaign. Completing them will liberate the area, making it safer. This doesn’t mean there are no enemies, but it prevents vampire nests from being created nearby.
Each of the characters also have unique abilities that come from leveling. Layla is able to block shots and return them. Devinder has an ultraviolet bar that kills vampires instantly. Rami has his faithful robotic friend that attracts attention of enemies, while Jacob is be able to detect enemies with his spectral raven. The combination of these four characters makes playing in cooperative mode a lot of fun.
However, the improvements, that come with levels don’t manage to differentiate the characters enough. This is because levels merely improve their existing abilities, rather that adding new ones to let the player create and play different character builds. Redfall also hosts an array of weapons. There are a variety of shotguns, pistols, rifles, stake throwers and UV rifles. These all have degrees of rarity, which will increase their functions with special characteristics. However, for an extra challenge, these degrade quickly, since the Redfall system prioritizes total damage. This means that a level twelve normal weapon will do more damage than a level nine legendary, despite having fewer features.
A Very Acceptable Duration
Having completed a good number of the secondary missions, I am happy to say the game time runs in excess of 20 hours. When played solo, the game was simple and easy to understand. When playing with friends, it becomes more chaotic and fun. However, there are certain elements with the co-op mode that don’t quite sdit right with me. For example, when playing together, only the host records any progress in the missions. Additionally, I feel the game is weaker for not having a matchmaking service. This would greatly improve interactivity between users, especially as the game includes a ping system whichallow you to alert your companions to a range of things.
It’s Not Quite Love at First Sight
I won’t lie, the first few hours of Redfall feel horrible. Technically, it looks like an Xbox One game. This is compounded by 30fps, graphical bugs, abd the strange physics of the falling bodies. On top of this, the AIis sub-par. Stealth is practically a superpower, and this makes the game so easy that the fun slowly drains away. What Arkane have done well from a new perspective in Redfall is the creation of an excellent setting. It is just a shame that his is more of a facade. The game is let down by its simplelistic approach of gameplay, including controls and animations the do not reach that standard befitting a studio of such high renown. Looking back at previous titles such as Deathloop, Redfall can only be seen as a disappointment.
Final Thoughts
Redfall is strangely fun to play both alone and cooperatively. At it’s heart, it is a looter shooter, and carries thatlevel of simplicity with it. The missions are easy and the confrontations can be challenging. Providing they have vampires of course, as this requires players to understand their character skills and weapons. However, I can’t help buy feel the game is sorely missing a block, or evasion action that allows us to evade vampire attacks. Vampires predominantly use a melee attack, which feels perfectly suited to a dodge counter option.
I feel that this is a mistake made by a great many games of this style. Getting the balance of mechanics and gameplay is difficult. Yet, in 2023, some issues such as empty progress, and the impossibility of making a simple character build feel unforgivable. It just feels that a simple decision to allow weapons to be altered and upgraded not just leveled within the same cirteria would have made the game that much more engaging and open to replays.
The best way I can describe Redfall is as a very simple game. Redfall is fun, but not exciting. The formula is there, waiting to be polished, but is covered in a thick layer of dust. I hold out hope that future updates will fix some of the bugs, poor animations and missing features. As a fan of Arkane, I will be first in line when they buff it. My hope is that they take this opportunity to listen to feedback from the players. My advice to anyone thinking abuot playing Redfall is to try it on Xbox Game Pass. I think many people will be surprised by the game, even if a little divided.
Rapid Reviews Rating
3.5 out of 5
3.5
You can get your copy of Redfall from the Microsoft Xbox store today.
You can find and read our reviews on OpenCritic.