![]() ![]() The problem isn’t that these fond traits are still present and here to be found, it’s that they’re so few and far between in favor of a more open-world design that does nothing to either improve or compliment what came before. Take away the momentarily-pleasant sprinkling of Arkane-pedigree level design, stealth-honed exploration and subtle storytelling that comes with it and Redfall would completely lose its sense of self. Word of advice for any studio from someone who’ll naturally revert to solo play by default when available: the best kind of co-op is that which can co-exist alongside its solo-play form, not that which is used to pave over any and all figurative cracks in the end product.īecause to say Redfall is marred by so many weaknesses in its foundation would not only serve to highlight just how far short Arkane’s latest falters from the get-go at its most basic level it also highlights how bereft of technical consistency, on top of sheer enjoyment, there is to be had in a game that so quickly falls into formulaic repetition. But consider for a minute the first detail and implication to said project’s premise was that of four characters/players with equal presence. Granted, teasers are not the one true red-flag that kills any and all intrigue. Perhaps it’s one’s continued fondness for the Dishonored series playing its part, but I’ll be the first one to admit that from day one, when it was first announced - sans-gameplay, little more than a cinematic teaser - Redfall from Arkane Studios’ Austin branch (to be more precise) could only muster cautious optimism from myself. Even for a studio as prolific and as respected in such a short amount of time as Arkane, one of the forerunners of first-person stealth and player freedom wrapped around well-adapted visual aesthetics, taking a stab at something different is equal parts exciting as it is curious. But it also means that the opposite result sticks out more than any sore thumb ever could. ![]() Completely outside of one’s comfort zone or not, it’s always more interesting (and beneficial in the long run) when any developer can shake off the feeling they might be some one-note outfit when the end product turns out great. Not entirely different, but one long-time fans may not have seen coming. Any reasonable person wouldn’t begrudge a studio making a conscious decision to make something different. ![]()
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