It’s your job to go from safehouse to safehouse, killing the enemies that stand in your way, all while fighting towards the vampire lords to take them out, and return freedom to the town.Īt least, I think that is the story. Not only have the vampires taken over, they have convinced an unhealthy amount of townsfolk to do their bidding, forming a number of cultists groups who are hellbent on killing any survivors who don’t want to fall into line. Some very nasty vampire lords have blocked the sun, stopped the flow of the ocean, and trapped the inhabitants on the quiet Massachusetts island. Redfall is a 4-player, co-op, open world shooter where a cast of diverse and sassy characters find themselves caught up in a on Redfall Island. A world that is filled with near misses, unrealized potential, and paradoxes in design that congeal into a game that is thoroughly mediocre, slightly broken, and 100% not good enough to warrant your money. My friends and I have trudged through the mostly barren streets of suburban Boston for almost fifteen hours, shaking our heads in dismay at the lost potential that Arkane Austin has created. And now over 60 days after the dismal launch of the co-op shooter, Redfall is as lifeless as the vampire enemies that it portrays. Unfortunately, my hopes were not met with action. I had hope that the vitriol from fans would pass, allowing us to look at Redfall through the critical lens that it truly deserved. I had hope that Arkane Austin would push out some minor updates that fixed the multitude of connection issues, jittery framerates, and plain old busted spawn errors. I had hope that the developers would make subtle changes in the back end to make Redfall feel better. Hope is why I waited this long to write this review (thanks to our Editor-in-chief Andrew for allowing this madness). Why am I writing a review for Redfall months after its launch? Hope. By Stephen Heller Redfall – An Unfinished Review for an Unfinished Game
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