![]() Not to mention it all took place in a really dark room with only the red RGB glows from our PCs for lighting, so my notes looked like unhinged cave graffiti by the time I emerged from the gloom. It was an in-development build too, so I can't comment on how it might run on our rigs once it launches. A bit of a shame I couldn't play a co-op-centric FPS with others, but hey ho. To set the scene quickly, I was dropped into Redfall quite a few hours into the main campaign and could only play it solo, no co-op allowed. ![]() Sure, I have some reservations, but I can't deny that I'm itching to play it again. ![]() Their talent for storytelling and level design bubbled to the surface constantly, making exploration a genuine joy. The game may be open world, and may have some slightly jarring open world-isms, but I felt like Arkane's magic wasn't diluted by it all. Well, having given Redfall a go for 90 minutes I was, perhaps, being a bit dramatic. I imagined it filling my head with map markers until my head swelled, popped like a balloon, and dropped grey rarity brain matter. I was scared Redfall might succumb to a similar fate. Remember when Arkane said their co-op vampire 'em up Redfall is more akin to Far Cry than Left 4 Dead? I do! I remember a chill ran down my spine as I cast my mind back to Far Cry 6, where the tutorial island itself was longer than anything else I'd played that year.
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