That world is where Redfall really diverges from any lingering horde shooter comparisons. Those genre games have a familiar rhythm: load into linear missions with friends, and fight waves of enemies until the end. Redfall has a broader objective, affording you the freedom to linger (or fight) at your leisure. Defining the shape of your adventure is all part of the appeal. "You're in a big-ass open world," enthuses Bare. "We have a home base where you can talk to NPCs and get side-quests. You can go to the mission table and pick up story-driven missions. Or you can not give a shit about any of that and just head outside; pick a direction, start hauling ass, and run into the living-world stuff that we have going on."
By Arkane's standards, the description of a "big-ass open world" is accurate – Redfall is an unfathomably larger space than Prey's Talos I. But by modern open-world standards, the titular island will likely be quaint by comparison.
These examples barely scratch the surface of what you'll find in Redfall's world, which is divided into two distinct districts – one is a sprawling urban area, and the other more rural in design. There are neighborhoods held hostage by vampires; liberating these parts of the town for the people will open up Safe Houses, and make it more comfortable for the citizens who couldn't escape before the island was cut off from civilization. You'll encounter survivors who may ask you for a favor or two, with the opportunity to level up or earn new gear waiting as a reward. Nests can emerge in a shared psychic-space, should a group of vampires fall into a Blood Trance. Storms form gradually over time, signaling the arrival of powerful Vampire Gods called Rooks. Bellwether Security squads patrol the island, and cultists set up roadblocks to bottleneck any who remain committed to the land of the living. And then there's the story campaign that underpins the adventure, which follows the fallout of a scientific longevity experiment gone exceptionally wrong.
One part of this complex puzzle is the day-night cycle, which remains despite a powerful Vampire God – the Black Sun – having established a local Eclipse. "The sun sets and the sun rises, and we have different times of the day," says Smith. "It changes the feel of the game radically."
Cooperation is optional. You can slay alone or squad up, with Redfall seamlessly blending single-player and multiplayer options – not all that dissimilar to the Borderlands games. And the comparisons to Gearbox's co-op shooter don't end there. At the beginning of Redfall, you'll be able to choose between one of four characters: Devinder Crousley, the verified cryptid hunter; Layla Ellison, the telekinetic threat in student debt; Jacob Boyer, the deadeye with an undead eye; and Remi De La Rosa, the ingenious engineer. Once you start the campaign, your character selection is locked in for the duration of the game – if you choose to play solo, you'll do so without the other three heroes around you.
Even with a renewed focus on advancing supernatural powers, Arkane knew it had to get the gunplay right. "There's a certain level of work you have to put into a shooter to just reach the minimum bar, because you'll inevitably get compared to all the other shooters out there if your guns don't feel good," says Bare, who notes that the studio hired in FPS experts at the outset of production, and even looked to the broader Bethesda network for assistance. "We got insight from some of our sister studios; the people who worked on Doom came over and gave us feedback a couple of times, things like that, and we're pretty happy with the results."
"We have the usual array of weapons like assault rifles and shit like that, many of which are jury-rigged by the locals because they've been cut off," Smith adds, who notes that standard guns are equipped with random modifiers when you find them. But the real draw to Redfall's FPS combat is the special vampire-hunting weapons. "Your weapons can have stakes on the end – if the vampires are vulnerable, the only way to truly kill them is to stake them otherwise they regenerate. There are flare guns, UV beams, and even stake launchers – which use found ammo like broken-off pool cues and fireplace pokers." Bare adds: "You know, the kind of weapons you would want if you were having to kill vampires."
Alot more interesting tid-bits in the articleRedfall sometimes feels like what you'd get if you blended the Arkane creative values with Far Cry 2 or S.T.A.L.K.E.R.,"