Redfall, the co-op FPS from Arkane Studios (Dishonored, Prey), presents a compelling premise: a picturesque East Coast town overrun by vampires, shrouded in perpetual darkness. Players explore Redfall, battling bloodsuckers and uncovering the sinister plot behind the infestation. While the setting holds promise, the execution falls short, leaving Redfall feeling like a missed opportunity.
This open-world experience deviates from the linear, horde-based gameplay of titles like Left 4 Dead. Instead, Redfall draws inspiration from Far Cry, offering players freedom to explore the town, secure safe houses, and eliminate vampire nests. However, despite these familiar mechanics, the world feels strangely empty.
Beyond mission objectives and safe houses, the open world lacks engaging content. Interactions with the environment are minimal, highlighting the hollowness of the world. While the town itself is visually appealing, capturing a cozy, autumnal atmosphere, the lack of meaningful activities undermines the immersive potential of the setting.
The eerie atmosphere, however, is a notable strength. Ravaged homes, blood-stained interiors, and the omnipresent voice of the Hollow Man, the game’s antagonist, contribute to a sense of dread. This chilling ambiance, reminiscent of General Zod’s broadcast in Man of Steel, effectively sets a tone of unease within the otherwise deserted town.
Unfortunately, Redfall’s gameplay struggles to match its atmospheric strengths. The subpar 30FPS (or less) performance significantly impacts the experience, resulting in sluggish gunplay that lacks the fluidity of Arkane’s previous titles like Deathloop or Dishonored. This is particularly perplexing given Arkane’s track record and its affiliation with studios renowned for their FPS expertise.
Character powers, intended to complement the lackluster gunplay, also fail to impress. Abilities like the bullet-reflecting shield lack impact, while even the more interesting ultimate abilities, like summoning a vampire ex-boyfriend, feel underutilized. The weapons themselves, despite ranging from conventional firearms to specialized vampire-hunting tools, are ultimately defined by their stats and rarity, promoting a loot-driven gameplay loop that feels uninspired.
The stat-focused weapon system encourages frequent swaps for higher-tier loot, reminiscent of games like Destiny. This mechanic, however, feels out of place and detracts from the potential for meaningful weapon progression.
Combat in Redfall is similarly underwhelming. Ironically, the human enemies pose a greater threat than the vampires, thanks to their pinpoint accuracy and damaging weaponry. Vampires, despite requiring a stake to the heart for a final kill, are easily dispatched. This imbalance creates a strange dynamic where ordinary humans are more formidable than the supernatural threat.
Further compounding the combat issues is the poor AI. Enemies exhibit limited awareness, allowing for easy stealth kills and predictable behavior. Level design also contributes to the frustration, with cramped environments hindering tactical combat.
While occasional moments, such as a satisfying sniper sequence, hint at the game’s potential, these instances are too infrequent. Redfall ultimately feels like a game burdened by its own ambition, struggling to reconcile its open-world design with its core gameplay mechanics.
Redfall’s captivating atmosphere and intriguing premise are ultimately undermined by its flawed execution. The game feels like a missed opportunity, a shell of a promising concept.
Rating: 2 out of 5
Redfall is available now on Xbox Series X|S and PC. A review code for Xbox Series X was provided by the publisher.