After watching their, and emphasis on their, gameplay after they clarified that it wasn't a Left4Dead clone, I almost would rather it were a vampire Left4Dead clone because that was quite mediocre. Granted, I don't understand what compels Arkane to keep thinking that they can make a good shooter with their apparently continuing legacy of clunkiness. Someone at Bethesda needed to have a sit down with them a long time ago and tell them to stay in their lane and hand Death Loop and now this over to Machine Games, and hell, maybe have Arkane take a shot at the Indiana Jones title since you could probably come up with some interesting "immersive sim" elements and focus on environmental storytelling with that much better.
Alongside their own comparisons to Far Cry (why would you choose the Great Value brand of open world as a point of comparison is beyond me) and STALKER, this reminded me a bit of Borderlands, albeit with an extra chromosome in the shooting and looting department, but at least a slightly less offensive art direction, particularly because of the restricted classes hErOeS (fukk you, gen z) and emphasis on co-op. In fact, they even have a hidden, mythological, locked away, god/godlike big boss to kill at the end. Despite their faults, Borderlands 1 and 2's limited classes at least were not only distinct personality-wise - and I'd wager much more likable than a zoomer shooter's characters - but they had wildly different class trees because of the highly exaggerated, sci-fi setting.
By contrast, Redfall has four humies. One has an irritating robot that does the same thing tossing a rock could accomplish. Another has a glorified flashlight with accompanying terrible pun. I'm not even going to pretend that four regular-ass humans is ever enough to justify sectioning them off into classes hErOeS.
For Borderlands though, even that restriction seems like a bit of a product of its time seeing as how Tiny Tina's Wonderlands dropped the fixed characters for more classes that were completely customizable. From a replay standpoint alone, I like that latter approach myself, and the cynic of me can only see these companies continuing to follow the identical hErO trend because of how much easier it is to exploit for premium skins on top of paying for more. Come to think of it, I cannot think of a single one that doesn't do just that, or at least tried (e.g. Overwatch 1/2 and all the Overwatch clones, Ghost Recon Siege, Battlefield 2042, COD), and the $100 edition of Redfall is a bundle of red flags to go by leading me to think that's their intention here as well.
Tangent aside, where Redfall differs from Borderlands (and Far Cry) the most truly is in the gameplay, where at least those two are far, far more competent in the shooting department, while Redfall is notably sluggish, stiff, and lacking of any sense of weight or impact. Borderlands might be a pinata of rainbow vomit, but it sure does shoot well, but not only that, it offers a larger and more varied swathe of enemies to mow down. The combat situations they presented never increased in an appropriate level of scale, with the most effective scene arguably being the more horror-oriented encounter in the house against a lone vampire. Referring back to the Redfall hErOeS, what's the point of a distraction bot against two enemies? There's an astonishing lack of scale to the encounters, including what were supposed to be impressive boss-like ones.
Looking at the package they've presented and considering this is Arkane, frankly I would have pitched this as pretty much the opposite:
- Four/$ix separate types of vampires to play as hunting humans. At least you can run with the idea of there being multiple types of vampire "classes" with distinct abilities from one another.
- I don't know if the limited number of enemies is some sort of technical limitation (particles from magic? I have no idea what the reason is), but if it was, larger numbers of regular humans would certainly be much easier to implement (and to be blunt, probably more fun to kill). At the very least it would have been a much more unique direction that would have avoided the early interpretations of Redfall being a Left4Dead type of game.
- Given Arkane's affinity for stealth and level design, that would also allow for designing Arkane-style gameplay during the day as a vampire trying to avoid the sun and sticking to the shadows.
- At night, you would be completely free to explore the game as it is now, but now you have a mix of gameplay styles and elements that synergize better with Arkane's actual strengths, not this delusion that they're now a Bethesda shooter studio when they've got id for god's sake.
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