Arkane Explains Redfall: Everything From Gunplay To Open World Activities

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Arkane Explains Redfall: Everything From Gunplay To Open World Activities

In their long interview with GamesRadar+ journalists, the Arkane Austin boys drew on the analogy between Far Cry and Redfall to reveal many new details about gameplay and the open world experience returned by the new PC and Xbox exclusive coming in 2023 also on Game Pass.

Representatives from Bethesda’s Texas subsidiary and Xbox Game Studios took the opportunity offered by the GR+ interview to reiterate a concept they have already expressed in the past, which is that Redfall’s open world will be truly enormous.

Just one of the scenarios into which the free roaming map will be split will be significantly larger than the entire Talos I, a space station that serves as the backdrop for the Prey reboot.

Arkane Austin’s team then goes into the progression of activities to be performed to confirm the presence of many side missions and subplots that will run parallel to the main story, interweaving with it thanks to the relationship to be established with NPCs.

As for gunplay, and therefore the shooter experience, developers describe it as a key component of Redfall: for this, Arkane enlisted the help of numerous FPS specialists, including ID Software’s most experienced members from the team that shaped the masterpiece Doom Eternal.

The interview with GamesRadar+ also reveals Arkane Austin’s commitment to diversifying the experience to be had by exploring the open world map by night and day.

As the developers themselves explain, “We want you to feel like prey in constant danger. Sneaking through a cornfield in the middle of the night, listening for vampire whispers in the darkness … maybe you’ll see a farmhouse in the distance, only to find that it’s full of cultists and trapped survivors to rescue. That’s the kind of atmosphere we want to create with Redfall.”

Then, not less interesting is the passage in which Arkane Austin authors report that the dialogue system with NPCs will be of a ruolistic nature and, thus, strongly influenced by the multiple-choice answers to be given to each character in order to tie up loose ends and progress in the story, both in the main campaign and in the free-roaming-oriented side activities.

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