

Where Redfall differs from a game like Dishonored is that these locations, referred to as “tourist traps turned fortresses” by playable character Devinder in the game’s latest trailer, are just part of a much larger open world. That's our general approach to most infiltration style missions.” And there's another way through the sewer, but there's a hazard like flames or toxic stuff that you have to deal with. This entrance is open, but there's guards patrolling. This entrance is not guarded, but it's locked, it has security systems. “And they have to entail different trade-offs for the player. “Especially when it's a campaign mission we have quality and design checklists where we're like, ‘there's got to be at least three ways in’,” explains Redfall’s co-creative director, Ricardo Bare.

#Redfall trademark full
In full Arkane tradition, key locations will have multiple entry points, each designed to offer a different challenge.

Sneaking or running out in the open is just one of the choices you’ll make while exploring the town of Redfall, Massachusetts. It helps you avoid encounters so you can get to where you intend to go.” Along the way, stealth is useful for that. “Because it means as I move my way, as I go across a parking lot, scale a little wall across the road, and make my way onto the roof of a building to rewire the antenna for this little side mission that I've got going on, I'm triangulating. “What works for us is hearing, sight, distance, view cones, and all that nerdy stuff that we love,” says Smith. A vital part of making this work is enemy AI legions of vampires wont inexplicably descend upon you just because you entered their patrol bubble. Rather than Redfall demanding quiet, surgical strikes against unaware targets, stealth is a tool to aid in the exploration of Arkane’s first urban open world. “Stealth is important to this game, but this is not a stealth game,” says Smith. But, like Deathloop, that doesn’t mean the beloved stealth vs action choice that characterises so many of Arkane’s games isn’t part of Redfall’s DNA. That understanding perhaps informed Arkane Austin’s decision to lean towards the action ambitions of Deathloop (created by sister studio Arkane Lyon), rather than Dishonored’s sneaky sensibilities. It's even more likely that things are going off the rails.” It's more likely that it becomes something new. “As soon as you have a second person, if that person is another idealised Arkane fan, there are times when the game still feels like with another person,” he says. That said, Smith recognises that the experience is transformed when other players join the party. “We set out to do the most ambitious thing we possibly could,” Smith assures me. Those fears weren’t baseless either with Arkane’s history of critical success but commercial struggles, it was easy to believe a co-op shooter was the studio’s attempt to make something more mainstream. Fans of the studio’s previous work will no doubt be relieved that all those elements are accounted for and that Redfall isn’t, as some feared, a Left 4 Dead replica.
