It’s not finished, really, is it? That’s the phrase I kept thinking to myself as I spent my first hour or so plodding through Redfall’s curiously empty world. I was still on the stricken ferry ā Redfall’s opening chunk of environment ā when my suspicions were first aroused. The game had only just begun when I noticed a letter, lying next to a dead NPC’s hand, clipping through the floor. The floor looked curiously like Lego. Moving to the next area, the texture on the side of a lorry refused to load. Tutting, I made my way outside. A bunch of cultists in the wastes beyond the ferry quickly spotted me, a rash of faintly comical question marks popping up over their heads. I braced myself for a nasty gun battle, but the cultists just sort of hung about, speaking their lines, getting stuck in bits of geometry, and generally waiting for me to walk over and kill them. It all felt a little bit sad.
That scintillating moment when a character slides a low-res leaflet towards you. Credit: Arkane Austin.
Thereās nothing necessarily wrong with voice-over and static cut-scenes, but storytelling isnāt the strongest aspect of Redfall. Credit: Arkane Austin.
Redfallās weapons actually feel really weighty and fun. There are certainly glimmers here of Arkaneās usual brilliance. Credit: Arkane Austin.
Credit: Arkane Austin.