Saying goodbye and thanks to one of recent gaming’s most intriguing worlds.
Calm seas and sunny skies.
The promise of summer!
Redfall, of course, worked its spell.
It was like stepping out on an Autumn evening.
Everything that I wanted.
My idea was just to wander.
I cannot believe the team didn’t know where its strengths lay.
Its strengths lay in slowing down, savouring the environmental storytelling and tactical options.
Slow down, and this is still the game that Redfall is - the storytelling part at least.
But you have to play across the game design to see it.
you’re able to’t meet it head on.
But the magic is here waiting for you.
My favourite moments playing Redfall the first time around were all on the first of two open-world maps.
I loved the locations that spoke to a realistic, slightly up-itself seaside town in New England.
My favourite bit of storytelling wasn’t about how vampires had taken over and messed with the sun.
Now, on the second map, I set off in search of that kind of thing.
I wandered past a covered bridge, beautifully rendered with that special spidery gloom inside it.
Takeout during a vampire apocalypse!
Redfall was really pulling together.
I wandered past the kind of barn you see in Christmas movies.
Safe houses in Redfall were always ripe with narrative to uncover.
But I don’t think that’s fair.
I loved the various nautical prints, too.
Lots of teams would have thought of that.
A stain on the ceiling.
How many teams would have thought ofthat?
Really, it’s pointless to bother with that.
But the thing that struck me the most about returning to Redfall?
Well, there were two things.
The second thing was a lot sadder.
I had fun, and I would have loved to have been there for what came next.