![]() ![]() So every time, we stretch ourselves a little bit and we add some different elements into the mix. They have a common creative core for Mooncrash you can see there's lots of procedurally generated content in there and you can play four different characters. "I think you can look at those two games and go, 'Arkane made both of those,' but they're very different from each other. You can go anywhere, so the mission structure's far more open. But then if you look at Prey, has stealth and it's one big level-a big-ass space station. "Dishonored is very stealth-oriented and it's got a mission structure that's more classic: You do a mission, you travel there, you go back, you do a mission, travel-they're not connected together like an open world. "If you look at our catalog of games, we always try to do something a little bit different," said Bare. This, according to creative director Ricardo Bare, was how it ended up with an open-world, cooperative shooter that has multiple characters with unique playstyles. ![]() Like Prey: Mooncrash and Deathloop, Redfall is aiming to take the fundamentals of Arkane's tried-and-true formula and build anew on top of them. But after getting some hands-on time with the game, it quickly became apparent that underneath the open-world, first-person shooting, and loot, there are systems, mechanics, and gameplay opportunities that are unmistakably Arkane. Redfall continues this process of reflection and reinvention, and it's perhaps the biggest departure from what we expect an Arkane game to be. Now Playing: Redfall Isn't What We Expected | Hands-On Preview Redfall is due to release on May 2, and will be available on Steam (opens in new tab), the Epic Games Store (opens in new tab), and Game Pass at launch.By clicking 'enter', you agree to GameSpot's ![]() We kind of encourage people to come together." "You don't have to be all locked together if you don't want, but there is a benefit. "It's a really, really cool system that allows players to be expressive with how you wanna play with your friends," Horne said. There's a trust mechanic, which sounds a little like Darktide's coherency, providing a buff when players stick together. If you do bring in friends you won't be forced to spend all your time together, though you will certainly be pushed in that direction. There's a lot of fun, lot of action, a lot of ways that your skills and abilities can play with your squadmates." And then you can add friends up to a four-player squad, and what we found is that as you add more and more friends, the game takes on almost this party mode when you're playing. "When you play singleplayer in Redfall, you are playing by yourself," Horne said. For Redfall we wanted to focus on world-building, we wanted to focus on that narrative story." For Dishonored we went a little bit stealth, and for Prey we really focused on physics. You can think of all of those games almost like a Venn diagram, where they overlap in really key areas or critical areas-that we like to tell stories in games and we like to make games that have a rich, coherent story, systems that players can exploit and use to their advantage, maybe in some surprising ways. ![]() We wanted to make something that we feel like has the Arkane DNA that we've made in games from the past, games like Dishonored, Dishonored 2, Prey, most recently Deathloop. "Left 4 Dead is an awesome game," Horne said, "but we wanted to make something different. Production designer Ben Horne spoke to IGN (opens in new tab), re-emphasizing what Arkane's been saying for a while now: Redfall is not like Left 4 Dead. We're probably going to get trapped inside that thing. There's a floating island beneath the blacked-out sun reminiscent of the Void from Dishonored, a half-dissolved house, rooms where the gravity's gone wonky, an underground church, and a house that opens up like an oversized version of the creepy doll house seen earlier in the trailer. ![]()
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