“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.
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