I don’t know if you ran into one of those or not. Directly under them you have special vampires, which are almost like underbosses. At the very top you have the vampire gods, like the Hollow Man. GamesBeat: When you’re running into the bosses, how are they more powerful?īarre: We basically created a whole ecology, a vampire hierarchy that exists on the island. Redfall is a single-player game with up to four-player co-op. If you don’t they’ll slowly un-freeze and turn back into flesh. They basically turn into statues that you have to shatter. But you can freeze them with the UV beam and then just walk up and hit them. You have to hit them with sunlight or UV light. The thing that makes vampires special, as opposed to just any other old monster, is that they have special rules around what can kill them. The humans are obviously way easier to take down. But we definitely wanted it to feel different, fighting vampires versus humans. GamesBeat: How deadly did you decide to make them compared to ordinary humans?īarre: Part of that depends on what difficulty setting you put it on. ![]() Our thinking was to do our spin, Arkane’s take on vampires. I think they’re a universally popular–they never really go out of style. It’s the location of the Salem witch trials. It’s very tied to American folklore around horror stories. We picked something familiar, something that people recognize instantly, a small town in New England. Then we try to make it familiar to the player. We decided to go with something–normally we pick something a little wild, like a space station or a steampunk city. GamesBeat: Did the lore come in from any particular direction? I haven’t seen a game that looks like this.īarre: There are two things going on there. But a lot of us were also saying, “I want to play the kind of game we would make, but I want to play it with my friends.” That was the thinking behind it, or some of it anyway. A lot of us have wanted to do a true open-world game for a while. It’s dedicated to our creative values – deep world-building, expressive game mechanics – but we wanted to stretch ourselves again and try something different. Even though those games are different from each other, they have the same creative core. But then you go to something like Prey and it’s not as stealth-focused. It has a more traditional mission structure. You can look at Dishonored and see it’s very stealth-focused. We try to do something a bit different each time. Ricardo Barre: If you look at the trajectory of the games that we’ve been making at Arkane for a while now, we try to stretch ourselves a little bit more with each game. ![]() When you were conceiving this, what did you want to deliver in the experience? ![]() Ricardo Barre is co-creative director on Redfall. Here’s an edited transcript of our interview. Players can pre-order now or play day one with Game Pass. Redfall is coming out May 2 on the Xbox Series X/S and the PC.
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