{"id":7416,"date":"2023-05-02T06:39:32","date_gmt":"2023-05-02T11:39:32","guid":{"rendered":"https:\/\/ghostgamer.news\/?p=7416"},"modified":"2023-05-02T17:53:17","modified_gmt":"2023-05-02T22:53:17","slug":"redfall-first-impressions","status":"publish","type":"post","link":"https:\/\/ghostgamer.news\/redfall-first-impressions\/","title":{"rendered":"Redfall First Impressions"},"content":{"rendered":"\n

I have a love\/hate relationship with Arkane, and Redfall seems to bring about a bit of both feelings.<\/p>\n\n\n\n

Dishonored? Loved it.<\/p>\n\n\n\n

Deathloop? Not my cup of tea.<\/p>\n\n\n\n

Redfall? It’s.. Eh.<\/p>\n\n\n\n

I’m not too far off from “real” reviewers in that I didn’t really get to experience the game as early as I’d like in order to put together a real review, although in my case it’s because Arkane isn’t going to give one iota about my opinion on their games until GGN gets much larger.<\/p>\n\n\n\n

The problem here is Arkane wants to feel like an all-grown-up AAA studio and release buggy games like Bethesda, but they don’t have the chops and charm that Bethesda’s buggy releases can endear you to despite being a subsidiary of Zenimax.<\/p>\n\n\n\n

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This is what it looks like when you reach the top of the ladder’s functional traversal area.<\/figcaption><\/figure>\n\n\n\n

Jank abounds in Redfall, and I’m not just talking about performance (although the DLSS implementation critical for giving me framerates that are mostly above 60FPS on high – with a lot of variability – is also quite janky).<\/p>\n\n\n\n

The AI pathing? Atrocious.<\/p>\n\n\n\n

Your OWN pathing? Just about as bad. One area where I was clearly taking an expected path had me stuck trying to find a way over something that was more like a place to stub your toe; we’re not talking chest high walls which you can mantle over, here, but literally I was being blocked by something not much larger than my big toe.<\/p>\n\n\n

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