![]() For what it's worth, cooperative play worked well without any issues. I will be surprised if there aren't some kind of server problems on day one, although it's hard to say one way or another during this review period. Twice I was disconnected while playing, and that was before the servers are full of users trying out the game via Xbox Game Pass. ![]() Perhaps the most worrying "glitch" I've had is being disconnected from ArkNet, which I suppose is the system Redfall is using for its needless "always online" requirement. The texture pop-in is also quite bad, with many 2D textures like explosion effects, graffiti, and even sniper cross-hairs getting stuck in a pixellated state. I've had the UI get stuck, I've had the crouch button glitch out, and I've seen non-interactive phantom enemies floating around. There's a range of small, nagging issues like this in Redfall, sadly. At one point, I crashed out to the Xbox dashboard during a boss battle, which added needless frustration to proceedings. Sadly, I suffered multiple, albeit infrequent crashes while playing. I don't want to spoil anything, some of the boss arenas look absolutely spectacular and really exemplify Arkane's affinity for dramatic, arresting 3D art scapes.īeyond that specific instance with the fog, Redfall was generally performant frame rate-wise, maintaining its targets well. On the flip side, the boss battles have some stunning art and design work behind them. I've never seen the Xbox Series X struggle like it did on that fight, easily dipping below 20 FPS as the fog spread around the arena. ![]() Additionally, there was one particular boss fight that used volumetric mist as a combat mechanic, which while awesome, absolutely murdered my Xbox's frame rate. But beware, if you're standing too close to them, though, it'll chew up the frame rate. Some explosive weapons can execute several vampires at once. When you execute vampiric enemies, they explode in a Blade-like plume of embers and ash. The lighting coupled with the mist effects can be incredibly impressive, sometimes, though, it's a little too impressive. These aren't just vampires, but psychic vampires, and you're often called into wild, deranged physically-manifested mindscapes as part of the game's story delivery. Redfall's art direction is top-notch too, and fans of the studio's paranormal leanings will relish some of the set-pieces and sequences Arkane has put together for this game. Link all of this with 4-player untethered co-op, and I can at least understand why 60 FPS has been sacrificed on Xbox consoles (although, it is planned to arrive later). I mentioned the draw distance already, but the game also features heavy use of volumetric mist, complete with light dispersion.
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