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IGN UK Podcast 735: Helldiving into Final Fantasy 7 Rebirth
New Video: Kanye West & Ty Dolla $ign – ‘Talking/Once Again’ [Starring North West]
North West, daughter of media moguls Kanye West and Kim Kardashian, proves she inherited her father’s musical ability in his new song ‘Talking/Once Again.’
The surprise drop – accompanied by a D’innocenzo Brothers-directed clip – shows the 10-year-old flexing her Rap skills in ‘Talking’ before Ty Dolla $ign and his daughter, Jailynn Griffin,
The post New Video: Kanye West & Ty Dolla $ign – ‘Talking/Once Again’ [Starring North West] appeared first on ..::That Grape Juice.net::.. – Thirsty?.
IGN UK Podcast 696: Let’s Make a Zelda Game
How Dead Island 2 Was Brought Back From the Dead | IGN Inside Stories
Redfall’s Environmental Storytelling Taps Into the Corruption of Safe Havens | IGN First
So far, Arkane Studios’ game playgrounds have been set in fantastical, odd futures or deteriorating steampunk cities. With Redfall, the team at Arkane Austin opted to take its immersive sim mechanics to something closer to a familiar but twisted reality. In an interview with Arkane Austin Art Director Karen Segars, IGN learned more about the inspirations for Redfall’s scenic island town setting, design challenges and solutions for the co-op mechanics, and telling Redfall’s story through its art.
Segars said their journey in designing Redfall began with a trip to New England that started in Bangor, Maine, and concluded a few days later in Boston, Massachusetts. It was October, making it the perfect time to collect close-ups of fall foliage and the general vibe of Redfall’s Halloween setting. Redfall is not based on a particular location in New England but Segars said it’s instead more of an amalgamation of locations including Camden, Bar Harbor, Old Orchard Beach, and Acadia National Park.
Segars said the district landmark locations were important considerations, not only aesthetically, but for Redfall’s gameplay design. Redfall marks two major development milestones for Arkane: not only is it the studio’s first major open-world game, but it’s also its first optional co-op campaign.
“One of the challenges is helping the players know where they are. [We] wanted to have various points of interest around the map so that they can orient themselves from wherever they are.” Segars said. “Also just setting up all of the level streaming and how everything streams around the player was a technical challenge we took on, right? Our tech team actually built our streaming system. We built our time of day system. Those were some of the core features we needed to make this game. I would say those were probably two of the biggest ones that we took on as far as what varied from previous games that we made. Prey did have time of day, but it was much more isolated on a space station [versus] people able to run across the town.”
The day and night cycle impacts Redfall’s gameplay. During the day, the vampire god The Black Sun looms over the town and speaks to any player who stares too long at the eclipse. At night, vampires are more active. Segars said another typical technique used to ground players is having a directional light. They sped up the sunrise and sunset timings to get the sun and moon in the sky faster to keep a key light in play.
Other major points for orienting the players include lighthouses — very New England, as Segars said — and major district landmarks, like the orchard in District 2. Redfall is played across two different maps. The first is home to the more dense town setting, while the second has farms and other aspects of rural life. One of Segars’ favorite elements of their design, though, are the three various churches. In IGN’s two hands-on sessions with Redfall, we saw that it boasts a fair amount of storytelling through art and the environment — a hallmark of Arkane.
“There’s a prominent [church] in District 2 that we may have shown a creepy belltower in one of our first gameplay trailers. The storytelling that happens in those is such a juxtaposition of what’s supposed to be a calm and safe space. Some of the set dressing that we show, and at least in the church of District 1, it was supposed to be a safe haven,” Segars said. “You could see survivors actually flocked to the church, but you know, it didn’t go so well.”
Accounting for Variation
Another important style choice for Redfall is its cutscenes. Rather than something fully animated, they take a storybook-like style that highlights particular moments with narration of the player character over it.
“[Creative Director Ricardo Bare] used a good word for them; they’re a flash sideways,” Segars explained. “It’s kind of like a summary of what you just learned so that you can go out on your mission. A large priority of ours was [since] you can change your outfit in Redfall, we wanted that to be reflected in these scenes. I’ve played plenty of games where I’ve customized my character and then it’s a cutscene and they’re in their base outfit. So if your friends are there, you get to see them in what they’re wearing. We opted for the still scenes to capture that essence.
“If you would think about cinematics, that’s a huge animation undertaking. Doing it with the poses, you get to capture the emotion of that particular scene and just really double down on the pose and the facial expression and just create this kind of mood without having to get too busy with all these characters [being animated]. Since you can play with up to three friends, that means that there are four people on screen most of the time. All of that movement would be just a little bit distracting for telling the story. So the pose, the facial expression, and then the dialogue really gets to sell the mood of what we were trying to tell there.”
Segars explained that if you’re not joined by any or the maximum number of friends, the named NPCs will fill in the hero character spots. Even though you and your prospective team are the hero, the civilians are also part of the fight in taking back the island. Segars said even when you’re alone, you’re not alone.
Redfall is out on May 2 on PC and Xbox. For even more on Arkane’s upcoming vampire hunting FPS, be sure to check out the IGN First hero features for Layla, Jacob, Devinder, and Remi, and see our exclusive preview of how Redfall plays in co-op. If you’re more interested in how Redfall plays solo, we’ve got a preview for that too.
Miranda Sanchez is the executive editor of guides at IGN and a member of Podcast Unlocked. She’s a big fan of stationery and fountain pens. You can sometimes find her on Twitter.
Redfall Co-op Campaign Preview | IGN First
Alone, Redfall is creepy. The town is littered with stories of people who were attacked by or turned into vampires when the vampire gods took over the once-charming island town. Wandering through dark houses and caves with only a flashlight to guide the way heightens tension, even when armed. Developer Arkane Austin knows how to craft a menacing atmosphere. However, adding other players to Redfall noticeably changed the odds. Together we made quick work of basic vampires, their cult followers, and the mercenary group intent on taking us down. Instead of quiet mutters in the dark, there was camaraderie. And what was once a potentially chilling challenge through an infested city became a hunting party ready to take on the biggest baddies with guns and powers blazing.
I had the pleasure of playing about four hours of Redfall on PC with one, two, and three additional co-op members. In that time we liberated a community center, took on the procedurally generated vampire nests, fought mini-bosses, and did plenty of exploring. My temporary teammates at Arkane Austin indulged me in trying out the hard difficulty, and with that settled, we were off.
If you’re most interested in the solo experience of Redfall, be sure to check out IGN’s first preview of Redfall.
The First Differences Between Solo and Co-op
The Redfall developers have made it abundantly clear at this point that, despite having the look of some other looter shooters or four-player co-op games, this is, ultimately, still an Arkane game. When I played on my own for a little over an hour, it certainly felt like it. Sure, there are limited abilities per character and stealth isn’t always as big of a factor, but the storytelling and simulated world are all there. You’ll randomly stumble across a vampire feasting on an unfortunate victim, opposing factions suddenly break out in gunfire, and sometimes you’ll hear enemies discuss their plans for the future. This all still feels true with two-player co-op.
The bulk of my playtime at Arkane Austin was with Creative Director Ricardo Bare, who played as Jacob, a former mercenary turned solo sniper with a magical eye and raven to go with it, while I tested Devinder, a cryptid hunter who came to Redfall for a book signing. I picked up the controller and promised Bare I’d reign in my worst gaming tendencies; scanning the contents of a shop for spare health in imaginary junk food my character doesn’t need but deserves, reading notes left to lost lovers, and watching enemy patterns to scheme the best way to eliminate them as efficiently as possible. Of course, the first thing I did when we loaded into the second of two Redfall area maps was run on top of a truck to see if there was anything in its bed. Old habits die hard.
Still, those habits felt relevant in co-op. With only one other person on the adventure, more often than not I felt like we were partner detectives. Redfall stands still in the moment the vampires attacked; homes are a mess as people evacuated and battlegrounds of warring cults are host to corpses with stories of their own. Some of those stories are in the form of loot, while others are written out on loose sheets of paper or notecards to collect. One of my favorites was a torn-up convenience store in the middle of a cult fight. I’m not certain why they needed to string up a rotting pig, but I have a feeling it had to do with them worshiping the vampire god “Bloody Tom.” I don’t think he’d be too interested in pig blood, though. Maybe offering the wrong blood is what brought misfortune upon this group.
Though we didn’t spend much time with the main Redfall story, what I know is this: in order to defeat the now-reigning vampire gods of Redfall, we must first understand who they were before they turned. Then, we can strike. I did get to liberate the Redfall Maritime Center from a menacing blood tree, though. By destroying three vampire hearts strewn throughout its roots (and killing vampires that came to protect it), we were able to draw out a special Siphon vampire called the Heartwood Fiend. It was a quick fight with some loot and story beats as a reward. With the center free, we were able to collaborate with the civilians to establish another main base of operations.
Working with the people of Redfall is not only a major story element, but a nice general theme that’s apparent through all its parts. For instance, instead of getting money, you earn “support.” The currency is earned by completing objectives and finding useful items that go back to the folks hiding in safe houses; toilet paper has a higher value than, say, a creepy doll or a wedding ring. Arkane Austin Studio Director Harvey Smith confirmed the toilet paper value is a nod to the early pandemic when toilet paper was hard to find as they were developing Redfall.
When we were back to exploring and shooting down our enemies, I found a lot of satisfaction in working with Bare to combine our character’s powers to fight efficiently. Jacob’s raven highlighted enemies behind a far wall, confirming our suspicions that I should throw Dev’s translocator device further down the wall. Or, sometimes one of us would use a cool UV weapon to turn a vampire to stone from afar, giving the other an opportunity to finish it off with a satisfying punch. Though Redfall doesn’t require each player to use a different character, nor is any character limited on the weapons they can use, I’d much prefer to play with someone playing a different character for the strategic bonuses.
Staying together is important too. Being close earns trust, a stat that gradually builds between players as they complete missions and complete encounters. As trust builds, the characters will talk more to each other. Sometimes this is a compliment for getting a headshot, other times it’s a deeper discussion about their past. This is by far the biggest reason (aside from valuing my friendships, sorry friends) I want to play co-op. There’s context and personality for these characters present in a solo version of campaign, but shines far brighter in co-op.
The Power of Three
Redfall Lead Producer Aaron Carter joined us next as Layla, a woman with psychic abilities and a vampire ex-boyfriend who she can call in to help slay enemies. Combat balance with three players still felt great as we challenged more special vampires. The best chance we had at a guaranteed fight with good loot was by taking on side quests. We did one that required us to eliminate another Blood Tree, but this time Redfall’s iconic Angler waited inside the tree as its fiend. This vampire was noticeably at a disadvantage when taking on three of us as it was only able to target and reel in one player, but it still got some pulls on us that we were able to quickly counter.
During our time taking on cult camps, we encountered other special vampires among their ranks. These included things like the Shroud, a tricky vampire that casts a dark bubble over players, limiting their field of vision with a dark purple wall. She’ll also throw attacks that can be rather damaging if you’re not paying attention. Then there was the Bloodbag, a gross vampire that floated around with sacks of blood that, when destroyed, does explosive damage. Killing any of these special vampires and completing objectives contributes to angering the vampire gods. A meter shows up as a reminder. Once full, The Rook appears.
Our first Rook showed up right after we completed a Safehouse mission that tasked us with destroying a nearby cult camp and destroying a vampire god effigy. As soon as we destroyed it, a thunderstorm of red appeared, indicating The Rook was on the way. The only way to be rid of a Rook is to either die or kill it. Like other vampires, The Rook can teleport and has its own special abilities, like summoning the thunderstorm that does heavy damage if you stay outside. However, kiting indoors poses its own challenge as The Rook is fast.
Since we were playing on the highest unlocked difficulty, one lightning strike hit took about a fifth of the health bar away, and a few swipes from The Rook is a fast K.O. My teammates were both down at one point after we accidentally drew mercenaries into our fight. Through careful kiting and use of Dev’s translocation beacon, I was able to revive them without going down myself. We eventually were able to take down The Rook through kiting and opportune shots. Slaying the Rook gives a guaranteed “Unrivaled” drop, the most powerful kind of weapon in Redfall. Needless to say, I gladly took the new semi-automatic pistol drop. Random enemies getting dragged into the fight certainly makes this far more challenging, but that changes with four people.
Four Makes a Chaotic Good Time
Our fourth and final player joined in as Remi, the last of the four characters available at launch. Like Dev, Remi is big on gadgets. Her robot partner Bribón can distract enemies, she’s got C4 to explode enemies from afar, and her ultimate serves as a massive buff to revive fallen allies in the well and heal all members in the well over time. This time we aimed to get more intel on the vampire gods and take out vampire nests plaguing nearby neighborhoods.
The four-player co-op dynamic is as chaotic as you’d imagine it, though it was also easy to pair off and approach objectives creatively. I’d team up with Layla and use our abilities to race our waypoint then boldly jump into a battleground knowing my team had my back. I especially enjoyed beating a teammate to a kill shot but was equally pleased when someone finished off a kill as I was trying to reload.
The main new challenge we took on as a group was fighting our way through vampire nests. These procedurally generated challenges only take a few minutes to get through and don’t necessarily involve combat. In our run we got the basic Blood Trance nest characteristic, one that meant all vampires were asleep and would wake upon being attacked or if we touched the blood tendrils connecting them to the nest. We carefully avoided them, destroyed the heart at the end of the nest to trigger its collapse, and gathered a ton of loot before making our escape. If you don’t leave before the nest completely destabilizes, you’ll only lose the bonus experience that’s awarded for successfully escaping.
Nests provide an interesting gameplay element aside from a one-off adventure; their territory is marked by a field that gives a buff to all vampires within its vicinity, making the area more dangerous. The longer a nest is left alone, the larger its territory becomes. Though I didn’t get to play them, Smith told me that other nest characteristics include things like a complete dark version filled with the sleeping vampire traps and even nests with fire hazards everywhere. Cozy, huh?
Despite playing on the hardest difficulty, mini-boss challenges like The Rook were easy to take on with four people. Instead of requiring a lot of kiting to take it down, we just let Bribón grab its attention and filled the monster with bullets. Bare did say that they’re constantly tuning difficulty and I even heard him making notes to the team watching us play regarding changes he wanted to make. We weren’t on the final build either, which was noticeable with some graphical glitches and hitches, but that’s not too unusual with pre-release builds. And as with most games these days, Bare said they’d be listening to the Redfall community post-launch and tune the game as needed.
Combat aside, one of the greatest joys in co-op with all the characters are the interactions. It’s not only their conversations, but also how they engage with the world. For example, each character plays instruments like random pianos or guitars with varying levels of skill. It’s a small detail, but a delightful one that further immersed me in Arkane’s Redfall.
Collecting notes and reading documents throughout the world did make me feel like I was falling behind at times, but exploration is still important. After all, this is still the same game, just with four people. A note we found hinted at an optional path that led to more rewards, a collectible, and allowed us to get the jump on enemies. Bare told me later that when someone in the party finds an audio log or other important readable, a notification appears allowing all members to listen in.
Even with the additional time I got in Redfall, I still feel like there’s a lot to explore, learn, and of course plenty to uncover about the mystery behind the vampire gods. I haven’t gotten to play much with weapon loadouts or skill trees either. My time did confirm that when Redfall is out on May 2 I’ll want to have multiple instances going; a solo playthrough so I can explore corners and read notes to my heart’s content, and at least one instance of a co-op game so I can learn more about all the characters. I’m still unsure about who I want to play, but I know at the very least I’m going to have a good time staking vampires.
Miranda Sanchez is the executive editor of guides at IGN and a member of Podcast Unlocked. She’s a big fan of stationery and fountain pens. You can sometimes find her on Twitter.