
Slay the big bad of the area and you’ll claim their skull. This largely forms the basis of most of the main missions, but alongside those you’ll need to take down the Vampire Underbosses by claiming safehouses dotted throughout the world, completing a preliminary mission to help clear the neighborhood of the vampiric threat, and then putting the stake right through the heart of their dastardly plans by killing the underboss themselves. In order to achieve this, you’ll need to figure out who their former selves were before they became blood-sucking beasties, and obtain a relic of their past.

As such, it’s down to you to go about the world, piecing together exactly how these vampire gods came to be and taking them down one by one. Standard vampires float in the air, on the lookout for the next unknowing blood-filled civilian to be sucked dry, and the Bellwether security corporation has been dropped in to fight the vampires and the human cultists that have sworn allegiance to them. The sun has been blocked out and the Vampire Gods now rule over the rural lands. You pick one of four main characters as you try and get to the bottom of the vampiric uprising in the city of Redfall. The story goes a little something like this. But, what if, like me, you didn’t have anyone to play Redfall with? Does the gameplay stand up in single-player? That’s what I’ll aim to answer for you in this review, but in short, it’s a blood-tinged cocktail of hits and largely misses. From the way its four characters have abilities so clearly suited to complementing roles in a multiplayer party, through to its drop-in-drop-out mission structure, there’s a sense that the open-world is more of a Vampire-riddled sandbox for you and your friends to let loose against the forces of evil with as little friction as possible, than anything more immersive. Redfall is very clearly supposed to be a co-op multiplayer experience.
