

There's a lot of fun, lot of action, a lot of ways that your skills and abilities can play with your squadmates." And then you can add friends up to a four-player squad, and what we found is that as you add more and more friends, the game takes on almost this party mode when you're playing. "When you play singleplayer in Redfall, you are playing by yourself," Horne said. For Redfall we wanted to focus on world-building, we wanted to focus on that narrative story." For Dishonored we went a little bit stealth, and for Prey we really focused on physics. You can think of all of those games almost like a Venn diagram, where they overlap in really key areas or critical areas-that we like to tell stories in games and we like to make games that have a rich, coherent story, systems that players can exploit and use to their advantage, maybe in some surprising ways. We wanted to make something that we feel like has the Arkane DNA that we've made in games from the past, games like Dishonored, Dishonored 2, Prey, most recently Deathloop. "Left 4 Dead is an awesome game," Horne said, "but we wanted to make something different. Production designer Ben Horne spoke to IGN, re-emphasizing what Arkane's been saying for a while now: Redfall is not like Left 4 Dead. We're probably going to get trapped inside that thing.

There's a floating island beneath the blacked-out sun reminiscent of the Void from Dishonored, a half-dissolved house, rooms where the gravity's gone wonky, an underground church, and a house that opens up like an oversized version of the creepy doll house seen earlier in the trailer.
