{"id":1812221,"date":"2023-03-22T10:00:00","date_gmt":"2023-03-22T14:00:00","guid":{"rendered":"https:\/\/platogaming.com\/plato-data\/character-full-why-your-choice-of-redfall-hero-will-make-all-the-difference\/"},"modified":"2023-03-22T10:00:00","modified_gmt":"2023-03-22T14:00:00","slug":"character-full-why-your-choice-of-redfall-hero-will-make-all-the-difference","status":"publish","type":"station","link":"https:\/\/platogaming.com\/plato-data\/character-full-why-your-choice-of-redfall-hero-will-make-all-the-difference\/","title":{"rendered":"Character-Full: Why Your Choice of Redfall Hero Will Make All the Difference"},"content":{"rendered":"
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Arkane has always been a studio that puts player choice at the heart of its ideas. Dishonored <\/em>gives you huge choice about how to approach your hapless targets. Deathloop<\/em>, created by Arkane Austin\u2019s sister studio in Lyon, lets you tackle its story in a close-to-infinite number of ways. Prey <\/em>offers you tools to uncover the mystery hidden at its core, but doesn\u2019t stand in the way of you using them however you\u2019d like. It stands to reason that Arkane Austin\u2019s newest project, Redfall<\/a><\/strong><\/em>, would live by the same code. But the way <\/em>it\u2019s approaching that player choice is strikingly new \u2013 your approach to taking back a vampire-strewn Massachusetts island will be defined as much by the character you choose to play, as it is your actual interactions.<\/p>\n Redfall<\/em>\u2019s cast of four playable heroes is the largest an Arkane game has offered. After playing through a 90-minute demo twice, using two different solo characters, it becomes abundantly clear what the team is aiming for here \u2013 Redfall <\/em>is a game that opens up in very different directions based on who you play as \u2013 in mechanics, in combat, in exploration, and even in the way it tells its story.<\/p>\n The story mission I was presented with was fairly simple. Get to a mansion on the edge of town, enter a scientist\u2019s lab, and discover his connection to the vampire plague that\u2019s seen you trapped on the island. Getting to that mansion is the tougher part. I chose to make a beeline through the heart of Redfall, passing through Vampire Nests and violent cultist territory, and eventually into the mansion grounds \u2013 patrolled, as you\u2019d expect, by a large number of enemies. Much of your route is urban by design, meaning tightly packed streets, high walls, and not a huge amount of room in which to manoeuvre.<\/p>\n Each character comes with a range of upgradable skills and, as I discovered, they make an enormous difference to that journey. I played this same mission with two characters \u2013 Devinder Crousley and Remi de la Rosa \u2013 and found that the way <\/em>played was affected entirely by that choice. Here\u2019s how those playthroughs went:<\/p>\nPlaying With Remi<\/strong><\/h2>\n