Arkane Studios is known for a very specific kind of game: immersive sims. The team made its mark on the industry with intricate sandboxes that feature systems and mechanics interacting with each other in fascinating ways. Games like Dishonored and Dishonored 2 are standout examples of why the developer is heralded as a master of the genre.
But, in recent years, the studio has started to reassess what it means to be an Arkane game. Prey, while still a science-fiction take on the immersive sim genre, served as the foundation for Mooncrash, a DLC that reconfigured the game into a roguelike. Deathloop leaned harder into that genre by embracing the run-based format to break down what makes an immersive sim so compelling and asking the player to examine the pieces and put them back together.
Redfall continues this process of reflection and reinvention, and it’s perhaps the biggest departure from what we expect an Arkane game to be. But after getting some hands-on time with the game, it quickly became apparent that underneath the open-world, first-person shooting, and loot, there are systems, mechanics, and gameplay opportunities that are unmistakably Arkane.
Like Prey: Mooncrash and Deathloop, Redfall is aiming to take the fundamentals of Arkane’s tried-and-true formula and build anew on top of them. This, according to creative director Ricardo Bare, was how it ended up with an open-world, cooperative shooter that has multiple characters with unique playstyles.
“If you look at our catalog of games, we always try to do something a little bit different,” said Bare. “Dishonored is very stealth-oriented and it’s got a mission structure that’s more classic: You do a mission, you travel there, you go back, you do a mission, travel–they’re not connected together like an open world. But then if you look at Prey, [it] has stealth and it’s one big level–a big-ass space station. You can go anywhere, so the mission structure’s far more open. That’s a baby open world.
“I think you can look at those two games and go, ‘Arkane made both of those,’ but they’re very different from each other. They have a common creative core; for Mooncrash you can see there’s lots of procedurally generated content in there and you can play four different characters. So every time, we stretch ourselves a little bit and we add some different elements into the mix. We wanted to go open world for a long time, and so we’ve been stretching towards that, and we wanted to do something with multiple characters. But then some of us just personally love playing co-op games together–we play D&D together, we play Borderlands together, we play Diablo together–and we were like, ‘Can we do one of our kind of games but with co-op?’ So that was some of the drive behind Redfall.”
Bare’s cited influences are readily apparent in Redfall. Although I was only able to play the game solo–which, for the record, seems completely viable even though you don’t have AI teammates–the building blocks for a fun co-op multiplayer experience are there. Not just that, but it looks to be set up in a way that will still encourage the kind of creativity and expression that people want out of Arkane’s games. Key to this are four characters, each of whom has their own distinct personality–kind of like Borderlands.
Jacob Boyer is your classic ex-soldier, Remi De Larosa is the engineer of the group, Layla Ellison specializes in biomedicine, and Devinder is a cryptozoologist and inventor. However, these archetypes are given some extra flair both narratively and mechanically. Jacob, for example, has a vampiric eye and a spectral raven, the former of which allows him to summon a powerful sniper rifle and deliver devastatingly accurate headshots to take out groups of cultists in an instant. The latter, meanwhile, is extremely vital for scouting and marking enemies without giving away your position. Jacob can also cloak himself to sneak through enemy territory or get into a more advantageous spot before unleashing chaos.
Remi, meanwhile, has a great degree of combat experience and has a robotic pal named Bribon that she can use to pull agro and distract enemies–think Claptrap, but not annoying. She can also lob sticky explosives and do area-of-effect healing. Mysterious circumstances have bestowed Layla with telekinetic powers, which she can use to place a shield ahead of her and then use a shockwave emitted by the ability to push her away, or to summon a spectral elevator that launches her and her companions into the air. Most interestingly, however, she can also call upon a friendly vampire–her ex-boyfriend–who will go around and take out enemies for a short duration. Finally, Devinder has clearly spent way too much time online and has theories about what’s going on, but more importantly, he’s got a device that shocks cultists and immobilizes them for a short time, another that sends out a wave of ultraviolet light that instantly turns vampires into stone, making them breakable, and can throw a teleporter to get to hard-to-reach places.
On their own, each of these characters introduces a variety of strategic considerations and creates opportunities to get imaginative with how to approach a roving group of cultists, or a vampire that may be patrolling an area. And as you work your way through the skill tree, these abilities develop to unlock more potential. However, what will be interesting to see is how these characters synergize with each other in multiplayer. Since I didn’t get any co-op experience, much of that has been left to the imagination for now, but as I played, I definitely had moments where I thought the ability of one of the other characters would have come in handy, so it’s clear that Arkane has crafted scenarios where some characters excel over others to encourage comradery and coordination.
Special abilities aside, I was surprised by how solid the first-person shooting felt. Although Arkane’s previous games are built around first-person shooter dynamics, in terms of pace and intensity, these games have always been atypical, especially in comparison to the likes of Call of Duty or Destiny. But Redfall’s shooting feels like it’s in a good place, with weapons that provide satisfying feedback and have a heft to them. Pistols range from quick and snappy for when I was trying to stay on the move, to punchy when I needed to clear out a room; sniper rifles were precise and took a decent chunk off health bars when aiming for the head; and assault rifles felt suited to crowd control and getting into the thick of the battle. Coupled with the various abilities characters have, there was a good back-and-forth dynamic between guns and powers that kept me engaged.
Underneath the open-world, first-person shooting, and loot there are systems, mechanics, and gameplay opportunities that are unmistakably Arkane
I was worried that the looter shooter design trope of whittling away at health bars endlessly would become tiresome, but enemies didn’t feel like bullet sponges, and there was also an execution mechanic where, after a certain amount of damage, I could get in close and stab vampires through the heart to deliver a finishing blow using the stakes attached to weapons. Doing this is key, as otherwise vampires will heal and get back into the fight. Along with the other two pillars of combat, I found myself staying engaged throughout my time. Naturally, that time was very limited, so it remains to be seen if this can be sustained through multiple hours, but thus far I am encouraged by it.
For me, though, one of my favorite parts of Arkane’s games is the stories they tell, whether that’s the overarching plot or the smaller tales within it. Redfall’s take on vampire fiction is intriguing, as it infuses classic gothic creatures of the night mythos with a healthy amount of science gone wrong and a corporation that’s up to no good.
“We think vampires are just cool right up from the get-go. But if you look at them historically, they never really go away–they’re perennially popular. It’s just that each generation or each group of creatives reinterpret them and put their own spin on them. The reason they work is because they serve as a metaphor for something, whatever’s on people’s minds at the time.
“The thing that I think that makes them interesting is, in our case, it’s not a disease. It’s not an accident that happened in a lab. It was deliberate. It’s not like, ‘Oh no, I got bit by a vampire, I’m going to turn, let’s find the cure.’ There is no cure, just like there’s no cure for a caterpillar turning into a butterfly. They wanted to become the butterfly. You can’t reverse that because it’s not like a cold; it’s a metamorphosis. They became on the outside what they already were on the inside, and that’s why the cultists worship them. They’re like, ‘Please make me a vampire too,’ but it has to happen deliberately because the vampire has to want to turn you. It’s not like, ‘I got some vampire spit on me and now it’s inevitable.'”
The setup for my play session involved the Hollow Man, a vampire god who is worshipped by cultists. Before his transformation, he was a blood researcher, but the circumstances of his ascension are unclear, and the details are essential to bringing him down. So, off we went to his very well-guarded mansion to figure it all out.
Despite my objective being clear, I was immediately distracted by side quests and other activities. The group of survivors I was running with had made a fire station their base and, unfortunately, a popcorn machine in the building was busted, so I decided that fixing it could help boost morale. This tangent took me to the Overton, a classic theater with a spacious atrium, balconies overlooking the seating, and plenty of side corridors and rooms to explore. Once that was done, I was alerted to the fact that there were safehouses nearby that could be secured by completing a series of smaller quests and then taking out the underboss that held dominion over the area. Along the way, I rifled through dilapidated buildings to find resources and read notes to find out more about how the vampires took over and how the people were affected.
The challenge with Redfall, however, is balancing this kind of storytelling within a multiplayer experience where the focus is on the people you’re playing with. Bare indicated that the focus for storytelling is on the town and your efforts to liberate it, as opposed to you as a character. As a result, the team has put effort into ensuring that the fictional town of Redfall and its vampires are memorable.
“Typically we make a game with just one protagonist and so the story’s about them, it’s the story about Morgan, it’s about Corvo,” he explained. “And so we couldn’t really do that this time, at least not without multiplying our team’s size by four. Because we have four heroes, the story can’t be just about [one] hero. So I think our approach this time is the story is about Redfall and the experience of fighting the vampires.”
Redfall, Massachusetts is a virtual playground much larger than anything in Dishonored, Prey or Deathloop; the closest thing to a bona fide open world that Arkane has made. The town has been besieged by vampires that have blotted out the sun and severed connections to the outside world. That leaves it up to the player to clear up the infestation, as well as liberate the town and its people.
When it comes to finding examples of that Arkane magic in this game, based on what I saw thus far, the world itself is a pretty good indicator. Like Dunwall, Karnaca, Talos I, and Blackreef before it, Redfall has a distinct sense of place that merges the mundane with the monstrous to create a setting that feels grounded but also fantastical. At first blush, there’s a beauty to Redfall that is inviting. It has a rustic autumnal vibe that is almost picturesque, but then you look a little closer and notice how it has been corrupted; perpetual darkness that is only alleviated by the faint light emanating from a oppressed sun; people who have thrown away their humanity in hopes that they’ll be selected to ascend to vampiredom; powerful vampires menacingly gliding around and occasional unexpectedly teleporting.
As with all open worlds, one of the challenges is making the spaces in between the key landmarks and destinations interesting, or at the very least giving players a way to engage with the world that keeps them invested. For Breath of the Wild, the ability to climb anything meant everything felt like an opportunity; Elden Ring streamlined traversal by giving players Torrent, a spectral steed; and Assassin’s Creed relies on its parkour (most of the time) to ensure the player stays involved in moving around. Redfall doesn’t have any of these, at least in the time I played, and instead looks to be relying on giving players as many combat opportunities as possible. These situations are made more interesting by inviting players to make the most of the combat’s depth, and also use the openness of the environment. Cultists serve as fodder to quickly pick off, while the vampires present more of a challenge. There’s also a threat level that slowly rises as you clean the area up, and if you attract the attention of a district’s vampire ruler, it sends in a character called The Rook.
This character functions a lot like the Nightmare from Prey. It appears in a dramatic lightning storm and is a hulking, bullet sponge of a vampire that feels impossible to kill and, worse still, attracts other vampires to your location. This dynamic means that you need to be careful about how you approach certain areas and manage how much heat you’re drawing. In my playtime, I found myself being judicious about which fights I took on, occasionally choosing to use Devinder’s teleportation ability to get onto rooftops to skirt around gangs of cultists, or stealthing my way through vampire infested territory. Again, it remains to be seen whether this push-and-pull power struggle is enough to keep tedium at bay. The area I played was quite large, but was only the tutorial area–akin to Breath of the Wild’s Great Plateau–so some visual variety is likely as more of the map opens up.
“Once you beat the Hollow Man, you move to a second district,” Bare said. “That’s even bigger than this one, and it’s got three Vampire Gods that are fighting over the territory. We care about environmental storytelling deeply and so for us it was [about] picking and choosing our battles. It’s finding spots [to] just pour the density in and then leaving breathing room around it. So the big open cornfield outside the farm, that doesn’t need to have environmental storytelling details every 10 feet because it’s a big cornfield that you’re creeping through at night. It’s moody ambience. But then when you get to the farm, the farm is just chock-full of stuff for you to soak up.”
My main concern going into Redfall was that it’d be another looter shooter in the mold of what everyone thinks is popular, and in the process, lose what makes Arkane’s games special. My time with the game brought some much needed clarity to what Redfall actually is, and it is a looter shooter in the mold of popular titles like Borderlands. But, most importantly, at its core are design ideas that have enabled memorable exploration and narrative, as well as satisfying gameplay, in Arkane’s previous games. But just because it’s there doesn’t mean it’ll work, and moving into the open-world looter shooter genre is a big pivot for the studio. As a fan of Arkane’s work, I am more intrigued by it now and, regardless of how it comes together, it’ll be an interesting and distinct take on the genre at the very least.
The products discussed here were independently chosen by our editors.
GameSpot may get a share of the revenue if you buy anything featured on our site.
The federal government is ordering the dissolution of TikTok’s Canadian business after a national security review of the Chinese company behind the social media platform, but stopped short of ordering people to stay off the app.
Industry Minister François-Philippe Champagne announced the government’s “wind up” demand Wednesday, saying it is meant to address “risks” related to ByteDance Ltd.’s establishment of TikTok Technology Canada Inc.
“The decision was based on the information and evidence collected over the course of the review and on the advice of Canada’s security and intelligence community and other government partners,” he said in a statement.
The announcement added that the government is not blocking Canadians’ access to the TikTok application or their ability to create content.
However, it urged people to “adopt good cybersecurity practices and assess the possible risks of using social media platforms and applications, including how their information is likely to be protected, managed, used and shared by foreign actors, as well as to be aware of which country’s laws apply.”
Champagne’s office did not immediately respond to a request for comment seeking details about what evidence led to the government’s dissolution demand, how long ByteDance has to comply and why the app is not being banned.
A TikTok spokesperson said in a statement that the shutdown of its Canadian offices will mean the loss of hundreds of well-paying local jobs.
“We will challenge this order in court,” the spokesperson said.
“The TikTok platform will remain available for creators to find an audience, explore new interests and for businesses to thrive.”
The federal Liberals ordered a national security review of TikTok in September 2023, but it was not public knowledge until The Canadian Press reported in March that it was investigating the company.
At the time, it said the review was based on the expansion of a business, which it said constituted the establishment of a new Canadian entity. It declined to provide any further details about what expansion it was reviewing.
A government database showed a notification of new business from TikTok in June 2023. It said Network Sense Ventures Ltd. in Toronto and Vancouver would engage in “marketing, advertising, and content/creator development activities in relation to the use of the TikTok app in Canada.”
Even before the review, ByteDance and TikTok were lightning rod for privacy and safety concerns because Chinese national security laws compel organizations in the country to assist with intelligence gathering.
Such concerns led the U.S. House of Representatives to pass a bill in March designed to ban TikTok unless its China-based owner sells its stake in the business.
Champagne’s office has maintained Canada’s review was not related to the U.S. bill, which has yet to pass.
Canada’s review was carried out through the Investment Canada Act, which allows the government to investigate any foreign investment with potential to might harm national security.
While cabinet can make investors sell parts of the business or shares, Champagne has said the act doesn’t allow him to disclose details of the review.
Wednesday’s dissolution order was made in accordance with the act.
The federal government banned TikTok from its mobile devices in February 2023 following the launch of an investigation into the company by federal and provincial privacy commissioners.
— With files from Anja Karadeglija in Ottawa
This report by The Canadian Press was first published Nov. 6, 2024.
LONDON (AP) — Most people have accumulated a pile of data — selfies, emails, videos and more — on their social media and digital accounts over their lifetimes. What happens to it when we die?
It’s wise to draft a will spelling out who inherits your physical assets after you’re gone, but don’t forget to take care of your digital estate too. Friends and family might treasure files and posts you’ve left behind, but they could get lost in digital purgatory after you pass away unless you take some simple steps.
Here’s how you can prepare your digital life for your survivors:
Apple
The iPhone maker lets you nominate a “ legacy contact ” who can access your Apple account’s data after you die. The company says it’s a secure way to give trusted people access to photos, files and messages. To set it up you’ll need an Apple device with a fairly recent operating system — iPhones and iPads need iOS or iPadOS 15.2 and MacBooks needs macOS Monterey 12.1.
For iPhones, go to settings, tap Sign-in & Security and then Legacy Contact. You can name one or more people, and they don’t need an Apple ID or device.
You’ll have to share an access key with your contact. It can be a digital version sent electronically, or you can print a copy or save it as a screenshot or PDF.
Take note that there are some types of files you won’t be able to pass on — including digital rights-protected music, movies and passwords stored in Apple’s password manager. Legacy contacts can only access a deceased user’s account for three years before Apple deletes the account.
Google
Google takes a different approach with its Inactive Account Manager, which allows you to share your data with someone if it notices that you’ve stopped using your account.
When setting it up, you need to decide how long Google should wait — from three to 18 months — before considering your account inactive. Once that time is up, Google can notify up to 10 people.
You can write a message informing them you’ve stopped using the account, and, optionally, include a link to download your data. You can choose what types of data they can access — including emails, photos, calendar entries and YouTube videos.
There’s also an option to automatically delete your account after three months of inactivity, so your contacts will have to download any data before that deadline.
Facebook and Instagram
Some social media platforms can preserve accounts for people who have died so that friends and family can honor their memories.
When users of Facebook or Instagram die, parent company Meta says it can memorialize the account if it gets a “valid request” from a friend or family member. Requests can be submitted through an online form.
The social media company strongly recommends Facebook users add a legacy contact to look after their memorial accounts. Legacy contacts can do things like respond to new friend requests and update pinned posts, but they can’t read private messages or remove or alter previous posts. You can only choose one person, who also has to have a Facebook account.
You can also ask Facebook or Instagram to delete a deceased user’s account if you’re a close family member or an executor. You’ll need to send in documents like a death certificate.
TikTok
The video-sharing platform says that if a user has died, people can submit a request to memorialize the account through the settings menu. Go to the Report a Problem section, then Account and profile, then Manage account, where you can report a deceased user.
Once an account has been memorialized, it will be labeled “Remembering.” No one will be able to log into the account, which prevents anyone from editing the profile or using the account to post new content or send messages.
X
It’s not possible to nominate a legacy contact on Elon Musk’s social media site. But family members or an authorized person can submit a request to deactivate a deceased user’s account.
Passwords
Besides the major online services, you’ll probably have dozens if not hundreds of other digital accounts that your survivors might need to access. You could just write all your login credentials down in a notebook and put it somewhere safe. But making a physical copy presents its own vulnerabilities. What if you lose track of it? What if someone finds it?
Instead, consider a password manager that has an emergency access feature. Password managers are digital vaults that you can use to store all your credentials. Some, like Keeper,Bitwarden and NordPass, allow users to nominate one or more trusted contacts who can access their keys in case of an emergency such as a death.
But there are a few catches: Those contacts also need to use the same password manager and you might have to pay for the service.
___
Is there a tech challenge you need help figuring out? Write to us at onetechtip@ap.org with your questions.
LONDON (AP) — Britain’s competition watchdog said Thursday it’s opening a formal investigation into Google’s partnership with artificial intelligence startup Anthropic.
The Competition and Markets Authority said it has “sufficient information” to launch an initial probe after it sought input earlier this year on whether the deal would stifle competition.
The CMA has until Dec. 19 to decide whether to approve the deal or escalate its investigation.
“Google is committed to building the most open and innovative AI ecosystem in the world,” the company said. “Anthropic is free to use multiple cloud providers and does, and we don’t demand exclusive tech rights.”
San Francisco-based Anthropic was founded in 2021 by siblings Dario and Daniela Amodei, who previously worked at ChatGPT maker OpenAI. The company has focused on increasing the safety and reliability of AI models. Google reportedly agreed last year to make a multibillion-dollar investment in Anthropic, which has a popular chatbot named Claude.
Anthropic said it’s cooperating with the regulator and will provide “the complete picture about Google’s investment and our commercial collaboration.”
“We are an independent company and none of our strategic partnerships or investor relationships diminish the independence of our corporate governance or our freedom to partner with others,” it said in a statement.
The U.K. regulator has been scrutinizing a raft of AI deals as investment money floods into the industry to capitalize on the artificial intelligence boom. Last month it cleared Anthropic’s $4 billion deal with Amazon and it has also signed off on Microsoft’s deals with two other AI startups, Inflection and Mistral.