Redfall Developer Is Working on Reversing Always-Online Requirement

Arkane Austin has said that it is working on a fix that will reverse Redfall’s always-online requirement, an aspect that was met with backlash when first announced.

In an interview with Eurogamer, game director Harvey Smith said, “We listen. And we have already started work to address this in the future. We have to do some things like encrypt your save games and do a bunch of UI work to support it. And so we are looking into – I’m not supposed to promise anything – but we’re looking into and working actively toward fixing that in the future.”

Smith also went into more detail about why Redfall was designed as an always-online experience from the start. It wasn’t to sell microtransactions from an in-game store, as the game doesn’t even have one (DLC is planned, including guns and costume bundles, but they will be sold via the Xbox store). Instead, the decision behind requiring an online connection was to help Arkane understand how people were playing Redfall and when they were facing difficulties.

“It allows us to do some accessibility stuff. It allows us for telemetry, like – if everybody’s falling off ladders and dying, holy shit that shows up,” Smith explained. “And so we can go and tweak the ladder code. There are reasons we set out to do that that are not insidious.”

Smith noted that Arkane wanted to take the empathetic approach to players’ concerns as not everyone has a stable internet connection and are sometimes prone to outages. “And so I think it is a legitimate critique,” said Smith.

Smith’s use of the term “fixing that in the future” may point to the system being changed after launch, so it currently seems sensible temper any expectations that Redfall will definitely launch with an offline mode.

Redfall launches on May 2 for PC and Xbox Series X|S. In IGN’s Redfall preview, we said, “If Arkane Austin can bring its own version of the kind of innovation [Far Cry 2 and STALKER] did back in the late 2000s, then Redfall could well inject a static genre with some long-overdue excitement.”


George Yang is a freelance writer for IGN. He’s been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

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