Bethesda Won’t Give Up On Redfall So People Can Still Enjoy It On Game Pass In 2033



It is no secret that Arkane Austin’s vampire game Redfall didn’t exactly resonate with players or put up big numbers when it came out earlier this year, but publisher Bethesda is not going to abandon the game. Marketing executive Pete Hines said fans can expect the company to “keep working on it,” in part because he is hopeful the game will still be enjoyed in 10 years on Xbox Game Pass.

“We are always in a process of learning, so that’s not new for us. We don’t like failing to meet our players’ expectations. At the same time, we are the same company that has had launches that didn’t go the way we wanted, and we don’t quit or abandon stuff just because it didn’t start right,” Hines told GI.biz.

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Hines went on to mention how The Elder Scrolls Online for PC and Fallout 76 did not exactly hit the ground running when they were released, but they’re both in healthier places these days.

“Redfall is no different for us. Okay, we didn’t get the start we wanted, but it’s still a fun game… and we’re going to keep working on it. We’re going to do 60fps. We’re going to get it to be a good game,” Hines said.

Part of the reason why Bethesda isn’t walking away from Redfall is because of Game Pass. Getting the game in better shape now could pay dividends down the road, Hines said.

“As a first-party studio, Game Pass lives forever. There will be people ten years from now who are going to join Game Pass, and Redfall will be there,” Hines said.

According to a report, developers at Arkane Austin never fully bought into the ideas behind Redfall, and it contributed to a huge exodus of talent at the studio. Arkane’s other team, based in Lyon, France, is known for its work on the much more critically adored Dishonored series.

A massive 1.1 update for Redfall was released in June, fixing dozens of issues and making other improvements.

Xbox boss Matt Booty recently spoke about how he and management believed Redfall would have had a more positive reception on launch. “Sometimes, a team can just get a little bit of tunnel vision around their game, and sometimes management can have the opposite problem where maybe they’re zoomed a little too far out,” he said. “And it was a case of us having indicators that the game was going to perform a certain way … we had people play the game, we had reviews, we do mock reviews, we just had indicators that it was going to perform better than it did. And I think the team was so committed to what they were building that they just had a little bit of tunnel vision.”

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