I have completed Redfall 1.5 times in about 15 hours of gameplay. I feel like I'm in a better position to answer this question than many in that sense and I can't honestly say I know either way.
Is Redfall salvageable? Yes, I don't think any game is truly unredeemable.
Will Redfall be salvaged? I don't think so.
The design with Redfall is so mismatch in incomplete that fixes aren't the only thing needed for each of the various systems in play, they need to be removed or rebuilt entirely. I'm going to write a spoiler laden novel here that goes over this stuff.
THE FOLLOWING CONTAINS MAJOR MECHANICAL AND MINOR STORY SPOILERS.
Anything I truly consider a spoiler will be tagged but don't get nitpicky on me, I warned you.
Skill Trees: The skill tree isn't just boring, it's illogical and demonstrates the lack of thought. Each hero class has 2 Abilities and an Ultimate with a list of minor perks (Increase the radius, recharge time, damage, fire rate, healing potency, etc of said skill) and stronger perks require the previous perks in the tree to unlock. The final Node of the left most skill tree has a marker that says "Requires Level 10" because, like a lot of these games, they don't want you dumping all your points in one place. Except, there are 6 Required skills before that skill in the tree, 3 that cost one skill point and 3 that cost two skill points. As a result, you have to be at a minimum level 14 to have enough skill points to unlock said skill. They added a requirement that can never possibly trigger because you will never ever be under level 10 and have enough points to buy this skill. Why even add the code/UI to signify it? Because you saw it in other games and thought you should do it without any consideration as to why.
Open World Events: There are essentially 3 kinds of open world content: Nests, Safe Houses, and hidden Side Quests. Nests are a neat concept with a lack of execution. The speedy dive into a procedurally generated otherworld base is entertaining the first time through as you investigate all the nooks and crannies and learn how it works. Once you learn, however, that it is simply two optional fights (sneak by or shoot them, its not a big deal combat isn't hard) followed by a third fight that unlocks your prize. Your prize is one good piece of loot from the boss heart then a bunch of small loots from rooms you need to mad dash and grab before the room collapses. Except, there is no penalty for being there when the room collapses (they make it seem like there is) so just grab as much as you can. If you care, the loot is probably bad anyway. Safe Houses are always exactly the same, one Side Quest (Kill a tree, get some supplies, retrieve a thing) that aren't only boring but repeat two or even three times over the less than 20 safe houses. There really just aren't enough of these to justify repetition and yet, here we are. After completing the side quest you earn a Underboss Skull that is essentially a key. 3 of these skulls are required to fight the boss of whatever area you are in and progress to the next game section. However, these bosses are just named versions of the existing "Special Vampires" with no special traits or skills whatsoever. Every single one died to the same UV Freeze+Stake Gun two-hit combo. Yes, I killed EVERY single boss in the game with 2 hits, except for the major world bosses which don't freeze.
Which leads to the most disappointing of all, hidden Side Quests. I'm not talking about you saw an ! above an NPC's head and he asked you to bury his dads pocket watch (yes, thats a real quest). Im talking about the handful (less than 10 for sure) quests I found out in the open world either on collectibles or hidden in caves. The first area has a hidden cave under the first crash site full of deadly gas and vampires with a secret altar that requires one of the Skulls I just mentioned to activate. Spending a Skull means you'll need to complete another Safe House quest line in order to replace the Skull and fight the final boss later. So of course, something cool must happen when you spend this Skull right?!?! Every other time you spend Skulls bosses come out so its gotta be neat! Nope, when you spend the Skull there is no effect, no screen shake, no noise, no boss, no enemy, no nothing. A small popup appears that says you unlocked a cosmetic outfit. Fucking weeeeeeeee!
Loot: The loot is by far the most obvious example where the team just clearly didn't understand the why/how of loot games and simply shoehorned it into a game they already made that doesn't have loot. I can literally name every single gun in the game because they're so limited I have them memorized.
Pistol: Revolver, Semi-Auto, Full-Auto Electric Damage
Shotgun: Double Barrel, Pump, Semi-Auto
Assault Rifle: Semi-Auto, Burst-Fire, Full-Auto
Sniper Rifle: Slower one, Faster one
Flare Gun: Single Barrel, Double Barrel
UV Gun: UV Gun (There's only one)
Stake Launcher: There are at least 2 but I can't tell what's different about them
I'm not listing classes of weapon, there is one named gun for each "type" listed. EVERY single UV Gun is called a Medusa. Every single heavy sniper is called Efreet. There are only 16 or so guns in the ENTIRE GAME. The colors and levels just change as you acquire new ones, constantly forcing you to replace your existing gun with a higher level version of the same exact gun to stay caught up with the enemies who level up whenever you do.
Exotic/Legendary variants of each of these types exist as well, but they too are always exactly the same. "Perfectly Normal" is what they call the Legendary Full-Auto Assault Rifle. It has 3 fixed perks that are the same on every "Perfectly Normal" you find, other than the base damage which is set by the level of the gun.
I killed a Rook (lame special enemy that dies in 2 hits like every boss in the game) which is a guaranteed Legendary Drop and got the "Perfectly Normal" at level 8. When I hit level 11ish, the gun was beginning to be too weak to use. So I ran another Rook and low and behold he happened to drop the same "Perfectly Normal" this time at level 12 so I could use it again. And this is how finding any weapon you like works. Enjoy it for 2-3 levels until you have to hope you can RNG your way into a carbon copy of the exact same gun at your new level so it does appropriate damage. Don't like the perks on "Perfectly Normal"? Well that's the exotic full-auto assault rifle. That is it. If you don't like it you aren't using Full-Auto assault rifles, end discussion.
Amount of content: I did around 80% of the first zone and 95% of the second zone, I did every single main quest only missed a couple side quests in the first zone and one side quest in the second zone. I completed the entire game in under 11 hours at level 20. You would need well over 50 to complete the skill tree, there isn't even enough content to get you through half the skill tree it's paced so poorly. Beating the game unlocks a final difficulty option that simply makes enemies do more damage. Play it again I guess.
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