I usually start these reviews by clumsy burying the lead and trying to give some kind of context because I…
I usually start these reviews by clumsy burying the lead and trying to give some kind of context because I think it’s important. We live in a world of franchises, and while the single independent masterpiece like “Return of the Obra Dinn” will pop over and over again, it will even hold a lot of luggage. “Obra Dinn” was a “Lucas Pope game”, a personal brand that quickly becomes a complex and budding franchise of its own kind. Rarely, if ever, you can completely extrapolate an artwork from the context surrounding it. And if you stop tearing your eyes out to do that, you will almost inevitably come back to it.
But I do not know where to start with “Red Dead Redemption 2.” I feel like we almost have to rewrite the book on this.
Going from “Grand Theft Auto V” to this is not a transition just like any studio could have done. Heck, even from “Red Dead Redemption 1
” to this is a stretch, but at least the game had some more oppressive themes. Still. A rockstar-developed game where criminal activity is actively encouraged and the best way to trade is often role playing as if you are actually in a community to live, breathe people – it was not expected.
(Instacodez / Flickr)
As a studio that created the genre of world-wide playgrounds, I do not understand why Rockstar would have wanted to do this restrictive and serious response to almost everything they’ve done before anyone in a boardroom Somewhere must have convinced someone else that this approach would make them more money than ever. I have no idea how they did it, but I would love to hear the banana.
Open-world games and especially Rockstar games have always had trouble summarizing a coherent story because they try to set linear stories in game with mechanics that support screwing around, killing everything and causing explosions. Some games like Nintendo’s “The Legend of Zelda: The Breath of the Wild” have addressed the problem by keeping their linear stories light and free, instead relying on complex mechanisms to create interesting and adventurous stories for the player.
Red Dead Redemption 2 “Asks What Should Happen If You Wrong That Script: Create An Open World, Make All Mechanics For Processual, System-Based Story, Show Them To The Player, And Then Every Time The Player Trys To Use Them Punish  (Instacodez / Flickr)
Compared to their previous game, “Red Dead Redemption 2” feels like a visual novel, more a simulation of what life as a highwayman in the late 19th century America may have been like an arcade machine for the fun of the player. This can be frustrating, and the game is not nearly as accessible, or even really fun, as one of Rockstar’s previous titles. For a story-heavy game, the plot’s beat is very slow. To play this game you should spend about one fifth of the game’s 60-hour playtime passively on the horse and listen to the characters talking to each other. And the game’s plot does not take up to about 10 hours so if you hope for a quick start you will be very disappointed.
You reserve the right to disinterest. And considering how the Rockstar executives worked with their scriptwriters in the lead of this game release – force them to work 100 hours of weeks control and control everything – you would be eligible to ignore the game on moral grounds as well. Working standards in this way are regrettable, and with those who run their scriptwriters in the field, it’s a miracle that came out in any form at all.
All that said, if you agree, there is a light at the end of the “Red Dead” tunnel. This is the first Rockstar game where people play a role. Where life means something. Where the crimes you commit and the homes you destroy do not just erase every time you respite. Where groups like women and African Americans are examined and treated with respect. Someone at Rockstar must have looked at the attitude they worked with and realized how oppressive and hard a time it really was. So the story was changed to focus on the minorities most oppressed and the mechanics were exchanged to make freedom something you have to earn – not something given to you.
If you leave the horse and forget to grab your weapons from the horse’s shield, you will not get your weapons. You can wander in missions with no weapons if you are incompetent. They could only have turned all your weapons on your person every time you quit your horse, but the dev team consciously chose to let you forget them. It was huge for me.
This review has been translated automatically to English so you can afford as many travelers as possible. An oppressive atmosphere does not require much of a slow, boring and restrictive start that “Red Dead Redemption 2” has. I really hope that the success of this game marks the start of some form of “Red Dead Revolution” for Rockstar, to go back to Grand Theft Auto’s cynical, bigoted humor would be a sad thing to see.
Marty Forbeck is a video game columnist for the Daily Cardinal. To read more of his work, click here .
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