Red Dead Online will feel instantly familiar to anyone who has played GTA Online for a couple of hours, even…
Red Dead Online will feel instantly familiar to anyone who has played GTA Online for a couple of hours, even less than a couple of years. People still play that game? Yes, millions still do daily.
It’s not fun to admit you’re playing GTA Online. It’s snowing, for its poor backend tech fighting with swinging loading times, its gaming experience is seen as a haven for griefers and clowns to run around nuking each other from helicopters, flying cars and armored cars. But scrape away the obnoxious surface and there is a society of different tribes that play under; racers, car drivers with their Sunday meetings, the photographers stalking the neon washed streets, the cyclists with their strict clubhouse rules. People live in Los Santos and Blaine County .
“There is no best gun. If you win a shootout, it’s because you were faster, or a better goal or happiness, or you shot an unmanaged man in the back.”
Red Dead Online has the same potential. Its sprawling and beautiful map is the attractive country of opportunity. From the dusty desert to the big cities, the rugged, snowy mountains and sweating bayou are ripe to hunt, fish and throw your tent to make a claim. It is an originally overwhelming world to settle, and just like Red Dead Redemption 2, you are invited to grow into it slowly. You have a few dollars in your pocket, a free shooting iron, a few backbags and the charity of strangers to bring you with.
Red Dead Online creates all men alike. And women. Sixty-year-old screaming cowpokes dandy gunslingers, grizzled cowhands and brave gentlemen gamblers. There is no best gun – they are all a bit crusty and require constant maintenance. If you win a shootout, it is because you were faster, or a better goal or happiness, or you shot an unmanaged man in the back. Nobody hurts through Saint Denis with a gatling gun bolted to a chuck wagon. Not yet, anyway. These are the early days of slow progress, where half a bottle of gin, a handful of must and meat is a decent reward.
The economy is a bit messy, but I do not care that it is cheap with the payments (and this is a beta). I do not expect a gold bar for a day’s work. $ 4 for delivery of mail over 20 minutes? I guess it’s a fair pay. Just over $ 5 for a rescue service that cost me the majority of my ammunition? I’d love to shop the ink cartridges for the excitement. But $ 1.20 for redemption in a gold bracelet, when a can of pills costs $ 1.50? Well, the United States was built by exploitation and utilized as much as hard work and open opportunity, so I suppose it’s (trigger alert) historically accurate (/ trigger warning), even if it stops the wallet.
Where microtransactions go is always an issue but I’ve played enough GTA Online to be pretty sure I do not have to buy real money. You should not start the game and own all available weapons within a few hours. That’s why a Carcano Rifle costs $ 760 and is gated behind your ranking. Take time, it’s fun at work.
Red Dead Online missions and free roam activities are pure GTA Online, where you can crash another player’s wagon mode or team with three randoms, catch a forbidden one and tie them to a train track. Keeping the honor system from Red Dead Redemption 2 is perhaps the smartest addition to the game, although it’s still too early to see if this has extensive effects. But the good / bad decisions you meet – along with the strangers you work with – create a subtle push and drag friction between players. It would be nice to see who voted to let the rustlers go free and who would shoot them to death, especially if you plan to form a person of ruthless abuse.
Red Dead Online feels like a true step up technically from GTA Online as well. There are less painful loading times and the menu structure is much nicer. The risk of adding functionality is inflated. Several menus and options can slowly become archaic, but at the moment, the scaled back systems reveal only some obvious missing features. A passive mode seems like a monitoring, especially when you encourage players to get started in a game where the conflict escalates quickly. More tweaks – which are not visible to all players on the map all the time, and a blip that disappears when you sneak – are staples of GTA and will certainly come in the next few spots. Planning to take down a ganggame just to get it crashed by bumbling, uninvited players are frustrating. But these early irritations are less, not something you need to start a petition and demand a boycott.
“Red Dead Redemption 2 does what Fallout 76 could not do – create a solid and relative world where players will make their own stories, caused by the environment and characters around them”
The major upgrades will also come. GTA Online has apartments and superb cars and companies to drive, as well as staples like vehicles and weapons, new locations and missions. Many of these additions came from the influence of players – the player created modes like Snipers Vs Stunters, the support of the homegrown biker community, the answer to the lowrider lifestyle. It will also come to Red Dead Online, but there is no rush and really does not even need it yet. Players have not had the chance to save enough money for property for several months, so it’s sensible to temper the Red Dead Online economy. Expect it when we have invested enough bank jobs and animal shelters behind us to afford a roundabout outside of Annesburg.
What Rockstar does with Red Dead Online that sets the stage and place of a game as it undoubtedly has years of growth planned. It’s done what Fallout 76 could not – created a solid, relative world where players will make their own stories surrounded by the environment and the characters surrounding them. It’s a world that players are expected to grow into, which Rockstar will change in response to these interactions with players. It has done so successfully with GTA Online, and it will do it again with Red Dead Online. The community does not appear overnight, but they will start settling for the weekend and beyond, poking around to see where they fit. There is opportunity here, in games, in situations, in new clothes and jobs, but more important for the players to create their own rules and behaviors, their own tribes in a world.