Official Thread Red Dead Redemption 2

Rate this Game

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Not that deep, or not that good?

A figure like Dutch should exhibit qualities to the player why the gang orbits around him. It doesn't take much. Just show us every now and then why these characters believe they're better off with Dutch than without him. I shouldn't play through the first 20 hours of the game thinking how useless Dutch is.

But then again, maybe that's asking too much from videogame narrative.

I meant 'not that deep' as in it's not that hard to figure out and maybe you missed it within the first few hours of the game where I think they did a good job showing how his decision making is beneficial for the group and as a figure, helpful to everyone around him.

Feel free to your opinion though, I'm just disagreeing with you.
 
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I meant 'not that deep' as in it's not that hard to figure out and maybe you missed it within the first few hours of the game where I think they did a good job showing how his decision making is beneficial for the group and as a figure, helpful to everyone around him.

It's not that I couldn't "figure out" why the gang is following Dutch. It's that none of it felt believable to me.

Don't they establish in the first few hours of the game that Dutch is responsible for the mess that got them run out of Blackwater? Isn't he the reason everyone almost freezes to death in the early parts of the game and why everyone is poor? Then, when you finally get to Horseshoe Outlook he gives an empasioned speech about how it's now everyone's responsibility to go out and earn their keep. Like Bitch, we've been doing **** to keep this camp on their feet this whole time. Maybe you should go out and earn your keep, Dutch.

Everyone's perspective is different, but to me, the whole setup doesn't ring true.
 
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Hmm... I don’t know what you expected here. Also, did you finish the story or just stop playing? If it’s the latter, then you’re hardly qualified to comment on the story outside of something akin to “it didn’t grab my attention quick enough”. You rate animation as a positive but then complain about being forced to watch them instead of interrupting them. I only just started playing two days ago, but I have to say I disagree that it is bad for the genre or that the developer doesn’t value the gamer’ time. I simply think you want it to be something other than it is. They intended for the player to immerse themselves in the world and all the insane details show they definitely value the time the gamer is willing to do just that. Surely having such a detailed and vibrant old west world is good for the genre and draws necessary attention. Do you know anyone else doing anything close? All that said, it is their prerogative to tell their story how they see fit and not feel apologetic about doing so. I believe it is why the story missions operate so differently than just free roaming the world; they want to tell a specific story but also give players a chance to operate freely as well. Honestly, there are too many games with weak stories because they give the player too much control instead of following a directed narrative. RDR2 seems a good compromise of options to me.

I can see your point on its intensity so far, but it may just be a design choice on their part we’ll have to live with. I think they are more concerned with players experiencing the world and story.

All that said, you should know better and be ashamed to call this a point and click adventure.

Your review 3.5/10.

Your stance is made clear, but there is an apparent lack of effort on your part to fully exhaust the game’s content. I had to deduct for the ridiculous “point/click” assertion and you ultimately missing the point of the game. Applaud your efforts though.

I listened to a Ken Levine interview once where he was asked how he consumes games. He said he plays a lot, but only one or two levels after the tutorial to get the gist of the game. For the most part, games don't radically change as you progress. Developers have a hard enough time finding one gameplay loop that works.

I played one third of Red Dead Redemption 2. I highly doubt my opinions will change much if I play the next 40 hours.

We'll agree to disagree on our definition of "valuing the players time". I think it's like a buffet. The kitchen prepares a bunch of items they're proud of, and we the player should be able to pick and choose what we want to spend time with. Rockstar straps it's patrons to a chair, shoves tubing down our throat, and pulls the lever on the mash potato machine while telling us how good their potatoes are.

Call me crazy but being forced to watch Arther bathe for the 20th time isn't as appealing as it was the first time.

I think you're wrong about player control stomping on narrative too. Here's what RDR2's narrative loop looks like.

You run to a yellow icon on the map, which cues a cutscene. You then follow an NPC to another yellow icon on the map (listening to them talk along the way) where you will watch another cutscene. You then partake in the missions action sequence, and when you kill that missions primary antagonist, the next cutscene starts with you walking up to the dead guy on the ground.

This is the exact same structure as a game like MGSV. Only that games "action sequence" gives you more time, and more options to get you to the missions primary antagonist.

I can't see how giving players more options to tackle missions would harm the narrative in any way, as long as each mission ended with a dead bad guy on the ground.

I called this game a point and click adventure because it doesn't feel very interested in being a game. It wants to be a movie. The player isn't the star of the show here. Rockstar is. Not only are those not my type of game, but I don't think that's where the strength of the medium lies.

TLDR: RDR2 isn't for real gamers. It's for babies who want to be coddled.
 
I listened to a Ken Levine interview once where he was asked how he consumes games. He said he plays a lot, but only one or two levels after the tutorial to get the gist of the game. For the most part, games don't radically change as you progress. Developers have a hard enough time finding one gameplay loop that works.

I played one third of Red Dead Redemption 2. I highly doubt my opinions will change much if I play the next 40 hours.

We'll agree to disagree on our definition of "valuing the players time". I think it's like a buffet. The kitchen prepares a bunch of items they're proud of, and we the player should be able to pick and choose what we want to spend time with. Rockstar straps it's patrons to a chair, shoves tubing down our throat, and pulls the lever on the mash potato machine while telling us how good their potatoes are.

Call me crazy but being forced to watch Arther bathe for the 20th time isn't as appealing as it was the first time.

I think you're wrong about player control stomping on narrative too. Here's what RDR2's narrative loop looks like.

You run to a yellow icon on the map, which cues a cutscene. You then follow an NPC to another yellow icon on the map (listening to them talk along the way) where you will watch another cutscene. You then partake in the missions action sequence, and when you kill that missions primary antagonist, the next cutscene starts with you walking up to the dead guy on the ground.

This is the exact same structure as a game like MGSV. Only that games "action sequence" gives you more time, and more options to get you to the missions primary antagonist.

I can't see how giving players more options to tackle missions would harm the narrative in any way, as long as each mission ended with a dead bad guy on the ground.

I called this game a point and click adventure because it doesn't feel very interested in being a game. It wants to be a movie. The player isn't the star of the show here. Rockstar is. Not only are those not my type of game, but I don't think that's where the strength of the medium lies.

TLDR: RDR2 isn't for real gamers. It's for babies who want to be coddled.

Fortnite isn’t a real game, it’s for children and people who don’t play real games.
 
I listened to a Ken Levine interview once where he was asked how he consumes games. He said he plays a lot, but only one or two levels after the tutorial to get the gist of the game. For the most part, games don't radically change as you progress. Developers have a hard enough time finding one gameplay loop that works.

I played one third of Red Dead Redemption 2. I highly doubt my opinions will change much if I play the next 40 hours.

We'll agree to disagree on our definition of "valuing the players time". I think it's like a buffet. The kitchen prepares a bunch of items they're proud of, and we the player should be able to pick and choose what we want to spend time with. Rockstar straps it's patrons to a chair, shoves tubing down our throat, and pulls the lever on the mash potato machine while telling us how good their potatoes are.

Call me crazy but being forced to watch Arther bathe for the 20th time isn't as appealing as it was the first time.

I think you're wrong about player control stomping on narrative too. Here's what RDR2's narrative loop looks like.

You run to a yellow icon on the map, which cues a cutscene. You then follow an NPC to another yellow icon on the map (listening to them talk along the way) where you will watch another cutscene. You then partake in the missions action sequence, and when you kill that missions primary antagonist, the next cutscene starts with you walking up to the dead guy on the ground.

This is the exact same structure as a game like MGSV. Only that games "action sequence" gives you more time, and more options to get you to the missions primary antagonist.

I can't see how giving players more options to tackle missions would harm the narrative in any way, as long as each mission ended with a dead bad guy on the ground.

I called this game a point and click adventure because it doesn't feel very interested in being a game. It wants to be a movie. The player isn't the star of the show here. Rockstar is. Not only are those not my type of game, but I don't think that's where the strength of the medium lies.

TLDR: RDR2 isn't for real gamers. It's for babies who want to be coddled.

Well, at least you tried. It's obvious you aren't the type that appreciates the more esoteric aspects of the game. Me, I'm completely engulfed.

Lol at you saying the game game is for coddled babies. If anything, this is THE game for Adults, and not the ADD generation addicted to instant gratification. At least you can go back to Fortnite now.
 
If you spend time talking with the various characters in the camp and go on little side missions with them (everything from fishing to bank robbing) you get the whole back story of why each one is with Dutch and the gang. I love the detail in the writing for this game. I can’t remember the last game where I watched every cut scene and did every optional conversation piece.
 
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This guy was a slave master so its OK
 
I listened to a Ken Levine interview once where he was asked how he consumes games. He said he plays a lot, but only one or two levels after the tutorial to get the gist of the game. For the most part, games don't radically change as you progress. Developers have a hard enough time finding one gameplay loop that works.

I played one third of Red Dead Redemption 2. I highly doubt my opinions will change much if I play the next 40 hours.

We'll agree to disagree on our definition of "valuing the players time". I think it's like a buffet. The kitchen prepares a bunch of items they're proud of, and we the player should be able to pick and choose what we want to spend time with. Rockstar straps it's patrons to a chair, shoves tubing down our throat, and pulls the lever on the mash potato machine while telling us how good their potatoes are.

Call me crazy but being forced to watch Arther bathe for the 20th time isn't as appealing as it was the first time.

I think you're wrong about player control stomping on narrative too. Here's what RDR2's narrative loop looks like.

You run to a yellow icon on the map, which cues a cutscene. You then follow an NPC to another yellow icon on the map (listening to them talk along the way) where you will watch another cutscene. You then partake in the missions action sequence, and when you kill that missions primary antagonist, the next cutscene starts with you walking up to the dead guy on the ground.

This is the exact same structure as a game like MGSV. Only that games "action sequence" gives you more time, and more options to get you to the missions primary antagonist.

I can't see how giving players more options to tackle missions would harm the narrative in any way, as long as each mission ended with a dead bad guy on the ground.

I called this game a point and click adventure because it doesn't feel very interested in being a game. It wants to be a movie. The player isn't the star of the show here. Rockstar is. Not only are those not my type of game, but I don't think that's where the strength of the medium lies.

TLDR: RDR2 isn't for real gamers. It's for babies who want to be coddled.

Well, I still think you have completely missed the point of this game, but to each their own. Your last line completely blows any legitimacy you had out of the water though. Real gamers? Divisive much? There are only gamers, and they can play what they like. Keep your labels and segregation to yourself.
 
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Had a side mission that involved pig feeding...

prostitute had stabbed someone and asked me to dispose of the body in the near by pig farm which I did. She paid me and I was on my way.

Went to the sheriff department to see if they had any bounties and the option to report a crime came up. I did he went and arrested her... turns out she was a bit of a serial killer
 
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I haven't gotten far in the game yet (work), but I had some dark thoughts. What if I played a murderer? At night, go into homes and kill some NPCs.

I haven't study their behavior. Do they go to bed, have routines, etc.

Has anyone seen any posts about this type of play style?
 
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I haven't gotten far in the game yet (work), but I had some dark thoughts. What if I played a murderer? At night, go into homes and kill some NPCs.

I haven't study their behavior. Do they go to bed, have routines, etc.

Has anyone seen any posts about this type of play style?

You might be projecting a little too much with this post....
 
So I came across a guy from Mexico who challenged me to a shooting contest for $5. We shot bottles and I won, and the dude challenges me to double or nothing. He honestly wanted to hustle me by shooting birds out of the sky. Naturally I agreed. Guy tells me to stand next to him and wait for the birds to fly. As soon as he starts shooting the birds, I step back two steps and shoot him in the head. Nobody hustles me bro. Took my $11 and change of his body and went on my way.
 
My game glitched a 2nd time again after playing the Uncle mission. I found out it was because both times I had to restart the mission during the chase segment.

Also, glad to see that person gone itt again.
 
Also, I came across some random dude in prison clothes out in the wilderness last night. He hollers at me for help, so I head over. The dude wants me to shoot his chains off for him. I threw him on the back of my horse and rode him into Valentine straight to the Sheriff. Sheriff laughs at the guy as I put him in the cell, then pays me eight dollars. This game is awesome.
 
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Also, I came across some random dude in prison clothes out in the wilderness last night. He hollers at me for help, so I head over. The dude wants me to shoot his chains off for him. I threw him on the back of my horse and rode him into Valentine straight to the Sheriff. Sheriff laughs at the guy as I put him in the cell, then pays me eight dollars. This game is awesome.
Sometimes if you help them they will give you hints of homes with money. A little home invasion goes a long way.
 
So I came across a guy from Mexico who challenged me to a shooting contest for $5. We shot bottles and I won, and the dude challenges me to double or nothing. He honestly wanted to hustle me by shooting birds out of the sky. Naturally I agreed. Guy tells me to stand next to him and wait for the birds to fly. As soon as he starts shooting the birds, I step back two steps and shoot him in the head. Nobody hustles me bro. Took my $11 and change of his body and went on my way.
Or you could a just shot more birds and got double the money, lol. There is no hustle, he's just trying to win XD
 
Also, I came across some random dude in prison clothes out in the wilderness last night. He hollers at me for help, so I head over. The dude wants me to shoot his chains off for him. I threw him on the back of my horse and rode him into Valentine straight to the Sheriff. Sheriff laughs at the guy as I put him in the cell, then pays me eight dollars. This game is awesome.

If someone pulls you off your horse and tries to steal it- if you whistle for your horse, it'll buck the guy off!
 
Or you could a just shot more birds and got double the money, lol. There is no hustle, he's just trying to win XD

Funny you say that. I was telling my buddy about it, and he said he came across the same guy. I asked what he did, and he said he used dead eye on the birds to win, and the dude accused him of cheating and killed him!

Guess I literally dodged a bullet there, lol.