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Official trailer 2: ledger
Announcement trailer
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Official Trailer 3
Launch Trailer
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PC Trailer
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- Great story (minus the last chapters)
- Amazing graphics
- Quite interactive open world
- Actions don't have consequences
- Horses like running into rocks and trees
- Too much simulation
Red Dead Redemption 2 is a game about choices and consequences played in a world in which your action have little consequences. If you kill people, you just pay your bounty and everyone forgets about it. Same goes for robbing people or carriages. The story is great, but drags on for too long. Your horse will also run into literally every rock or tree, which is really annoying. I’m sure no real horse will run into a tree even if you try to steer it to it.
Now imagine if the game wasn’t so linear and you have your own gang; you pick members from people you run into, they can get killed and betray you, the camp actually has meaning (gang moral). You decide where the gang goes, rob banks when you want, go on killing sprees or help the poor.
visuals, sound, voice acting, story. Everything is a positive point.
Complexity could put people off.
An exceptional game. A bit intimidating given the detail and amount you can do. But still a wonderful experience. Must play. Makes me want to watch westerns.
- Good animation and graphics
- Vast open world with tons of side content
- Incredibly long and satisfying story campaign
- Fantastic sound and music
- Great voice performances all round, with very few exceptions.
- Survival mechanics that while at first seem fleshed out and important, but don't actually effect much (other than your appearance and health bar) if you ignore them.
- Un-intuitive design, so much focus on realism that it becomes un-immersive: Just try buying yourself a full set of clothing without resorting to buying a preset outfit and you'll see what I mean. There's also something to be said about how annoying it is that your character will automatically stow their weapons away on the horse if you ride it for long enough without using them, especially since it isn't an action you control yourself. I found it incredibly frustrating how many times I had equipped weapons I wanted to use just before a mission, only to find that by the time the action begun; they had been stowed on my horse. Oh, and sometimes my weapons just outright disappeared from my horse's inventory and I had to buy them again. Even the pause menu has suffered from a downgrade. Sub-menus have been divided into clunky boxes instead of simple horizontally layered options, and hovering over a sub-menu will no longer give you a preview of the options within it. The option to manually save and load your game is hidden away in the story section of the menu, which I didn't even find out until I was already many hours into the game.
Clunky controls: I find Rockstar's default controls in their games incredibly weird. I don't see the point in having to hold X/A just to be able to walk faster. It's something that can work fine on keyboard and mouse, but on controllers we have analogue sticks. Meaning; if we want to walk we can just push the stick half way, and if we want to run/walk faster then we push it all the way. X/A being the run button also means you have to take your finger off of the aiming stick (unless you have a controller with paddles on the back). I also don't get why you can only swap shoulders while aiming, why the select/back button is for changing camera distance when they could of instead swapped it with the inventory button (which is instead bound to the right D-pad) to make for a more normal and simple control scheme. Why you can't re-cock your weapon while in cover? Why is punch bound to circle and block bound to square? Why is jump bound to square? Why picking up a weapon is bound to the same button that also holsters and un-holsters your weapon? (which can lead to accidental weapon swaps). They've also changed how running works from the first game; it doesn't automatically have you run when you have your weapon out any more, you have to hold X/A to do it, which I found quite annoying to get used to. There are a lot more problems but I'm not gonna go on about it further.
- Clunky animations related to controls: while the animations might look impressive, it certainly doesn't feel impressive when you're trying to pick up a gun off of the floor, and the game is asking you instead if you want to pick up a nearby hat or body. Not to mention how rigid some of them are. For example, to loot a body you need to be standing in front of their legs, so even if you're right next to them and your character could theoretically just lean over and take the item off of their chest, he will instead move into position next to their legs so he can pick them up off of the floor to take it. The same thing can happen for searching drawers/cupboards as well as taking the items inside of them.
- Inconsistent writing (the examples I use are made up hyperbole to avoid spoiling actual events in the game and give you the clearest idea of what I mean): There are multiple occasions where in cutscenes your character will say one thing, but then in the game you are only given the option to say the opposite thing. Basically; in one scene he might say "you shouldnt do ______", and then in gameplay your talk option will have him completely flip sides and say "you should do ______". This isn't a super common thing across the entirety of the game (you might not even come across this, depending on how much you talk to characters in game), but it happened a few times for me at (some were at really important story moments too) and it was incredibly distracting and annoying. I also have a problem with how unsubtle Rockstar can be. This game suffers a lot from the trope of characters saying stuff like "haha after this im gonna go and kiss my wife" then immediately dying or getting badly wounded immediately after. It's never quite as bad as the example I made up, but it happens a lot. Sometimes it also feels like the writer is trying to talk through the characters, and it can lead to characters acting not quite like themselves. For example, a character might say after recently discovering smoking was bad for them; "man, this whole time ive been smoking because i thought it was cool and fine. but now ive learned the dark truth! to think that smoking was bad all this time, and i was just going along with it without knowing any better!". Again, it isn't quite as blatant as my example but I hope you get what I mean.
Probably the best game Rockstar has made so far. It manages to improve just about every single aspect of RDR 1 while also adding new features and mechanics. And while I thoroughly enjoyed myself the entire way through, it’s not entirely perfect. It’s a game where it’s hard to say what’s good about it without being vague out of worry about spoiling things, and it’s hard to say what’s bad about it without being specific and worrying that you’re detracting focus from the excellent parts of the game. So here it goes;
- Great game-play
- Fantastic cast of characters that elevate the story and were amazingly written.
- An excellent open world with depth
- Highly addictive side-activities as they don't feel like busy work.
- Few weak story missions
- Some clunkiness at times, but nothing that hurt my experience.
Very few studios manage to craft a world so interesting and lively that you lose yourself in them. One such studio is Rockstar games. Every game from them builds upon their last, creating everlasting improvement. ‘Red Dead Redemption 2’ was no exception. In fact, the newest entry in their fantastic catalog is their most impressive and immersive game to date. A game that proves that world-building is more captivating than useless busy-work.
What I love about Rockstar is that they put so much attention into the worlds they create. I would describe this game’s open-world as a character itself. Not only was it absolutely gorgeous, with its beautiful mountain tops and thick atmospheric weather effects, but it was full of colorful people to interact with. I spent hours exploring every nook and cranny discovering unique and interesting characters. May it be a series of eerie clues leading to the location of a vampiric man or a drunken war vet telling you the story of how he was betrayed by his best friend; almost around every corner was a new interesting face to meet. These small interactions were eons more exciting and enticing than any typical base take-down mission or tower to climb. The game, also, never bogged me down with mission icons flooding the map. Much of the side content wasn’t even on the map, instead, it left me to venture out myself and discover them. I found this to be much more enthralling since I wasn’t just opening my map to find the next side activity to check it off a list.
If I wanted to find these activities and missions I had to explore. Exploring this world for these missions often led me to many interesting locations that contained compelling sites. I was always excited to find a cave or house, not because of loot or weapons, but because these hidden areas contained stories just through attention to detail. There weren’t just tons of notes to inform you about the location, although there were at times and they were always an interesting read. But instead many of these secret locations had their history written through the atmosphere surrounding them and their design. At times I might have even come across cool easter eggs on the supernatural side of things, which was always fun to experience. Secret areas were always fun to explore, but the bustling towns and city streets were also fun to hang around in. In these towns, many shops and activities were opened up for interaction. Shops were mainly a vehicle for items to aid you on your journeys and mix and match clothing to customize your look. Bars were also available for a time of unwinding and rest as you can rent a room or take a bath to cleanse yourself. But the one set of activities that were always fun to come across in these towns were definitely the mini-games. Poker and Five-Finger Fille were the two games I came across. I know jack all about poker, but from what I could tell it seemed to have enough depth and strategy to keep other people playing. Five-Finger Fille, however, was pretty addictive and easy to learn. These mini-games, although not abundant, were fun to get lost in and added a nice little distraction from all the shooting.
Speaking of shooting, hunting this time around was a lot more expansive and involving. Instead of simply shooting an animal and skinning it, the system here was added for more strategic play. The ability to study an animal was neat as it helped pinpoint weak points to ensure a good pelt for selling. I was glad they added this mechanic since hunting has always disinterested me due to how simplistic it usually is presented. Fishing was added to the game, as well, as a nice companion activity to hunting. Unfortunately, the controls were a bit clunky when reeling in fish, making it a bit difficult to catch them. It wasn’t a huge issue, but one nonetheless. Many of these activities were also integrated into more overarching stories. Many side-missions had hunting and mini-games but were presented through interesting characters and extra tasks. Most of the side-missions were multilayered and offered more insight into the different mechanics fused with the side-activities. But, side-activities weren’t the only thing expanded upon in these missions, as main protagonist, Arthur Morgan, was given a lot more understanding through these missions.
I’d say that Arthur Morgan is one of the best video game protagonists I’ve played as in a long time. His development from beginning to end was enthralling and emotional. His tough guy persona, in the beginning, was one that seemed typical for the generic western hero. His actions and experiences he went through transformed him, by the end, into a character that was not only sympathetic but extremely likable. It helped that he was incredibly charismatic and funny due to the excellent dialogue and phenomenal voice work by Roger Clark. However, he wasn’t the only interesting and excellently performed character. Since the game’s plot revolved around your gang, run by Dutch Van der Linde, and the downfall of it, a lot of focus went into the characters. Each of the characters were fleshed out. Since the gang and you hold out at different camps, there was the ability to sit around a campfire or play mini-games to further get to understand your fellow members. There were even side-missions available for you to further explore your their pasts and introduce fun gameplay elements, such as robbing certain locations. However, the people residing in your camp could also start to dislike you if you don’t donate money for camp upgrades or don’t provide meat for them to use. I found this mechanic to give a nice dynamic nature to the relationships between you and them. You could even antagonize them, through the small interaction menu, if you don’t enjoy their presence. Even though all of the gang were interesting, the one member that stuck out was Dutch. Dutch’s downward spiral was not only expertly paced out and executed, but one that brought about an emotionally driven second half of the narrative. Towards the end, he went from a charming and fun character into one of quick-witted decision making and greed-filled corruption. This effectively made his turn to villainy as one of the best origin stories for a villain I’ve ever seen. All these characters were what made this game’s story so captivating, and it contained an epilogue that wrapped up the story beautifully.
Not only was the story engaging, but the story missions contained so many unique game-play elements and scenarios. Sure, most of them ended with a shootout, and I’d say a few times it felt kind of forced. However, the gun-play here is probably Rockstar’s best combat system to date. The weight behind every gunshot was satisfying and was aided by the phenomenal animations and sound design. Speaking of, the game had a multitude of weapons. There were various gun-shops around each of the towns that contained different types of weaponry. Shotguns, rifles, pistols, revolvers, melee, etc. Each of which contained their own customization options and strengths and weaknesses when it came to different situations. Horses have, also, been focused on a lot more in terms of customization and stats. Whether you tame a horse in the wild or buy one, each of them came with their own special statistics, with some horses being more suited for certain environments than others. Horse customization, this time around, was way more varied, and even a bit overwhelming. But I was grateful with the amount of personalization available.
‘Red Dead Redemption 2’ is a game I never thought I’d see anytime soon. It was an open-world game that sucked me in like no other. Its many game-play systems, fantastically realized world, and enthralling story added it up as one of my favorite games this generation. It’s not a perfect game, as some clunkiness was present and the epilogue contained a few boring missions. But in the face of everything, the accomplishments completely shadowed over the flaws.
Everything
Nothing
What could i say….. The game of the generation! Thank you rockstar!
Fun stealth
Awesome graphics
Cool hair growth
Opening dragged on for too long
Sims-like character maintenence
Right, so I’ve played Red Dead Redemption 2 for a bit more, so I can really talk about what I really think about it. Yesterday I posted that I didn’t like it too much because the beginning was too slow and drawn out. But shortly after, I made it past that part to the open world, the main game, and the game definitely improves once it opens up. It is a little intimidating because you have to keep an eye on everything, like you’re playing Sims. I’d rather just play the game and run around doing things, but I have to keep an eye on if I’m hungry, if my horse is happy, and other things. If you don’t eat or sleep often you’ll lose stamina and won’t be able to run or do most basic things. Which is kind of a cool concept of an idea, but kind of annoying in practice. Everyone says that they want more and more realistic games, but if they made a 100% realistic game, it’d be the most boring game ever made.
But I don’t want to just sit here and complain about the game. There are things I really do like. The stealth is really cool. You will sometimes have your gang with you, and you can sync shot like in Wildlands, so you can take out multiple targets through silent ranged at the same time. I’ll almost always choose stealth when it’s offered, and I love the stealth here. I also like the Eagle Vision. That’s what they actually call it! Ubisoft should sue! lol But seriously, it’s very helpful and I’m glad they added it to the game.
One feature I was confused about when they announced it was the hair growth. For some reason, it was difficult for me to fathom real time hair growth in a game. I’m used to picking a hair style in games and it staying that way until I change it. But in RDR2, Arthur’s hair and facial hair will grow if you don’t get it trimmed. And unlike past R* games (which I know is always on lists of complaints of their games), you can’t go to the barber and have them give you any style on the list, including longer. You can only make it shorter. It’s actually oddly realistic.
There’s a ton more I could talk about, but I’ve covered the main parts. This game is much better than I was thinking yesterday. I give it a seven out of ten.
Almost everything about the game is just perfect
This game is just amazing, I just played for 2 hours so far but the game mechanics, physics and details are simply amazing! I believe that this game is going to be talk for a long time…