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Red Dead Redemption 2 - now available on PC

sullynathan

Arcane
Joined
Dec 22, 2015
Messages
6,473
Location
Not Europe
Some devs are struggling to survive, while rockstar are wasting millions on "balls shrink in cold water" and realistic horse poop.
Exactly. How the hell are journos calling this revolutionary baffles me. Can't believe the company that made Vice City and San Andreas is the same one that did GTA V and this....thing.
Same games
 

Wirdschowerdn

Ph.D. in World Saving
Patron
Joined
Nov 30, 2003
Messages
34,607
Location
Clogging the Multiverse with a Crowbar
All you guys are going to buy it day one :)

Day 1 on PC for sure.

https://www.pcgamer.com/rockstar-boss-thankful-not-to-be-releasing-gta-6-during-trumps-presidency/

Rockstar boss 'thankful' not to be releasing GTA 6 during Trump's presidency

By Andy Chalk 18 minutes ago

Dan Houser said that some things in the world today are 'beyond satire.'

Rockstar co-founder Dan Houser is glad the studio's next game is Red Dead Redemption 2, because he wouldn't want to release a new Grand Theft Auto game in the era of Donald Trump. In an interview with GQ, Houser said the current political environment in the US has made it "really unclear what we would even do with it, let alone how upset people would get with whatever we did."

"Both intense liberal progression and intense conservatism are both very militant, and very angry. It is scary but it’s also strange, and yet both of them seem occasionally to veer towards the absurd," Houser said. "It’s hard to satirize for those reasons. Some of the stuff you see is straightforwardly beyond satire. It would be out of date within two minutes, everything is changing so fast."



Grand Theft Auto games have traditionally taken satirical aim at pretty much every controversial topic under the sun. GTA5's Civil Border Patrol, for instance, are a couple of idiots who hunt down "dangerous" illegal immigrants, although they're generally neither dangerous nor illegal; the "American Welcome" mission requires players to stun and capture Mexicans with a taser, despite the fact that they're documented legal citizens. A troublesome "private military corporation" features prominently in the game, and radio stations parody both extreme left and right-wing political views.

Because Red Dead Redemption 2 is set a century in the past, it probably won't explore those issues. But it does have to handle sensitive historical matters like the "oppressive" racial and gender inequality of that era, Houser says, which it will acknowledge but not wholly portray.

"It may be a work of historical fiction, but it’s not a work of history," Houser said. "You want to allude to that stuff, but you can’t do it with 100 percent historical accuracy. It would be deeply unpleasant."

"This is a time when the women's movement had begun in its infancy. Women were beginning to challenge their very constrained place in society, and that gave us some interesting characters. We’re not trying to tap into 'He’s a black man so he should speak this way, and she’s an Indian woman so she should speak that way.' We’re trying to feel what they’re like as people."

Red Dead Redemption 2 comes out on October 26, but not on PC. Sorry.

If it's taking the usual 8-9 years for Rockstar to develop a game, then expect GTA VI no earlier than 2021. Probably 2022 due to delays.
 

sullynathan

Arcane
Joined
Dec 22, 2015
Messages
6,473
Location
Not Europe
It is odd to say that I'm not hyped for this game the more I see and think about it. I'm really liked RDR, enough that when I played it again 2 years after the first time I beat it, I liked it even more. This game however looks very similar and doesn't seem great, or at least not as great as everyone is telling me it is. Perhaps if I get my hand on it, then I'll like it as much as RDR, but that's not happening any time soon.
 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,517
Location
Lusitânia




Veridict was expected.
Horse balls shrink in the cold. Mastapiss. 11/10.

97 on Metacritic.
 
Last edited:

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,053
All you guys are going to buy it day one :)

Day 1 on PC for sure.

https://www.pcgamer.com/rockstar-boss-thankful-not-to-be-releasing-gta-6-during-trumps-presidency/

Rockstar boss 'thankful' not to be releasing GTA 6 during Trump's presidency

By Andy Chalk 18 minutes ago

Dan Houser said that some things in the world today are 'beyond satire.'

Rockstar co-founder Dan Houser is glad the studio's next game is Red Dead Redemption 2, because he wouldn't want to release a new Grand Theft Auto game in the era of Donald Trump. In an interview with GQ, Houser said the current political environment in the US has made it "really unclear what we would even do with it, let alone how upset people would get with whatever we did."

"Both intense liberal progression and intense conservatism are both very militant, and very angry. It is scary but it’s also strange, and yet both of them seem occasionally to veer towards the absurd," Houser said. "It’s hard to satirize for those reasons. Some of the stuff you see is straightforwardly beyond satire. It would be out of date within two minutes, everything is changing so fast."



Grand Theft Auto games have traditionally taken satirical aim at pretty much every controversial topic under the sun. GTA5's Civil Border Patrol, for instance, are a couple of idiots who hunt down "dangerous" illegal immigrants, although they're generally neither dangerous nor illegal; the "American Welcome" mission requires players to stun and capture Mexicans with a taser, despite the fact that they're documented legal citizens. A troublesome "private military corporation" features prominently in the game, and radio stations parody both extreme left and right-wing political views.

Because Red Dead Redemption 2 is set a century in the past, it probably won't explore those issues. But it does have to handle sensitive historical matters like the "oppressive" racial and gender inequality of that era, Houser says, which it will acknowledge but not wholly portray.

"It may be a work of historical fiction, but it’s not a work of history," Houser said. "You want to allude to that stuff, but you can’t do it with 100 percent historical accuracy. It would be deeply unpleasant."

"This is a time when the women's movement had begun in its infancy. Women were beginning to challenge their very constrained place in society, and that gave us some interesting characters. We’re not trying to tap into 'He’s a black man so he should speak this way, and she’s an Indian woman so she should speak that way.' We’re trying to feel what they’re like as people."

Red Dead Redemption 2 comes out on October 26, but not on PC. Sorry.

If it's taking the usual 8-9 years for Rockstar to develop a game, then expect GTA VI no earlier than 2021. Probably 2022 due to delays.
Nice, yet another reason to never buy any garbage Rockstar puts out ever again. As if I needed any more at this point.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,176
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Damn, so much spoilers in those reviews. Just wanna know how the game plays out. In the Gamespot one she basically spells out the entire beginning of the game.
 

Steezus

Savant
Patron
Joined
Jul 7, 2018
Messages
759
The only worthwhile information people can get from the reviews is if it’s better or worse than RDR2. All the 9s and 10a are expected and meaningless.
 

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
Gamespot giving this a 9.0 means that they must find it pretty disappointing. Repetitive missions were to be expected, I find all Rockstar games highly repetitive. But I will still enjoy the game to mess around, enjoy the sights and perhaps have some fun in online as well.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,293
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I'm hyped for a more slow paced, downward-spiral kind of story. Yet I see you still get to shoot down little armies of enemies in story missions.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,293
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Gamespot's criticism of the missions and morality system is interesting though.
I kinda find it ironic that the developer of Grand Theft Auto is trying to force player to become the good guy in their game.
Hasn't this been the case since GTA IV? There was constantly a contradiction between what the player wants the story to play as - a coming-of-age as a crime lord type of story and what the protagonist says he wants - to get all this shit off of his head, complete with moralizing monologues in the car.

I think rockstar started feeling and reacting to all kind of critics' pressure that their games "shouldn't teach kids to be criminals" especially with the means modern technology offers, and this is how they found a middle ground between what's expected of them by the critics, and what's sought by the players.

Also, if I dig up GTA IV's review by gamespot I can show you how in pretty much the same way they were again finding it ironic how the game developers that introduced this kind of open gameplay are now constraining the player more and more in order to be able to tell a more complex story. Back then Gamespot actually had this as a concern :)
 
Joined
May 8, 2018
Messages
3,535
They are all 26/10 except for this one:

The original Red Dead Redemption is a fascinating, instructive point in the evolution of video game publisher Rockstar Games. As Grand Theft Auto‘s lampoon of American culture began to share space with more serious narrative aspirations and a desire for realism as great as—perhaps greater than—a desire for video game mayhem, here was a relatively straight-faced western. The story of John Marston was still visibly a Rockstar Games joint in both its concern with American decay and its detours into juvenile caricature, but it reiterated the company’s desire, demonstrated prominently in Grand Theft Auto IV, to be known as storytellers as much as provocateurs.

Red Dead Redemption 2, then, is the ambitious game Rockstar has been building toward for some time now, another relatively serious tale that gets tangled in its lofty aspirations. Marston is still around, but in this prequel he’s just another member of the ill-fated gang of the charismatic Dutch van der Linde. The protagonist this time around is Arthur Morgan, another stubbly white guy in a period-appropriate hat, albeit one of the few who seems aware that his way of life is approaching its end. The wide-open countryside gets less wide and open by the day, leaving fewer places to hide from the law and fewer places to be—as some of the characters bluntly put it—“free.”

The heart of Red Dead Redemption 2 is in the camp made by Dutch’s band of misfits, which shifts locations at different story points. This isn’t a small crew, encompassing as it does folks of different genders and ethnicities and ages who drag a few wagons’ worth of belongings behind them. Though traditional story missions come from the camp and other places like towns, these areas are most notable for the feeling of life they impart. Characters have chores and conversations and conflicts that go on independent of Arthur—and that might change to include him if he’s standing nearby.

Most significantly, Arthur can call out to and converse with any and all characters, whether they’re the named members of Dutch’s gang or townsfolk or strangers on the road. The dialogue is limited to only a few lines of being nice or being an asshole—or either escalating or defusing a situation if tempers run high—and there’s a palpable awkwardness to some of the exchanges, but they go quite a long way toward selling the all-important sense of place that the game is built on. Chatting with characters might reveal something about their anxieties or their interests, and the topic of conversation changes depending on what’s recently happened to these individuals. If, for example, two characters get into a fight and one storms off, you can hang back and say a few kind words—or further antagonize them.

Rockstar has taken the right lessons from the glut of open-world games they helped popularize, seeking to create a world that actually feels like a world rather than a collection of map icons you can choose to be guided to. There’s a focus on character and environment, a soft and refreshing restraint rather than a constant howl for your attention, that allows Red Dead Redemption 2 to stand shoulder to shoulder with the recent best of the format like The Legend of Zelda: Breath of the Wild and Assassin’s Creed Origins. Arthur has plenty of ways to spend his time, but none of those diversions are constantly flashing on the map screen to beckon him over. He’s not accosted by rival gangs at every corner, and the animals he can hunt don’t trot out in front of him all the time, ready to be killed and cooked. Events like duels, bar fights, and robberies play out whether he’s engaged with them or not.

Though there are upgrades for gear and characters stats, they don’t surface in the usual way that provides you with the constant feedback of other games, where you watch bars fill and numbers climb and loot accumulate. More often than not, rewards are the experience of learning about the people and places of the game’s world. If Arthur gives a ride to characters stranded on the side of the road, they’ll tell him about themselves, maybe say something useful about the ranch over the hill. Red Dead Redemption 2‘s activities and environments blend together with a seamlessness that chips away at the hard boundaries between story missions and traditional open-world diversions; various bounty targets or gunslingers come with their own stories, while a simple hunting trip with a companion might end up just as involved as a normal mission. At its best, the game is nothing short of transportive.

For all of the significant improvements Red Dead Redemption 2 has made to an open-world template, however, it still maintains Rockstar’s bullish commitment to a clunky control scheme. Across what’s now four games and two console generations, the company’s characters have lumbered along in what’s meant to convey the weight of a real person in contrast to the light, effortless controls of so many other games. But the result is artificial rather than convincing. Studios like Naughty Dog have proven capable of giving characters a consequential sense of weight without making it a challenge to navigate around a table or requiring you to hold down buttons to move at acceptable speeds. Coupled with middling gunplay feedback and a few too many stealth segments, the chunky act of playing Red Dead Redemption 2 doesn’t feel good so much as it feels, eventually at least, tolerable.

Rockstar’s decision to cling to their antiquated movement design is especially baffling since the game isn’t shy about compromising its sense of authenticity for player convenience. As much as the game knows when to be quiet, to not drop you into one gunfight after another, Arthur noticeably arrives in the middle of each event for maximum irony and/or usefulness. The man on the road was just bitten by a snake, the train robbers have just finished unloading the passengers, and a rival gang has just opened the prison transport for their captured buddy. You rarely stumble into the aftermath of such events or arrive well before anything happens; it’s always around the height of the drama, which works against the idea of a world that appears not explicitly designed around the player. Elsewhere, you ostensibly have to monitor things like your hunger (and that of your horse), clothing relative to temperature, and the dirtiness for your guns, but these elements aren’t much more than periodic irritations rather than real commitments with an impact on play.

In other words, Red Dead Redemption 2‘s evocative, often beautiful sense of place exists insofar as it is still convenient to the player, which harms some of the desperation and hardship the game means to convey. This is best demonstrated in the bounty system, which never manages to verbalize the game’s themes about hopelessness and the recognition that you have nowhere left to run. Though your camp moves around and you’ll be wanted dead or alive in one area for a large chunk of the campaign, it’s distressingly easy to shake any bounties you accumulate by simply paying them off, as in the previous game. While this made some amount of sense for lone-wolf John Marston, it’s downright nonsensical for Arthur, who’s part of a gang on the run and supposedly looking over his shoulder every step of the way.

Though there are some intriguing systems in place to avoid becoming wanted in the first place, like covering Arthur’s face or changing his appearance, once he has a bounty, it’s a simple matter of traveling to the nearest post office to pay the $80 fine for murdering 20 lawmen and then being on your merry way. Red Dead Redemption 2 never quite squares its themes with the need to give players an open-world cowboy fantasy. And outside cutscenes and conversation, most of those themes don’t seem to exist.

Which isn’t to say that the game is particularly adept at conveying those themes in cutscenes and conversations in the first place. For as much of a pleasure as it can be to get to know some of the characters who inhabit its world, Red Dead Redemption 2 is at its worst when it tries to self-consciously make important statements. The game feels reserved and content to let the world speak for itself as you roam the beautiful vistas on horseback, but when Arthur or other characters speak about the impending death of the Old West, about the end of their era, they often sound as if the game might at any moment cut to a documentary-style talking head. This might have been tolerable if Red Dead Redemption 2 had any particular insight into the challenges faced by the people in this region of the world. It does not.

The myth of society, the inherent cruelty of people, the hypocrisy of treating predatory capitalists as a more civilized class—every warmed-over western theme is presented here without an ounce of subtlety and conveyed in the broadest possible strokes. Questioning the myth of the western is, at this point, almost as old as the base mythologizing that the genre did for so long, which leaves nothing unique to the game’s genre introspection. Red Dead Redemption 2 is the most ambitious game Rockstar has put out, in how it wants to be about something as much as the scope of its open world, but its aspirations don’t go much further than transplanting the themes of better westerns into an incredibly long video game, where you don’t ruminate on those themes so much as bump into them every once in a while on a mission.

This whole Western 101 approach unsurprisingly comes with a ham-fisted grasp of politics. A woman eventually puts on a pair of pants, one character explains white privilege and why the people in the “southern” end of the map look at him funny, another says that Native Americans were—in what is at least acknowledged as being grossly reductive—“treated poorly,” and everyone generally contemplates the horrors of racism and the aftermath of slavery. And for hours upon hours, none of this injustice is explored in any real detail.

These detours into attempted social consciousness suffer from a similarly ridiculous into-the-camera bluntness before they’re pushed to the fringes of the larger story. It often feels as if Red Dead Redemption 2 is merely parroting what’s expected to be said when portraying such things, to show that the game at least recognizes what it’s portraying, so that it may sufficiently get away with rendering a town where the black folks live on the outskirts or having one character accuse another of fucking slaves. Prejudice is given no more focus than as period-appropriate flavor, a patronizing tourism meant most of all to inform the myth of the white outlaw in a hypocritical society; at one point, Arthur makes a laughable statement to some Native American characters that goes something like, “The government don’t like me any more than they like you, and like you, my time here is nearly finished.” After all, if the white outlaw can no longer be free, then who truly is?

What the game’s acknowledgement of these struggles does most of all, though, is make Arthur and his problems feel small by comparison. He’s not a terrible character. In fact, there’s a certain charm to his exasperation with everything, and it’s interesting how he’s resigned about who he is as someone who’s not made for any other line of work. But he’s weaker for being in the vicinity of a player-character blank slate, whose outfits, facial hair, and haircut may be changed. He seems written mainly as a snarky mouthpiece for the game’s well-worn themes, as if they aren’t explicitly conveyed elsewhere. Like Red Dead Redemption 2 itself, he looks the part and can even be enjoyable, but there’s distressingly little going on beneath the surface. For as adept as Rockstar is at placing you within a wonderful, lavish world and letting you move within it, they’re still figuring out how to say all that much about it.

https://www.slantmagazine.com/games/review/red-dead-redemption-2
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
They are all 26/10 except for this one:

The original Red Dead Redemption is a fascinating, instructive point in the evolution of video game publisher Rockstar Games. As Grand Theft Auto‘s lampoon of American culture began to share space with more serious narrative aspirations and a desire for realism as great as—perhaps greater than—a desire for video game mayhem, here was a relatively straight-faced western. The story of John Marston was still visibly a Rockstar Games joint in both its concern with American decay and its detours into juvenile caricature, but it reiterated the company’s desire, demonstrated prominently in Grand Theft Auto IV, to be known as storytellers as much as provocateurs.

Red Dead Redemption 2, then, is the ambitious game Rockstar has been building toward for some time now, another relatively serious tale that gets tangled in its lofty aspirations. Marston is still around, but in this prequel he’s just another member of the ill-fated gang of the charismatic Dutch van der Linde. The protagonist this time around is Arthur Morgan, another stubbly white guy in a period-appropriate hat, albeit one of the few who seems aware that his way of life is approaching its end. The wide-open countryside gets less wide and open by the day, leaving fewer places to hide from the law and fewer places to be—as some of the characters bluntly put it—“free.”

The heart of Red Dead Redemption 2 is in the camp made by Dutch’s band of misfits, which shifts locations at different story points. This isn’t a small crew, encompassing as it does folks of different genders and ethnicities and ages who drag a few wagons’ worth of belongings behind them. Though traditional story missions come from the camp and other places like towns, these areas are most notable for the feeling of life they impart. Characters have chores and conversations and conflicts that go on independent of Arthur—and that might change to include him if he’s standing nearby.

Most significantly, Arthur can call out to and converse with any and all characters, whether they’re the named members of Dutch’s gang or townsfolk or strangers on the road. The dialogue is limited to only a few lines of being nice or being an asshole—or either escalating or defusing a situation if tempers run high—and there’s a palpable awkwardness to some of the exchanges, but they go quite a long way toward selling the all-important sense of place that the game is built on. Chatting with characters might reveal something about their anxieties or their interests, and the topic of conversation changes depending on what’s recently happened to these individuals. If, for example, two characters get into a fight and one storms off, you can hang back and say a few kind words—or further antagonize them.

Rockstar has taken the right lessons from the glut of open-world games they helped popularize, seeking to create a world that actually feels like a world rather than a collection of map icons you can choose to be guided to. There’s a focus on character and environment, a soft and refreshing restraint rather than a constant howl for your attention, that allows Red Dead Redemption 2 to stand shoulder to shoulder with the recent best of the format like The Legend of Zelda: Breath of the Wild and Assassin’s Creed Origins. Arthur has plenty of ways to spend his time, but none of those diversions are constantly flashing on the map screen to beckon him over. He’s not accosted by rival gangs at every corner, and the animals he can hunt don’t trot out in front of him all the time, ready to be killed and cooked. Events like duels, bar fights, and robberies play out whether he’s engaged with them or not.

Though there are upgrades for gear and characters stats, they don’t surface in the usual way that provides you with the constant feedback of other games, where you watch bars fill and numbers climb and loot accumulate. More often than not, rewards are the experience of learning about the people and places of the game’s world. If Arthur gives a ride to characters stranded on the side of the road, they’ll tell him about themselves, maybe say something useful about the ranch over the hill. Red Dead Redemption 2‘s activities and environments blend together with a seamlessness that chips away at the hard boundaries between story missions and traditional open-world diversions; various bounty targets or gunslingers come with their own stories, while a simple hunting trip with a companion might end up just as involved as a normal mission. At its best, the game is nothing short of transportive.

For all of the significant improvements Red Dead Redemption 2 has made to an open-world template, however, it still maintains Rockstar’s bullish commitment to a clunky control scheme. Across what’s now four games and two console generations, the company’s characters have lumbered along in what’s meant to convey the weight of a real person in contrast to the light, effortless controls of so many other games. But the result is artificial rather than convincing. Studios like Naughty Dog have proven capable of giving characters a consequential sense of weight without making it a challenge to navigate around a table or requiring you to hold down buttons to move at acceptable speeds. Coupled with middling gunplay feedback and a few too many stealth segments, the chunky act of playing Red Dead Redemption 2 doesn’t feel good so much as it feels, eventually at least, tolerable.

Rockstar’s decision to cling to their antiquated movement design is especially baffling since the game isn’t shy about compromising its sense of authenticity for player convenience. As much as the game knows when to be quiet, to not drop you into one gunfight after another, Arthur noticeably arrives in the middle of each event for maximum irony and/or usefulness. The man on the road was just bitten by a snake, the train robbers have just finished unloading the passengers, and a rival gang has just opened the prison transport for their captured buddy. You rarely stumble into the aftermath of such events or arrive well before anything happens; it’s always around the height of the drama, which works against the idea of a world that appears not explicitly designed around the player. Elsewhere, you ostensibly have to monitor things like your hunger (and that of your horse), clothing relative to temperature, and the dirtiness for your guns, but these elements aren’t much more than periodic irritations rather than real commitments with an impact on play.

In other words, Red Dead Redemption 2‘s evocative, often beautiful sense of place exists insofar as it is still convenient to the player, which harms some of the desperation and hardship the game means to convey. This is best demonstrated in the bounty system, which never manages to verbalize the game’s themes about hopelessness and the recognition that you have nowhere left to run. Though your camp moves around and you’ll be wanted dead or alive in one area for a large chunk of the campaign, it’s distressingly easy to shake any bounties you accumulate by simply paying them off, as in the previous game. While this made some amount of sense for lone-wolf John Marston, it’s downright nonsensical for Arthur, who’s part of a gang on the run and supposedly looking over his shoulder every step of the way.

Though there are some intriguing systems in place to avoid becoming wanted in the first place, like covering Arthur’s face or changing his appearance, once he has a bounty, it’s a simple matter of traveling to the nearest post office to pay the $80 fine for murdering 20 lawmen and then being on your merry way. Red Dead Redemption 2 never quite squares its themes with the need to give players an open-world cowboy fantasy. And outside cutscenes and conversation, most of those themes don’t seem to exist.

Which isn’t to say that the game is particularly adept at conveying those themes in cutscenes and conversations in the first place. For as much of a pleasure as it can be to get to know some of the characters who inhabit its world, Red Dead Redemption 2 is at its worst when it tries to self-consciously make important statements. The game feels reserved and content to let the world speak for itself as you roam the beautiful vistas on horseback, but when Arthur or other characters speak about the impending death of the Old West, about the end of their era, they often sound as if the game might at any moment cut to a documentary-style talking head. This might have been tolerable if Red Dead Redemption 2 had any particular insight into the challenges faced by the people in this region of the world. It does not.

The myth of society, the inherent cruelty of people, the hypocrisy of treating predatory capitalists as a more civilized class—every warmed-over western theme is presented here without an ounce of subtlety and conveyed in the broadest possible strokes. Questioning the myth of the western is, at this point, almost as old as the base mythologizing that the genre did for so long, which leaves nothing unique to the game’s genre introspection. Red Dead Redemption 2 is the most ambitious game Rockstar has put out, in how it wants to be about something as much as the scope of its open world, but its aspirations don’t go much further than transplanting the themes of better westerns into an incredibly long video game, where you don’t ruminate on those themes so much as bump into them every once in a while on a mission.

This whole Western 101 approach unsurprisingly comes with a ham-fisted grasp of politics. A woman eventually puts on a pair of pants, one character explains white privilege and why the people in the “southern” end of the map look at him funny, another says that Native Americans were—in what is at least acknowledged as being grossly reductive—“treated poorly,” and everyone generally contemplates the horrors of racism and the aftermath of slavery. And for hours upon hours, none of this injustice is explored in any real detail.

These detours into attempted social consciousness suffer from a similarly ridiculous into-the-camera bluntness before they’re pushed to the fringes of the larger story. It often feels as if Red Dead Redemption 2 is merely parroting what’s expected to be said when portraying such things, to show that the game at least recognizes what it’s portraying, so that it may sufficiently get away with rendering a town where the black folks live on the outskirts or having one character accuse another of fucking slaves. Prejudice is given no more focus than as period-appropriate flavor, a patronizing tourism meant most of all to inform the myth of the white outlaw in a hypocritical society; at one point, Arthur makes a laughable statement to some Native American characters that goes something like, “The government don’t like me any more than they like you, and like you, my time here is nearly finished.” After all, if the white outlaw can no longer be free, then who truly is?

What the game’s acknowledgement of these struggles does most of all, though, is make Arthur and his problems feel small by comparison. He’s not a terrible character. In fact, there’s a certain charm to his exasperation with everything, and it’s interesting how he’s resigned about who he is as someone who’s not made for any other line of work. But he’s weaker for being in the vicinity of a player-character blank slate, whose outfits, facial hair, and haircut may be changed. He seems written mainly as a snarky mouthpiece for the game’s well-worn themes, as if they aren’t explicitly conveyed elsewhere. Like Red Dead Redemption 2 itself, he looks the part and can even be enjoyable, but there’s distressingly little going on beneath the surface. For as adept as Rockstar is at placing you within a wonderful, lavish world and letting you move within it, they’re still figuring out how to say all that much about it.

https://www.slantmagazine.com/games/review/red-dead-redemption-2


clickbait, they gave guitar hero 10/10
 

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