Morgan words can say

Loyalty is important to everyone in the
vast open world of Rockstar Games’ cowboy-filled, action-heavy prequel,
Red Dead Redemption 2. The Van der Linde gang is full of men and women
who do some pretty questionable things, and even protagonist Arthur
Morgan is quick to correct others when they applaud his good nature, but
the camaraderie around their campfire is beautiful. The illuminated
road family can be found harmonising with gusto after a couple of
drinks, forgetting, for a moment at least, the havoc they’ve caused
across state lines. Arthur isn’t too far off the mark, really; these men
and women aren’t good, they’re great.
All they want is a couple of bob in their collective pocket, a full
belly, and safety from lawmen and rival gangs. Obviously, there are ways
of ensuring all this without firing a single weapon, but they are
outlaws on the run, to be fair. It’s what they know. And it’s also one
of the weaker areas of Red Dead Redemption 2. Aiming is offset by a
charitable assist that snaps the reticle to the nearest enemy, and it
has to; it’s quite loose without. The terrific Dead Eye system has been
improved upon, still allowing you to tag to kill – or hurt if you don’t
do it properly – while time comes to a near standstill. It also now
highlights sensitive areas like the head, which is really susceptible
to bullet damage, dontcha know. The best thing I can say about firing
rounds at baddies is that it’s mostly serviceable. A decent array of
weapons lets you fiddle with your loadout, with degradation rearing its
worn-down head, but never feeling too obstructive, thankfully.
Basically, your guns get a little dirty from use and you have to give
them a wipe down every now again. It’s fine. It gives you a chance to
appreciate the lovely scenery in a moment of pause. Lovely.
It’s like a picturesque postcard that hasn’t been ruined by shitty
WordArt stating how the sender wished you were in the same place the
postcard was bought. No wishful thinking necessary; you’re here already.
There’s distinction between each area, and not once does it grate; it’s
elegantly laid out. From snowy mountain tops, to grassy plains, to a
bustling city, it’s all gorgeous. Yet the most impressive thing about
the map isn’t how it looks; it’s how it feels. ‘Lived-in’ is a commonly
used buzzword in the open world space, and it rarely means more than
NPCs speaking to each other and pissing in bushes, but here Rockstar has
destroyed anyone else’s claim to the phrase.
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It’s staggering how inconsequential you feel at times. You’re undoubtedly important to your story,
but your presence is trivial to the guy you meet in the forest who’s
hunting a bear, or the lad at the top of the hill who’s hit the jackpot
by finding some tobacco plants. Granted, they won’t all be blasé towards
you; some folks you meet on the side of the road will seek your help,
and how you interact will affect your overall Honor, but all of these
chance encounters make it feel – wait for it… wait for it… – like a
lived-in world. I sucked venom out of a fella’s leg one time because he
was close to snuffing it, and it just so happened that I met him a few
days later, and he bought me a new gun as a gift for saving his life.
Nice of him, I thought.
These random happenings aren’t your side quests, though. Those come
from a diverse cast of misfits dotted across the map called Strangers.
Sometimes silly, sometimes sentimental, always recommended. Seldom does
optional content feel as pivotal in world-building as it does here.
Often, they’re self-contained threads with three or four missions,
giving you the chance to really get to know an old flame, an eccentric
artist, a recently widowed woman, or a concerned animal wrangler, to
name but a four.
Each one adds another wrinkle to the locals’ story, and to Arthur
himself, a lot of the time. Because of that, and the variance in
structure and personality, there’s no doubt in my mind that many will
likely miss some of the best stuff Red Dead Redemption 2 has to offer,
such is the density of this elaborate landscape. You mightn’t come
across every stranger, but savour the ones you do, because you’ll be
forced to recognise just how good the animations are.
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Don’t get me wrong: the natural movement of every character, both
those that can and can’t talk, is incredible. It’s clear that realism is
strived for, and is assuredly reached. However, because certain
animations can’t be cancelled, and you have to pick up items
individually when looting an area, realism can do one. Well, in certain
cases. At times, RDR2 is hampered by authenticity; you don’t need to
show exactly how a man would ready himself, take two steps
towards the table, and then open the big accounts book used by his pals
at camp. Every. Single. Time. And even though the world is
well-populated, its vastness means getting from A to B can take awhile,
which can be annoying if you’re particularly interested in B. A more
magicky, gamey fast travel would’ve been better than having to either
hop on public transport or use the map back at camp.
The location of your base changes without ever losing a sense of
home. That’s mainly thanks to the people: the feisty Sadie, thoughtful
Charles, inebriated Karen, roguish Sean. With your horse hitched, you
can stroll around your camp, learning more about buddies by talking to
them, or by enjoying a game of dominoes or five finger fillet. They
don’t just stand in their corner waiting for you to approach them
either; they’ll come to you with worries, a joke, frivolous
conversation. On one occasion, I was watching a discussion between two
other characters, when I was brought into the chat by one of those
present, without disrupting the flow. Games don’t do that, normally. If
you’re watching NPCs shoot the breeze, you’re invisible. Not in Red Dead
Redemption 2.
Of its many accolades, two of the strongest are Arthur Morgan and
Dutch van der Linde. Powered by acting performances that would feel at
home in a top HBO drama, their relationship and individual development
is an absolute delight that doesn’t dip at any point. Dutch’s unwavering
pride is highlighted through charismatic monologues delivered with
aplomb, while Arthur’s personal journey is expertly portrayed and
written. Some of the clumsy depictions in the last outing
felt out of place or downright offensive. That’s not the case here.
This isn’t just some of the best writing in a Rockstar game; this is
some of the best in the medium.
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I do love my horse, too. All my horses. A good steed is paramount,
but a connection between you two is critical. Through feeding, patting,
and brushing, the bond between you and your mount becomes stronger. This
makes them easier to handle, and opens up new abilities like
powersliding (!), which is beneficial when you’re evading the law. You
can purchase new horsey gear at a stable, which in turn increases your
four-legged friend’s stats. You can give them a gorge new mane, as well;
we all like to be pampered. You’re not meant to have a favourite, but
between us, Gillian was mine. Dependable.
Technically, Red Dead Redemption 2 is equally reliable. You’d expect a
map of this size and scope to be riddled in all manner of hilarious
bugs, but it isn’t; I can count the negligible amount on one hand. It’s
as slick as anything, seamlessly transitioning from cinematic to
gameplay and back again better than any I’ve seen before. With so many
systems at play, it’s astonishing, really.
Sure, the helping hand is needed while aiming down the sights, and it
would be preferable if Red Dead Redemption 2 embraced the fact that
it's a video game more in certain areas, but there’s no question that
the excellence outweighs the niggles. Following the original was never
going to be easy, but the hard-working people at Rockstar have made it
look so. Every single person involved in this project should be
exceptionally proud of what they’ve created: a western epic that
engrosses right up until the final bullet.
Developer: Rockstar Studios
Publisher: Rockstar Games
Available on: Xbox One [reviewed on], PlayStation 4
Release date: October 26, 2018
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