Every time once in Red Dead Redemption 2 I download a new gun. For fun, I guess? It is impossible to easily compare specifications, so if the name sounds cool, I'm inside. It's been a few hours since I accidentally picked up one! Sometimes, if I remember, I will clean it. The game tells me it works better if I do this, and there are many impressive looking bars that fill up if my boy Arthur scrubs away, but I really don't know if it makes a difference because you rarely die in this game, the shooting is not convincing , and the weapons seem the same.
It is easy to laugh at reducing some games to the left trigger / right trigger, but the lock in Red Dead Redemption 2 is so aggressive and accurate that the fight really is that quite often.
I do not suggest that any weapon is no better in the business of killing a small army of people during bank robbery. There are many guides who will point you to the very best butchers, but I say the game does nothing to make me careful. My weapons do not rust and stop working. They will not misfire. It can only take three balls instead of two. Red Dead Redemption 2 is full of things like this, and it's confusing.
The hunting doesn't matter. The design does not matter. The world, to a large extent, does not matter.
When I wrote about Red Dead Redemption 2 last year, the word I continued to come back to, "distance." Now, after taking some more time with the game during the holidays, I wonder if the better word is "indifference" because I'm really shocked at how much of this game is window dressing. A game of apparently complicated systems with no meaning to anything, whose value and value works most for the existing, rather than for purpose.
My first hours with Red Dead Redemption 2 was a bit of everything. I went hunting, playing poker, made fires in the desert, and slowly picked up anything but history. I cleaned weapons, skinned deer and made stat-boosting food. I eagerly looked for pocket pockets, hoping to find an expensive watch to buy goods for camp and increase morale. A dozen hours in the game, and Arthur's pockets overflow money. I'm only halfway through the game. I've just turned episode four ̵
This made me think: Maybe something of this shit doesn't actually matter?
I played a dozen or so hours with Red Dead Redemption 2 when it came out. This was both a part of taking the economy as fuel traffic on the website and because I was a big fan of the original game. (When we did a Waypoint 101 that played it, my mind changed drastically.) When it finally became clear, the game didn't take me, I put it down and knew it well, it was possible, I could never come back. But during the holidays I found myself with a couple of days where both my wife and children were out of the house – it was a real holiday. I decided to give Rockstar his latest new shot and points to anything but the story.
A tip from a friend: Turn on "kinematic mode" when traveling between missions. Arthur will lead himself along the road automatically, and the camera's pictures are more interesting. That part was true, I guess, but the game managed to suppress this in the most hilarious way:
Yes, of course.
This was quickly followed by one of the random NPC events that happens once. It was fun to suck the poison out of a man's leg on the side of the road once, but the fact that the game did not mark it as "finished" and remove it from the list of events the player could hit again is strange and immediately made me suspicious of any future bits.
Ever since, I (to a large extent) have been stuck on the missions' missions and foreign missions. I no longer go outside the beaten path, or go off to the side to track a wounded animal. Why? The game does not ask me to do these things, does not encourage me to do these things, and lacks my own interest in seeing what is happening, this game's huge and very expensive world slips out of sight, as if it does not exist at all. I am on my way to the next mission, no choice player for the player, except to follow exactly the exact logic dictated by the designer.
Once, I jumped on the wrong horse during a mission, and it gave me a state of failure
I know one of the reasons for this. I'm a player struggling with games designed around "finding your own fun," so to speak. When I was a kid, I loved building Lego sets, but if you put a stack of Legos in front of me, my mind would pull a plot. So while I like open world play, if the game has not been explicitly designed to draw me into situations, it's unlikely to find them, and Red Dead Redemption 2 does nothing to undermine my behavior. 19659015] Breath of the Wild with its dynamic weather systems and constantly breaking weapons, repeatedly pushed me into unexpected territory. Same with Far Cry 5 a game I didn't even like, but one that I was always worried about was a good child, would give me. (Or a turkey!) Or how about each time I drove into a dragon while you shoved out Skyrim and thought about my own business?
It's not hard for me to imagine a version of Red Dead Redemption 2 that crushed me in different directions, but that's not what I've played for 20 plus hours. I want to say it's okay, because I'm sure some people – find-your-fun types – come into the wilds. But it also strikes me as a massive design misfire, to get players who explicitly follow the breadcrumbs laid out to have little or no interaction with such a large part of the game, one intended to act as a randomization team to the more guided story thing.
There is a lack of thematic connection to Red Dead Redemption 2 's overall design that may explain all this. It is a game of screened ideas that should interact and bounce on paper, but in reality there was not enough work done to ensure they have reasons to coexist with each other. Put this here, put it there. Yes, but why?
That's a good question, but the game has no answer.
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