Sometimes the old (west) ways are the best ways.
After about 80 hours, I finally rolled Red Dead Redemption 2, and even with much left to do in the world, it's difficult to see future. Rockstar has done some amazing things in his release of Old West, and despite some of their mistakes, they have set a new bar for themselves as a studio. From the gorgeous environments of the world's interactivity there are plenty of new ideas and mechanics that would be a good addition to the studio's flagship franchise ̵
Continue investing in the characters
I will address this first, because although it seems quite generic, I find myself returning to it much. Whether it's our own players or supporting members or NPCs throwing the world, well-prepared characters we can invest in, one of those things that make great games to greatness, and Red Dead 2 has one of Rockstar's best casts to date. Sadie Adler is gruff-behavior and refused to play the rules; Lenny Summer's reflective prospect of a cultural expansion that exists outside the independent bubble the gang tries to live in; and Susan Grimshaw's instinct to taking care of and protecting the camp, all have consisted of some of the most memorable moments in the game.
The creative team has done a great job so that they feel like fully realized people living in this world, instead of just CG dolls waiting to tell you to shoot something for the trillionth hour. GTA 5's leading men were mostly enjoyable to spend the game with, but the only one I ever really felt was Franklin. The other two felt apologies to blow jokes about Hollywood or consumerism and apologize for our more psychotic escapades.
Arthur, however, is simply Rockstar's best-written protagonist and, in combination with the strong performance of voice actor Roger Clark, he succeeds in turning all the emotional beats telling designers in the wake of the desire while being credible as to how we choose to work as players. The one we end up controlling in the next GTA hijacker will have a lot to live up to.
We saw some of this in GTA 5, especially in the final to the singleplayer story, but Red Dead 2 offers us an unprecedented amount of choice from a Rockstar title. It's not a wide branching RPG, and while I'd like to see the studio take on such a project, I do not think GTA is a franchise for it. But to see our choices – whether to act in a specific way against the NPC, or to accept certain missions – has concrete effects on Arthur's history and state of mind, was a great addition to the Rockstar formula. It is hopefully one they will recreate when we leave our horses and into a (probably stolen) sports car.
Solve the ropes
Regardless of how you choose to play, in every inch of Red Dead 2 you can feel Rockstar's guiding hand – to mixed success, depending on who you ask. The most divisive aspect of Red Dead 2 seems to be how the game's pace is the pace. Having to pick the bodies individually or rely mainly on trainers and railways for fast travel is a point of controversy for some and a commendable piece of realism to others. Most of the time I find myself in the latter group, but it's moments when I feel that these complaints could be avoided if Rockstar would give some more control to the players.
When Arthur leads a store to browse a directory or back to the camp and refuses to move faster than a "fast mosey", it seems as if Rockstar stops the action to say "look at what we have created for you will miss something if you go too fast. "And while I appreciate all the efforts that have been made to create each conversation or background dialogue on the local lounge, and 99% of the time I will choose to break slowly , but sometimes I just need to run to my tent, take some dynamite and GTFO. The level of detail Rockstar has worked so hard to achieve is phenomenal and it deserves to have due attention, but it feels strange to have a game that gives me so much freedom around the world, being restrictive in such special ways. 19659005] For God's sake, I do not get to travel through Cutscene's Anymore
Similarly, Rockstar seems to have a habit of attempting to turn on that may be interesting punctuation in long-traverse sequences. I would always be grateful if I never had to drive more real minutes to a starting point, while two characters explored each other again. Not only can it be impossible to repeat if a reset has to take place – even though Rockstar has credit, they have usually recorded variations in the dialog for when it happens – but that does not matter what should be important character moments. For many times in RDR2, Dutch would say something to Arthur (or vice versa) that was clearly important to your relationship and story as a whole, and I would miss it because I was keen to control my horse or control my stock for any matches was on the horizon.
True, kinematic view coupled with a car drive makes this experience worlds better than it has been in previous games, but it's an inelegant solution to make an effective cutscene feel more life for the player. There is a valid design problem – how to balance a player's involvement with history as it unfolds – but it still feels as if it does not actively let the story take the center stage. The team still makes as much a favor as the player, if not more – they have worked so hard to breathe life in these characters and the story, it's almost unfair not to give those moments space. I would much more enjoy a well-composed kinematic interaction between characters and then play through a short but well-designed mission sequence rather than using the "action" part of the assignment and wondering what I had missed on the way there.
Get A New Place
There have been a lot of speculation about where GTA 6 can take place, whether we return to Liberty City or down to Vice City or to North San Andreas to explore the San Fierro Bay area . But Red Dead 2 took us somewhere we had not seen yet and the beautiful image of the American southeast showed us that the unknown and unusual territory could be far more interesting than smashing a new layer of textures in places we already have has been.
I've always wanted to see what GTA takes on my hometown of Boston, to be, despite the fact that voice actors traditionally can not replicate our unique Norwegian accents. Nor will I pretend I would not mind doing any chaos in what the Rockstar verse allegory for Washington, D.C. is. Rockstar can take a further cue from Red Dead 2 and let us explore the modern world of rural America, like the rusty belt or demanding cities like Detroit or St. Louis. Hell, the original series had a game in London – we know we will not see it soon, but why not show us what life on another continent looks like in this crazy version of reality?
Avoid Low-Hanging Fruit
Wherever we end up in the next Grand Theft Auto, one of the most important signals it needs to take from its old west brothers is this: Keep your satire subtle. Well, maybe not too subtle, but we do not have to be beaten over our heads either. There was much I loved in the singleplayer story of GTA 5, but hardly any of it came from the jokes that showed huge amounts in reality. Whether it was calling Facebook's "Life Invader" or "Molested" death shots in the fictional Righteous Slaughter game, these more obvious parodies felt hamfisted and drew a lot of focus from the game's sharper commentary on our modern consumer culture.  RDR2 takes advantage of the fact that the setting is so far removed from our own world, and as a result, its comedy comes mainly from the relationships between its characters. I do not say there is no place for parody in GTA 6, but the writing team has proven that they are able to write an effective comedy dialogue that stands out on its unique cultural commentary, even on Red Dead 2's more
Maintain the Strong Law Arm
Rockstar Games – especially the GTA Series – have always been destructive playgrounds where we are free to break all the rules we want as long as we have enough ammunition to ward off the police that inevitably turns out to try to ruin our good time. Although this is still true in Red Dead Redemption 2, the serious threat of entry into The Law carries much more weight than it did in Red Dead 1, or in some of the latest Grand Theft Autos because it is important and not just because they seem ready (and infinitely capable of) throwing down, no matter how unfortunate or defensive your actions may have been.
Yes, there are things I want to change when it comes to how enthusiastic in the game the police are and I definitely want to see a true anonymity mechanic added that it's more robust and reliable than the bandana effect, but I really appreciate RDR2 made me actively want to avoid conflict with the police to preserve not only my freedom but my reputation. I know it can kill some of the imagination of peaceless life for some, but a crime story where I actively have to be aware of the effects of my actions on the world is far more interesting than just rocket launches until I die.
Makes me uncomfortable
Not, like making me torture someone with tangeries and car batteries when they obviously do not deserve it. Rather, aiming to make me feel guilt or shame or pity for your signs. Without going too far for details to not spoil anything, the moment in Red Dead 2 – especially towards the end – is that I felt really uncomfortable playing because I knew how the story would end for these characters. I do not expect or want GTA 6 to rely on other character stories but that feeling of gut-wrenching anxiety was something I will not forget soon and I would be interested to see Rockstar try to promote that feeling of emotional turmoil with signs I have not met yet.
Of course, we have a long time to wait until we see how GTA 6 stuck up in the pantheon of Rockstar titles, but I would be surprised if they did not "try again once." If you meanwhile can not get enough RDR2, check out IGN's official judgment on the game and what everyone else says – and if you can not figure out where to get the best horse or forget the coolest cheats do not worry – our wikis team has covered you in our complete Red Red Redemption 2 guide.