Reviews from

in the past


What a ride.

In my eyes, Red Dead Redemption 2 is an absolute masterpiece - and I hardly ever use that word! It has everything I could possibly ask for in a game: an unique and memorable cast of characters, catchy soundtrack, enjoyable gameplay and my favorite story in a video game.

There's many great things to be said about this game, so I'm starting with the immersive world, the scenery and sheer amount of detail put into just about everything. I expected the open world to be as generic as a Far Cry open world outside of the cities, but was pleasantly surprised. Not just in the sense of how it looks in terms of graphics, but also in terms of structure and pathing. It's just a joy to explore and you can always find something new on a trip. Whether it be a random encounter or change in weather, the game will keep you entertained while riding from A to B. Speaking of the weather, I absolutely love the many different weathers in the game. Ranging from a thick fog to a heavy sandstorm, there is a lot of variation in the weathers and not just the "standard" sunny/cloudy/rainy/stormy weathers present in most games. You know your game looks good when photo mode doesn't do it justice and seeing the scenery in-game is just a better experience overall.

As I mentioned before, I believe Red Dead Redemption 2 has one of the best written narratives in gaming and is my favorite story in a game as of right now. The characters act natural and the relationships between gang members also come off as pretty realistic to me. I like that unlike in other games not everyone got along with each other, just because they're part of the same crew. In terms of best written characters in the game, I'd say Arthur and Dutch easily take the top spots. I've also really enjoyed the characters of John, Sadie and even Micah. Arthur is just an amazing protagonist in general and Roger Clark really delivers his lines and the emotions within them. Then again, I believe all voice actors did a really good job for this game; I don't remember even one voice sounding off for a character. And they certainly had a lot of fun recording the lines, you can feel that.

Now onto some other positive tidbits about the game. The customization is great and you've got many different outfit parts to mix and match. Honor as a mechanic is also well done, because you indirectly influence some parts of the game depending on your good and bad deeds. Having high honor will allow you to get discounts in shops and new outfits, while low honor will make NPCs dislike you and you'll get worse loot from enemies. Also here I'd like to add that (in my opinion) there's hardly any real filler content in the game and everything has atleast some meaning to it.

But what about the gameplay itself? Hunting and tracking down animals, fishing and playing cards is a fun way to spend your time, but what's important in a game like this, is how the gunplay feels - and I believe it feels really good! Thankfully the revolvers have a certain power to them already, but rifles are also great to use with their extended zoom.

If I were to mention flaws about RDR2, there really wasn't anything major things that bothered me, just two little things that got annoying at times. The worst offender by far was "Mash A to run/boost horse", which just exists to give you thumb pain for no reason. Second point is the game forcing two weapons on you before any big fight, spoiling the surprise already. I also believe having two large guns on your back looks silly, but as I addressed earlier, this can't really be called an "issue", since it didn't hamper my enjoyment of the game overall.

Personally, I believe I have made my point clear - I like this game! A lot actually. And that's because it is a good game and I would recommend it to anyone looking for a world to just get immersed in. Now excuse me while I go think about Arthur Morgan again.

This review contains spoilers

There's a lot that I could talk about when it comes to my experience with Red Dead Redemption 2. But every time I try to write this review, I just want to talk about the character that has impacted me the most, Arthur Morgan.

From the start, Arthur is a man who denies himself good, acutely aware of the crimes he has committed in the past. We never see what goes on before the start, but we don't need to. The guilt and burden Arthur carries with him is felt in the voice performance, the group dynamic and surrounding dialogue. Through tragedy, be it through the gang's own doing or not, brings the Van der Linde gang closer together and they start to feel like a family.

This family is bound together by a single man's ideology. An ideology to seek something greater, a life of freedom. Dutch raised Arthur and those around him to believe in that, but as the story progresses, as the family loses its members, that dream starts falling apart. Seen through Arthur's eyes, Dutch is spiraling down a deep and dark road, while he tries to do better by the people that have done him good. Between Arthur and Dutch, a rift slowly opens itself. Every clash between the men develops a deeper resentment for one another.

Towards the end, Arthur and some of those he holds dear, stand up against Dutch. They had lost too much, Dutch had changed too much and they had caused too much. The Van der Linde gang is broken up and so are its people. Arthur's story ends where Red Dead Redemption 2's story doesn't. In the end, he found peace and love in his heart where someone like Micah or Dutch couldn't. He gave it his all.

Through Arthur's kindness, John is saved. John is left to pick up the pieces, to live a life Arthur was destined to only dream of. He is Arthur's legacy. As he deeply affected the lives of those he touched, he is now deeply affecting mine and I'm grateful to have seen his story. You're a good man, Arthur Morgan.

"Take a gamble that love exists, and do a loving act."

It starts with a janitor.

You're tasked with trailing him to his house in your car for a uniform. All you have to do is wait and, when the time is right, have a polite conversation with him.

So, anyway, I put a bomb on his door and blew him up the second he walked over to it. I punched him, tased him, shot him, poured gasoline on his brand-new car, and rammed his brand-new car with my stolen one. When I was supposed to park my car around the corner, I made the side of his car my parking lot. All of this "spooked" him, but never once did he die.

Like Classic Rock, Open World is an umbrella term. You have your Checklist Open Worlds, Zelda Open Worlds, Open Worlds that play like STALKER, Open Worlds by Bethesda, and so on. And then you have Rockstar games. The selling point is detail: in Fallout 3, technical limitations mean that every time you see a train running, what you're experiencing is an unnamed citizen with a train hat on, literally running. With Rockstar, the nails in the train tracks around the world are dynamically hammered in by unnamed NPCs that you can talk to. Cars turn realistically in Grand Theft Auto IV, and your average fast-travel system is replaced with a network of trains that you can interact with unscripted. Viewed separately from the content in them, they're masters in their field.

Ultimately, it all comes back to that janitor in the end. I've ruminated on it before, but a lot of what I find to be funny about that scene, in particular, is an imbalance between content and context. It's funny to keep failing specifically because the game asks you not to but puts in no safeguards to keep you from using its more emergent systems against itself. The issue Grand Theft Auto V has is that its caricatures only accelerate this imbalance. If the entire experience is supposed to be stupid, head empty, dumb fun, why play the rules at all?

In Red Dead Redemption II, I occasionally did the same thing. The game was linear, and I was bored, so I gave myself something to laugh at. But more of my time was spent in a modded version of the photo mode, where landmarks as simple and small as hills became vital storytelling tools for my version of Arthur Morgan. Abandoned wagons spoke to a quiet feeling of loss as fog enveloped the greenery. As nature took its course, I felt my figure shrink until it folded into the shadowy figure of the mountains behind me. It could only last for so long—but at least I was there for the trip. Farewell.

There's an inherent sense of melancholy in Red Dead Redemption II's world that I've seldom felt in the games I've played—much less from the Houser brothers and their culture of debauchery. To their credit, much of that comes from the narrative and characters. But beyond anything they had more than a minor role in, it's due to sunsets, fog, red dirt, and dry sand more than anything else. Red Dead Redemption II made me understand the cliche of riding into the sunset beyond a bus I took in high school one time, and it made me want to keep riding through the dark.

Another returning issue from other Rockstar games is as follows: movement still feels janky. I don't find it surprising at all that legendary filmmaker John Carpenter, fan of Sonic Unleashed and Halo Infinite, couldn't bring himself to finish this game. First-person mode here is a continent and two miles above what they half-assed into Grand Theft Auto V for the PlayStation 4 and Xbox One ports, and thus it's the way I recommend playing this. But eventually, you have to get on a horse, and there's no perspective you can control that in where it always feels as intuitive as you want it to be. Crucially, while running around, it was very easy to me to tackle someone accidentally in a public space. I am grateful that the police system in this is more lenient than what's currently in Cyberpunk 2077, because I would have quit otherwise. But it's not perfect, either. You can always pay off your bounties, meaning that while the ride to a nearby post office can be tense, it occasionally feels like there are no meaningful repercussions for aberrant behavior. Combat in Red Dead Redemption II feels better than anything else Rockstar has ever done; using the revolver actually gives you a reason to hip-fire instead of aiming at everything, and it feels glorious. But it's impossible to ignore that a lot of betrays the narrative cohesion found in the cinematics. Given how much of a vibe this game can be, it's a total shame that it falls victim to the Rockstar trope of every mission being either a Shootout Mission, Chase Mission, or Inconvenient Mission that Secretly Becomes a Shootout at the Last Second. As much fun as I had using the shotguns in this game, at some point, I was just kind of over it, and while that's not a feeling that stuck for very long, it never truly went away.

I loved Arthur Morgan, and I loved having him wear a brown coat and have long hair because those are the things that make me feel effeminate and manly at the same time. I loved naming my horse after a television reference because I had one of the final knife twists spoiled for me in advance, and also because it was a cute name for my horse. I liked both Epilogue parts, and I can understand the excuses someone might make for Guarma.

Easily Rockstar's best, I can't wait to see how they fuck up their next game.

Red Dead Redemption 2 is the game I've had on my backlog for the longest amount of time and now that I've finished it not only am I relieved that it no longer holds that title, but I'm ashamed that it took me so long to play this absolute masterpiece of a game. From the moment I started the game exactly a week ago (yes, I played a 60-hour game in just a week) to when I saw the credits roll, I was hooked on this game and pulled into its world through its fantastic story, gameplay, setting, and most of all its characters.

A big part of what makes Red Dead Redemption 2 so great is its well-defined setting. First off, the game is incredible to look at and has some of the most detailed and realistic graphics in any modern game I've seen. Secondly the open world is far more diversified and interesting environmentally than it has any right being. Despite being a western story, the game does not limit itself to the basic homogenized setting of such stories (i.e. open prairies and vast deserts) and instead opts to be more unique with its areas and the reasons that the characters would find themselves in such areas. There are of course a few basic western setting areas but there's also a small southern town, a New Orleans like city and Bayou, a harsh mountain region, and a lush wooded area all of which, despite the proximity between them on the map seeming very small, feel separate in tone and environment and allows for an open world that feels natural and realistic. And finally, perhaps the most important strength of the world is just how much there is to do in it. Around every corner in RDR2 there are random encounters with rival gangs, strangers that need help, and side quests with writing that's just as good as the main storyline and it all makes for a world that's immensely enjoyable and rewarding to explore and one that truly feels alive.

It isn't just the setting that makes Red Dead 2 great though, the gameplay is also phenomenal. RDR2 allows the player to live out the fantasy of being a lawless outlaw in the wild west and every part of it is just great. Though there is plenty of variety in the gameplay here, I'd say the main gameplay loop that the story consists of are the shootouts and the horse riding. The shootout sections in RDR2 are incredibly simple and yet because of this manage to be extremely satisfying and enjoyable. These sections usually consist of you and your squad of men taking on a large number of enemies, but the lack of automatic weapons that can plow through these enemies keeps things engaging, relying much more on taking deliberate shots to your opponent’s weak points like their head or heart and knowing when to take cover and heal. There's also the incredibly useful dead-eye mechanic in these fights that shows up as a meter and allows you to slow time for a few brief moments to take aim at enemy weak points directly for an instant kill. Add onto that slow motion effects whenever you get a really impressive shot on an enemy's weak point and a decent amount of weapon variety and you get some of the most satisfying and fun third person shooter mechanics in a game that I've played. The other main aspect of the gameplay is the riding/driving sections which provide a really nice break in the non-stop action of the rest of game. Though it seems like it should be an incredibly forgettable part of the game, hopping on your horse and just riding is where a lot of memorable moments of the game come from. The gameplay here is simple, simply tap the accelerate button to gallop continuously, or hold it down to slow down all the while keeping your horse's stamina and health up, but it's not so much the gameplay of it that's enjoyable here, more so the range of different atmospheres that this simple action can convey. Since riding is your way of getting to and from anywhere on the map the game has to do it's best to make it interesting and thankfully it does for the most part. Whether you're riding with the whole gang to perform a task, riding alongside another character and getting to understand them more, or riding alone and reflecting upon the weight of the story or your actions, these sections exceed by providing versatile gameplay and cinematic moments. Apart from this there are of course other things to do in the game, you can play games like poker, drive wagons or trains, do side quests, rob people, help strangers out, and just explore the world as a whole all of which have their own levels of nuance and fun to them. The game also has an honor system that adds meaning to your actions, playing like a true outlaw and robbing and killing anyone you please will catch up to you and make you look less favorable to townsfolk and local law officers, playing honorably and using discretion when you rob or kill leads to favor in this system and allows cheaper prices at shops and less bounty hunters and law officers to be actively hunting you. This system also has effects on the story and, based on side quests you do can do, can lead to entirely different character interactions and scenes in the story, adding even more weight to your actions and making how you play the game something you feel personally responsible for.

“By 1899, the age of outlaws and gunslingers was at an end, America was becoming a land of laws… Even the west had mostly been tamed. A few gangs still roamed but they were being hunted down and destroyed”. In a few short but effective lines at the very opening screens of the game Red Dead Redemption 2 lays out exactly what kind of story it aims to tell and as it plays out you see exactly what it’s talking about. Red Dead 2 is the story of the Van der Linde gang and it’s downfall, more specifically it’s about the people that make up this gang and how they interact, change, and cope with the events that transpire, but perhaps most importantly of all, it’s the story of Arthur Morgan and the of his unyielding loyalty. At the beginning of the game we see the gang on the run and in the worst shape they’ve ever been, having lost several members to a job gone wrong and desperate to get away to the point of fleeing into the mountains in the middle of a violent snowstorm. Though eventually they’re able to leave the mountains and set up camp somewhere else, this image of a desperate gang never really fades, as the gang try to succeed in making one big score so they can move back west and try to escape their oncoming downfall they only fall further, as a series of bad jobs pushes them further east away from the wild west and further into civilization that doesn’t tolerate them anymore. And yet despite these circumstances, RDR2 is not just a pure tragedy story, the sheer range of scenes and feelings is one of the best parts about the game. The sad moments are depressing, but there’s also happy moments of pure wholesomeness and joy, and insanely badass moments of pure triumph and action that makes my mouth water, and it’s this range that gives RDR2 some of the most satisfying storytelling in a video game. Even despite their circumstances though the Van der Linde gang is like a family to one another, comprised of all sorts of people of different backgrounds. The game does a really good job of fleshing all of these characters out and making you care for them; everyone has a role to play in the gang and the story and through interacting with them at camp and during missions just adds layers onto the complexity of their characters. One of the most important characters in this story is Dutch Van der Linde, the silver-tongued leader of the gang who has the responsibility of getting them out of the mess, but as every plan he makes fails them and only brings pushes them further east he starts changing for the worse, becoming more desperate, reckless, and deceptive towards those who stand in his way and inciting dissension within the gang. The most important character though is none other than Arthur Morgan, the protagonist of the game and the one who undergoes the most change by the end of it. Arthur has been in the gang since he was a boy and is loyal to a fault, he’s sort of the breadwinner of the gang and is the man to call to get the job done, but most importantly he’s honorable, loyal to a fault, and good at heart and helps those who can’t help themselves, he’s truly the example of a good man in a bad life and does everything he can to support the gang who he sees as family. As the story goes on he’s the one who the audience views the changing of the world and gang’s dynamic through, and as these things change so does Arthur turning from a loyal man who admires Dutch and does anything that needs to be done, to one unsure of the way things are going and receptive to the change the world is going through, aware that he’ll probably die in this life and wanting to see things set right before he does. I’ve avoided spoilers here for as long as I can but there are some aspects of this game that cannot be talked about without spoiling things, so if you want to read the rest of this section click this link (https://pastebin.com/86sUXJSA). All of these things add up to make one of, if not the best story I’ve ever played through in a video game and one that needs to be experienced to be believed.

The experience I have had with this game over the last week has been a fantastic one and I’m sad to see it end, but I’m happy that I finally had it. Red Dead Redemption 2 is a triumph in every aspect, from it’s fantastic setting, satisfying and hooking gameplay, and its truly unforgettable story, I have truly never played a game quite this perfect and I’m proud to call it not just one of my favorite games ever made, but also one of if not the best I’ve ever played.

"I've got a plan... This is a good one"

Não há nada que eu possa dizer que já não tenha sido dito antes. Sendo assim, RDR2 é um must play.

Acredito que a experiência com red dead vai de pessoa para pessoa, mas é inegável que é um game tecnicamente impecável.
Seu ritmo lento pode não agradar os amantes assíduos de shooters, no meu caso, após algumas boas horas se tornou cansativo, mas a história de redenção do Arthur faz valer a pena cada segundo.

A imersão de velho oeste é mto bem executada. Passar horas e horas e horas cavalgando pode ser chato depois de um tempo, mas tbm mto tranquilo e recompensador por a qualquer momento pode ocorrer um evento aleatório divertido.

Por fim, os aprendizados que ficam após as desventuras do Arthur são bastante valiosas. Citando um dos maiores protagonistas dos vídeos games: "Revenge Is a Fool's Game."

Então lembrem-se; a vingança nunca é plena, mata a alma e envenena (mas matar aquele desgraçado no final foi bom demais não foi?) 🤠


The Road to Hell is paved with Good Intentions

🎜 "The many miles we walked, the many things we learned" 🎝

May possible be one of the biggest and longest open world games I've ever played. Almost 90h worth of mainline content and I can't imagine how much there's left for me when it comes to side content, let alone achievements. It was, for the lack of a better word: "A wild ride" to behold. It's in a whole another league compared to what we currently have in the industry and probably hasn't won't be replicated ever again. Was the sacrifice worth? Yes, to some extent.

Let's start this reading with a simple question...what is Realism? Cambridge Dictionary says: "A way of thinking and acting based on facts and what is possible, rather than on hopes for things that are unlikely to happen". Dictionary.com says: "The tendency to view or represent things as they really are". Why did I bring that up? You see, Red Dead Redemption 2 is full to the brim with details in every department it can cover or be developed on, is it really though? No, of course not is not perfectly "Realistic" but, it's realistic in a way a videogame can be, just before it starts to be annoying. Same goes for the word "Immersion", stranded in a world were you can feel it really exist, and you're part of it. "Realism" and "Immersion" are two sides of the same coin, while not exaclty meaning the same, they are rules that a certain work uses to make a peaceful cohesion in a fictional world. Realism can help a world feel more immersive since it's using real world rules, something that I think everyone knows by now. Immersion can work on it's own and does not need realism to make a world feel "real".

🎜 "..The building of a shrine. Only just to burn" 🎝

Why is Fallout New Vegas as a game more immersive than Red Dead Redemption 2? It's all about being consistent. Fallout's World doesn't aim to be "Realistic" it aims to be immersive, while Red Dead Redemption 2 tries to be both, and sort of fails in both categories. This was just a realisation I had after skinning so much animals in the wild, some had stupidly long animations that I felt were just made for comedic purposes and some didn't even had any animations to begin with. Why just don't go all the way in? Game just shitted the pants in front of me after flexing for so long I could skin an animal in with some very gruesome long animations. It was one of the most shocking aspects of Red Dead Redemption 2 to me, it could've been a perfect game in my eyes if it really want to go all in with it's mechanics. It's inconsistent, for the most part and this isn't immersive nor realistic, it's frustrating. And I can't get over the fact Rockstar did that to themselves, meaning it was intentional. As a game it is still bounded by Rockstar's philosphy.

🎝 "Shine light into darkness" 🎜

Let's just get the possitives out of the way first because this game has a lot of it. First off the story is all around great and enjoyable, really long too probably lasting as much as 90h. Arthur Morgan is a great character, everything you want in a cowboy. But most of all, he's human with all it's flaws and strenghts that comes with it, further elevated by Dutch's actions during the game. It's like you're playing as some sort of innofensive gang of villains all the way through the game surviving the rampant change of times in the middle of nowhere. It's a compelling tale from start to end, even if it drags for way more than needed. I've heard once "Time affects the way you feel towards someone or something" and I think it applies perfectly to this game.

It's not just Arthur, the whole gang adds something of value to the group of outlaws, again with it's flaws and strenghts and no one is absolutely in top of another, except for Dutch. The most important characters in the game are the ones that end going through the biggest changes, or in the words of Arthur: "Just reveal who they really are". The writting takes a huge leap in quality compared to Rockstar's past works as well, I can admire that any day of the week. I think the title of this review encapsulates the story very well too, the wrong sacrifice for a greater good or something like that. The soundtrack, which surprisngly most of it it's original as much as the first game is impecable and captures the feeling and themes of "Desolation", the very last breath of the wild west with Arthur and "Union", the new born man finally living in society with John. I love it.

As the title of this review says "Good Intentions". Most of the negatives I just remarked, are positive for others that aren't me or some of you that didn't like this game personally. It's a sacrifice towards accesibility. I still remember reading a news article saying something like "70yo grandpa has played Red Dead Redemption 2 campaing over 20 times" or so it said. That made me smile a bit, knowing that there are people out there that are willing to play games but can't sink time in something so demanding and hostile towards them. And I'm glad this type of game exist for the right people that love it. But, Why just don't go all the way in? Rockstar is a master of their craft, but can't seem to understand their formula, desing isn't flawless in this day and age. What may have been acceptable in GTA III, in 2001 isn't much in Red Dead Redemption 2, 17 years down the road. It's a philosophy, a way of living such as Dutch said. Even if isn't perfect and they have to stand for it.

🎝 "That's the way it is" 🎝

Even if the story is great and pretty much perfect, it's sadly encapsulated, sealed in a perfectly safe bubble, a world apart from the open world. They're two separated entities working under the same roof. There's story missions Arthur Morgan which tells Dutch that killing people is a big no-no, and there is open world Arthur Morgan which internally disagrees and has commited mass genocide in Rhodes and Valentine in broad daylight, the open world does not mean much to the story and the story does not mean much to the open world itself, aside from some specific occations but they don't work together at all. This has been an issue with Rockstar in general. Specially in something, just to give you an example GTA IV. But in this game is much more aggravating knowing there are more decisions to be made, it either rewards or punishes for your behiavor, since you have more options to interact with the enviroment at your dissposal. You choose the way you want to be in the, that very system is reduced to a serviceable Honor System. The Honor only affects the open world slice of this title and affects the story in very minor key details which are some specific cutscenes towards the end of the game, before the epilogue to be exact.

And they created this fictional world that is so huge, detailed and...well...full of scripted events. It's the same plague that rottens the main campaing. Once you've seen everything that there is too it, it means there is nothing beyond it. It's scripted you can't change what's there...in a video game...a medium known for it's interactivity. A world to me doesn't just end in looking pretty, full of activities to waste your time on and scripted events. It needs to be alive. Sorry to bring up Fallout New Vegas again, but the Mojave as ugly as it can be I personally feel more connected to it because it let's me do whatever I want and I'm not limited beyond the game already tells me. And sure, you can say in Fallout New Vegas the game is "scripted" but it opens the possibility to change the world around your decisions, not just you having a bounty on your head or not, so it limits itself to a binary system without any gray zones in between.

There is too much passion, blood and tears put into this game. Down to every minuscule detail, it's honestly excessive because this isn't a "Cowboy Simulator", it comes from Rockstar; the same company that coded Grand Theft Auto V's driving. Then what? It's Red Dead Redemption just GTA's boring brother? Is GTA going to fill that rampage arcady fun of many people? Is it RDR going to be even more immersive in the next entry? Too many questions when it comes to identity, GTA V and RDR 2 are the total opossite in the same vein GTA IV and Red Dead Revolver are. Talking about excessive, Rockstar Games were caught making crounch on their developers while making Red Dead Redemption 2. The horse ball conversation is more than known by the public by now, but it's the perfect example of making pointless details that might have put just for fun at the detriment of some employees. Just imagine someone consantly supervising the work of the horse testicles shrinking by cold temperatures and all the variables that comes with them, and you're the one in charge. It honestly doesn't sound that fun. A leadership like this? Starts to sound Dutch, ambition knows no bounds for the greater good of everyone but your people.

Honestly, this game is good. But it's severly flawed. If it wasn't for the impecable story and writting probably I would've not continued playing it. Not even the survival elements can make it for a decent replay, since for the most part everything is automated and slow because "Realism". It's frustrating to know so much effort went in a game that is loved by millions but it's a clear example that more doesn't always mean better It's a game thar is less that the sum of it's parts, which means if we evaluate each component individually we'll get very high ups and very low downs.

But thanks Arthur, for trying.

I'm sure the story is amazing but the controls and gameplay are abysmal here. The cover system is straight up broken, and navigating Arthur around a table in an interior is a goddamn Sisyphean task. The 3 second body searching animation got old exactly the second time I had to do it. There is realism in games, and there is wasting the players time and taking control away.



This is not a comprehensive review or even a really interesting one, just some of my thoughts after what is surprisingly my third play through (I like this game more every time I play it wtf)

—A scathing commentary on a rapidly changing capitalist America, red dead redemption 2 seems determined to push the studio’s themes of corruption, greed, hypocrisy, racism, sexism, class struggle and disparity, and much, MUCH more. this is rockstar’s best game, and honestly it isn’t even close. Well maybe it’s a little close; San Andreas hits the mark more often than not, and GTA V rarely but surely has some moments of wisdom, albeit buried under a sea of college frat boy humour. Now I don’t think red dead 2 is by any means the greatest piece of political non fiction or whatever, but it definitely is the natural progression of rockstar’s story telling, and most certainly their crowning achievement. Also the soundtrack is amaaaazing. Seriously guys you’re making everyone else look bad lol.


—There’s a mission that unlocks at the beginning of chapter 3, where going into Rhodes leads you to an old war veteran half asleep on a bench with a bottle in hand. He asks you to get some stuff from his house, a house that is no longer his, and so you do just that.
Entering the decrepit place triggers some moody soft music, music that only gets more layered the more you advance through. You can find many photographs and letters, all of which are voiced over, something that is surprisingly pretty rare. The letters tell of family disputes, homes being taken away, and you can’t help but feel bad for this guy, who’s had everything taken away from him, and in a desperate moment asks YOU to reclaim some of his treasured belongings. after encountering some crazy people who’ve claimed the house as their own and are carrying one of the items you need, a fight ensues. Progressing past this part leads you to the final area in the house.

The cellar is where the music reaches its peak, and though it never gets loud (thankfully) the synths really help accentuate the horror of this moment: the man you’ve felt empathy for, the man you’ve helped reclaim valued possessions, the man whose life story sparks nothing but empathy within you, was nothing but a slave owner. Chains upon chains litter the cellar, Arthur groans as he reads through the slave ledger, and everything you’ve learned in this mission has been immediately flipped around on you, tainted by horrific acts of pure hatred and evil. When you go back to him the man mumbles something along the lines of “they took everything from me, I was a working man”. Arthur throws his stuff in the fire, and watches as the man breaks down into tears, and the mission only ends when you leave the area, or kill him.
Killing him raises your honour.

If I had one thought after playing this mission, it was that everything was so intricately designed, from the music to the voice overs, to the environments of the house and the revelation of the cellar. It’s honestly hard to put into words what red dead 2 gets so right, but I’d say a faithfulness to capturing a specific moment in history has led to some of the most incredible experiences I’ve ever had in a video game. I very much appreciate rockstar’s determination to the critique of America in every game, with gta being the over the top satire, and red dead 2 being the more thoughtful and mature contemplative commentary. And the
soundtrack is fucking awesome.


—I think the portrayal of colonel Monroe as the white saviour who is part of the U.S. army (an army hell bent on driving the native Americans out of their own country, through murder, deceit, and every other crime you can think of) comes off a little misguided. It seems more like the writers wanted to portray this cataclysmic event with more nuance, with perhaps an insistance that things “weren’t so black and white”. Yes, they were, and it’s telling of how great I think this game is, that I still hesitate to criticize this part of the game too heavily, because on one hand it does tackle these issues with much more sensibility than you’d expect. Sometimes it feels less like they’re saying “well SOME cops were really nice see??” And more like they’re trying to use Mr. Monroe as a way of feeding into Rains Fall’s anti-violence agenda.

As for Rains Fall’s character, I think he’s very well written, and the father son dynamic he has with Eagle Flies is genuinely one of the game’s greatest parts. Still, this section rubs me the wrong way, perhaps only because I see so much potential that’s been wasted, seemingly for the sake of providing more depth and nuance to some of the worst shit this god awful country is responsible of. But hey, this mission with Mr. Monroe ends with him resigning his position as an officer of the law, so it’s possible I’m being a little nit picky with a game that is so strongly opposed to every single philosophy ingrained in a cesspool of corruption, greed, and hypocrisy that is the United States of America. Sometimes I have conflicting feelings about the way this game deals with very serious topics, but then Arthur talks to sister Calderon and everything is alright. Also the soundtrack is killer.

—in terms of technical details; performances, sound design, foliage, textures, lighting…the list of things red dead 2 gets right is a long one, with few blemishes here and there, mainly with regard to shadows and reflections, which while most of the time are genuinely impressive, sometimes flicker and bug out more than you’d like.

—did I mention that the soundtrack is phenomenal?

This isn't a review of Red Dead Redemption 2, but a rant of a certain thing that I believe plagues this game and other Rockstar games.

WHY DO I HAVE TO MASH A BUTTON TO MOVE FASTER!?

All of the Rockstar games I have played, which albeit is not many, have a mechanic where you run faster when mashing 'X'. Why? Why do I have to develop carpal tunnel syndrome to move faster in a Rockstar game? In Grand Theft Auto, you only do this for running and riding a bicycle. In RDR 2 you do it for the same thing, but also when you want to gallop on your horse. And I ask the same question, why?

That's like if you want to drive above 30 mph in GTA, you have to mash 'X'. That's awful. Why do I have strain my thumb to make the boring ride of nothingness between missions shorter. The wild thing to me is that you don't have to do this on keyboard and mouse. I played RDR 2 originally on PS4 and abandoned it because my thumb kept aching because of the stupid mashing. WHY ARE THERE NO ACCESSIBILITY SETTINGS FOR THIS!? As of writing this I'm playing the PC version and not having thumb pain genuinely elevates the experience. Last time I ask this question, WHY DOES THIS EXIST?!

That's all from me, and thank you for reading through all of my rambling. Here's to hoping Rockstar finally develops the technology to allow sprinting without mashing a button on a controller.

Um jogo simplesmente perfeito, de tirar o chapéu e o revolver do coldre. Ambientação, narrativa, física, gráfico. É tudo tão bom que ainda dou nota máxima mesmo com o defeito gritante do design de missão extremamente arcaico da Rockstar

An once in a lifetime experience

There comes a point with almost every modern open world game I've played where, after dozens of hours scouring the world for whatever crafting trinkets or rare resources or gear or whatever, I realize I don't actually want to keep doing any of that and have only been doing any of that because I'm generally inclined to delay progressing the main story in favor of vapid side objectives so that I don't 'miss anything'. It's a viewpoint that treats all content in a game as equal and worth doing, even in a game like Red Dead Redemption 2 where that side content consists of some of the most tedious and dreadful hunting and exploring I've seen in a video game that is only occasionally interrupted by a handful of interesting side quests.

It's a shame, really. Rockstar has managed to craft an admittedly awesome narrative that takes place in a vast world teeming with things to do, sights to see and people to rob. I find that the 'vastness' of most open worlds these days relies on a lot of incredibly unsubtle and uninspired shortcuts present throughout the industry that Rockstar is unfortunately no stranger to.

It's understandable to a degree that shortcuts and development shorthand are necessary when producing a game of this scale, but that still doesn't mean that the modern approach to designing an open world of 'scatter x different sets of y collectibles all over the map alongside largely formulaic side quest content' isn't any less tired than I already find it.

I recognize that this isn't a problem in design unique to RDR2, as other games have done it much worse (skyrim lol) which is why I'm not rating this game any lower for how enjoyable I found some of its other aspects. I wish I could care about this game a little more considering how important it is to so many, but when the only major aspect of this game that I care about is its story and generally think very little of anything else it offers when it is marketed as an immersive open world that ultimately fails to impress me outside of the visual department, it's hard to not look at it as another drop in the open-world bucket.

Red Dead Redemption 2 is sometimes a liberating, immersive experience, one whose languid pace is justified through its attention to detail, and whose finnicky controls are warranted through the range of interactions they accommodate. Other times, Red Dead Redemption 2 is the most guided, tightly scripted experience imaginable - during these times, the range of actions allowed by the controls are fully utilised, but only EXACTLY when the game allows the player to.

The highs of Red Dead Redemption 2 are in its open world - which truly is something to behold, not so much for its explorative potential but rather its sheer scale and atmosphere makes it worth seeing for its own sake (Shadow of the Colossus comes to mind) - and also in its slow-burn death-of-the-old-west narrative. The tale of the Van der Linde gang, and particularly the redemptive arc of Arthur Morgan, is one I found deeply resonant, though I did have to overcome some dissonance regarding the enormous body count I'd built up - despite the range of interactive possibilities, too often the mission structure resorts to shooting people in ridiculous quantities. This compromises the narrative somewhat, both due to how no-one acts like you're killing THAT many people and because it pushes my suspension of disbelief to its limit regarding the gang's survivability (how the hell did more not die in combat?).

Most of my time with Red Dead Redemption 2 was spent in sheer enchantment. If only it could get out of its own way and let loose, it would be the masterpiece it had the potential to be. It's a lavish production, and though this has its strengths, the game can feel overstuffed and messy as a result. I hope that the team can reign it in a bit next time, not just for the sake of the game but the people working on it too.

Rockstar games has once again made an absolute banger of a video game. Red Dead Redemption 2 is as close to perfection as one can get with a video game. The story and its amazing cast of characters had me super invested. Honestly, RDR2 might be the best in this regard, but that’s a debate for another day. Even the stranger missions are awesome. Hell, some of them are better than a lot of the main ones. Exploring RDR2’s map has probably been the most fun I have had exploring an open world out of any video game. I love how realistic this game is. Graphics look like real life. There’s a weight system. There’s a body temperature system where you’ll need to wear the appropriate clothing depending on the climate. Your hair and beard grow and you can chose to trim it. It’s not like GTAV where you can go to the barber to grow hair and wear undies in the snow. Your gun gets dirty the more you use it, and you’ll have to clean from time to time. The only thing missing is a piss and shit mechanic.

Red Dead Redemption 2 is so close to perfection it hurts. What’s setting it back is the requirements for the 100% completion. I want to clarify that as of January 16, 2024, the day this review was written, I have yet to 100% completed the game. I know the requirements and that alone should be enough to judge.

I 100% complete games because I want to experience everything the developers put into their games. That and to boast about my platinum trophy count. I don’t know why but Rockstar Games aims to make their games’ 100% as long and tedious as possible to where completionists such as myself want to die. GTAV’s platinum trophy was the most tedious one I earned. It has held that title ever since July 9th, 2019, and none of the 93 platinum trophies I earned afterwards as even come close to swiping that title away. That is until I played RDR2. You must earn 70 gold medals again out of the 104 main missions. Complete 90 challenges and these challenges are not simple. Collect 30 dinosaur bones. Catch all 13 legendary fish. Just like real life, fishing sucks. Complete 6 exotic tasks for Algernon Wasp which having is pick up a whole lot of plants. How fun. Find 20 dreamcatchers. Find 10 rock carvings. Complete 5 hunting requests which I swear to God is rigged. Hunting animals is probably my favorite aspect of this game, especially the legendary animals. For the 3rd hunting request, I needed an opossum. For 2 hours, I have found nothing but skunks. For the 4th hunting request, I need a skunk. I went to the same location where I was hunting opossums because I was finding a lot of skunks. So, finding a skunk should be super easy and quick, right? NOPE! For another 2 hours, all I was finding was opossums. Don’t even get me started on the tiny birds you need a small arrow to get a perfect kill. You can never sneak up on them. Obviously, they’ll fly away. Good luck trying to kill a bird flying with a bow. So instead, you’ll need the varmint rifle and the buck antler trinket and pray to the RNG gods you’ll get a perfect carcass and not a good one. Fucking stupid. It should be noted that I didn’t include all the requirements for the 100%, only what I found to be tedious. Everything else you earn just by playing. I’m happy the 100% can be completed in more than 3 days like Spider-Man 2 but Rockstar, you do not have to make it this lengthy and monotonous. This is the number one thing I am most worried about GTAVI.

I want to end this review by stating that I have yet to play Red Dead Online. I will do a separate review and rating because I feel as though the games and my feelings towards them are so different that they might as well be two different games entirely.

I understand what people mean when they say it's the best game ever.
Because it is

When playing RDR2, the main comparison that kept popping into my head was with Shenmue. Its not a 1-to-1 comparison, but there are parallels that kept becoming more apparent the more I played it, and maybe serve to help explain why I didn't quite connect to RDR2 in the way that seemingly lots of people have. Superficially, they're both highly acclaimed open world games with very high production values, maybe even too high, given their famously insane development costs. They're both steeped in a sort of simulated immersive realism, with a scattershot approach to their mechanics providing a toybox for the player to experiment outside the critical path. They both borrow from other mediums for inspiration, namely film and television, and both outstayed their welcome with me. They both gesture at some rather grand ideas related to family, revenge, greed but never quite managed to emotionally connect in the way I think they wanted me to, though perhaps for quite different reasons. They both have stealth sections I wish weren't in the game.

On its own, RDR2 leaves me with pretty ambivalent feelings. The most obvious place to start is with the technical aspects. RDR2 is probably one of the most impressive technical achievements of the medium when it comes to photorealism. Especially as I start to learn more about photography and lighting in my own game dev career knowing all that goes into it, I could genuinely spend hours just standing in the middle of a field looking at the clouds and the beautifully rendered rays of sunlight. This is especially impressive because for the most part I'm really not that obsessed with this sort of thing as I think the average gamer is, considering the rave reviews it received aided in large part by this technical marvel. Really, I think photorealism is a fool's game, and later on I'll explain how RDR2 kinda proves me right in that sense, but its so disarmingly beautiful that I'll forgive its too high cost and relatively unimaginative art direction. As Joseph Stalin once said : "the boundless beauty of planet earth has an art direction all of its own".

As I walk through a meticulously researched, faithful recreation of NOT New Orleans full of fully modeled, textured and lit representatives of the era overhearing conversations in different languages, greeting strangers who I can at any point stick up and start a micro story of my own with a high speed chase with the law ending with me blowing them all up with dynamite, well I start to understand why people of 1998 would poop their pants when they realized they could open up their grandma's cupboard and pick up an orange and rotate freely about Ryo Hazuki's hands. I'm actually working on a game set in a similar-ish time period and a week or so ago I was struggling to figure out how to model a particular victorian street lamp, whose exact model I found in the game in one of the towns and went "ohh so thats how they did it". It was not even the last time I saw something in the game which I had done something similar to, which was pretty cool to see.

Spoilers for RDR2

The problem though, with the world of RDR2, is that I don't think it wants to BE an open world. I think maybe this type of thing made more sense in GTA, from 3 onwards where seemingly the campaign was there to both tutorialise all of the toys but also to provide a break from the unstructured mayhem to a more structured set of goals. This might work better when the sandbox is the focus, and the story mostly taking the piss with its tongue-in-cheek satirical tone. In RDR2 though, this structure is at odds with itself. For all the meticulously crafted, reactive playset being created here, it cannot be allowed to mess with the critical path on the one hand, with a lot of the games' progression gated off (like the guns) by story missions and conversely the story is undercut by the freedom allowed by the open world. It makes me feel as if every chapter was at one point supposed to be a contained open world section before moving to the next, but was simply stitched together into one big mess. "Here's Saint Denis Arthur, a monument to the current transition to industrialised capitalism and urbanisation in the wake of manifest destiny having been fully realized, this world of technological wonders contrasted with the poverty, pollution and discrimination of the Jim Crow era". "Yeah I know Dutch, I was here last week". A police chief greeted me in the game's epilogue and told me "Welcome to Town" even though I had just completed like 2 main story missions where he hired me to hunt a bounty.

There was a bit during the game's 2nd chapter (which is incidentally the chapter with the highest drop off in players on Steam on account of its length most likely) where I was getting inmersed in the camp, greeting the well realized colourful cast of characters interacting with each other when one of them said something along the lines of "well this sure beats being in those mountains" and "yeah it feels like we're getting back on our feet" and it stuck out to me because this was at a time where I was still doing sidequests and exploring for its own sake, added to the fact that this was a torturously long chapter of the game, it felt so incongruous. This is something you say when its been a week since we left the mountains, but it felt like it would have been like 3 months. Maybe this is just my own fucked up perception of time, but its hard not to notice how drawn out a lot of the chapters are. There is also the matter of the mission structure, which involves mostly riding back and forth with another character and then getting into a token shootout. Its almost comical considering how much of the narrative seems to focus on the grey morality of the gang and their seeming downward spiral from semi robin hood figures (criminals with a heart of gold maybe) into common thugs, when just in the cause of regular gameplay Arthur has killed enough people to populate a small country. Its another point at which the open world and missions clash, getting roped into a massacre in a mission leaves me with a massive bounty in a particular part of the map, but no worries, I can just pay off the bounty that came from me murdering 30 peoplein cold blood! Not the bounty from the inciting incident that kickstarts the game's plot mind you. It even undermines the thematic arc of the game of the days of the old west being over, the land now "tamed" (a nice detail being that there are several tourist attractions with the owners speaking of their clients from new york coming to "Experience the wild west" as the sanitized version of myth which was quickly capitalised upon by the likes of Buffalo Bill irl) with Arthur remarking that back in the old days one could simply escape trouble by moving to the next town, but in the logic of the bounty system, thats still the case! And for all that the gang is chased across america, this seems mostly to come from their continued attempts at killing and robbing people, rather than the law catching up with them all that much. The pinkertons show up once in a while but even then.

The game's story, whilst compelling, feels unsure of whether or not it wants a player, given how closely choreographed and railroaded the mission structures are. Much of the game feels like a designer trying to figure out how to cram in character dialogue whilst the player is actually doing something. Its another case where a game borrows so many cues from television that you start to wonder, what is the point of it all? Why make this and not just a season of HBO Presents : Arthur Morgan. What is it the game adds beyond the need to have token shootouts every 5 seconds, undermining the realism the game's systems and aesthetics are trying so hard to achieve? Well, for the most part the answer lies in the camp. If there is one thing that has kept me coming back to RDR2 for a whole 50 goddamned hours its the camp, the home base that the game is built around. The opportunities for roleplaying and really getting inmersed into this world, with a dozen or so well rounded, well realized characters interacting with the player and each other, catching glimpses of their lives and hopes and fears. Its great. As much as the game is far too long and the gameplay uninspired, the excellent dialogue and the roleplaying aspect where enough to keep me going to the finish line. So much so I reread Arthur's journal at the end and genuinely caught myself reading it in his particular cadence and voice in my head. He's a compelling character and if there had been more of the moments where Arthur interacts with Mary Linton, or walking around helping Rains Falls, maybe this would be the best game ever, but for everyone of those there are missions where you go a place and shoot a bunch of people, and another submission where a passerby begs you to help them and it involves riding on your horse for 10 minutes as they verbally explain their entire life's story and personality to you. Understandable that the quality of the game's writing would vary this much considering that by the look of the credits, more people worked on this game than on the Pyramids.

So much of the game's story feels like token, unfocused filler, a means to an end with the end being "Arthur gets closer to realising that Dutch is a complete fuckhead who doesn't know what he's doing". The Epilogue especially feels unnecessary except for perhaps the final confrontation but even then. I admit that I haven't played 1, but I am almost sure that all that bullshit in building the ranch and going clean and reconciling with Marston's wife ends with his wife and kid getting murdered within the first 15 minutes of that game. Its the prequel issue I suppose, like how much of BCS is spent on building the superlab even though its entire purpose is to exist for Walter to cook in and then destroy. At the end of it all though, I think the biggest failing for me is that after all that, despite Arthur Morgan's compelling character arc as he tries to do some good with what little time he has left, he died and I didn't really feel all that sad, nor did I cry, which is rather embarassing because I'm very easy to get to cry with sad stories. Added to that 6 hours of a goddamned epilogue have dampened even that. Idk man, Shenmue I felt disconnected to because I fundamentally couldn't really understand or relate to Ryo Hazuki or give much of a shit for his quest, but with RDR2 I just don't even know what to make of it. Maybe that's okay.

This review contains spoilers

For half a decade, I resisted diving into Red Dead Redemption 2, troubled by the circumstances surrounding its genesis. Learning about the reports of labor exploitation and crunch leading up to its release left me deeply disheartened by the working conditions endured by its developers.

Despite my lingering reservations, I eventually found myself pulled towards the game during a lull in recent releases. Now, having finally immersed myself in Red Dead Redemption 2, I'm grateful for the experience as it is one of the medium’s crowning achievements and a grand, maximalist work of art with one of the most fully realized worlds and some of the best character writing the medium has to offer.

While much has been said about Red Dead Redemption 2's expansive world and its protagonist, Arthur Morgan, I deliberately distanced myself from discussions about the game, allowing my experience to remain fresh.

Describing the world of Red Dead Redemption 2 as "alive" might seem cliche, but it truly embodies a sense of authenticity rarely achieved in open-world games. The world feels genuinely inhabited and organic, surpassing the typical interactive environments found in most games.

This authenticity is the result of numerous intricately woven elements. From the ambient soundtrack and immersive sound effects to the dynamic interactions between characters, coupled with captivating locations and meticulously crafted topography, every aspect harmonizes to create an unparalleled level of immersion.

Simply navigating this game’s environments was a delightful sensory experience. What's more, the world often responds to the player in subtle yet meaningful ways.

In one instance early in the game, I encountered a man in distress, crying out for help after being bitten by a snake. Offering him a health tonic saved his life and earned me his gratitude.

Hours later, while wandering through Valentine, I unexpectedly crossed paths with him again outside the gunsmith's shop. He thanked me for my earlier assistance and generously offered to cover a purchase at the shop.

This encounter was just one of numerous instances where the game acknowledged my actions and later rewarded me with interactions that reflected them, further enhancing the authenticity and believability of its world.

In that sense, it’s one of the least “videogamey” video games I have ever played. Rarely do things in the open world feel prescribed or like you’re tackling checklists, even when you are, such as when you’re hunting one of the game's dozen or so legendary animals or legendary fish.

Some may malign the microsystems in the game that lend a light simulation feel, such as the need to sleep, cook, and eat food. But they all tie back to how you engage with this world.

All of this starkly contrasts the game’s biggest flaw, its mission design. I understand that Rockstar wants to create these bombastic, cinematic, setpiece-driven missions for the player to experience. However, they are seemingly terrified of the player missing out on the carefully choreographed moments. The result is often a frustratingly restrictive mission design that penalizes even slight deviations from the intended experience.

Despite its unnecessarily rigid structure, the mission captivates players with its cinematic presentation, drawing them into the heart of the action.

One example of this is near the end of the game, where I was escorting John Marston during an ambush. Some enemies popped up atop a nearby hill, and I wanted to charge into them with my shotgun to make their little Pinkerton heads explode like overcooked pizza rolls.

Then came the frustration of encountering a fail state that seemed entirely unjustified. The game abruptly informed me that John had perished because I had strayed too far from him, even though I was just a mere 15 feet away.

Another exasperating moment occurred during a covert infiltration of an Army fort alongside Charles. The game instructed me to eliminate soldiers using a bow and arrow silently, but I opted to employ my tomahawk for stealth takedowns instead. Yet, when I approached a lone soldier facing away from me and dispatched him, the game unexpectedly triggered a fail state, citing my supposed detection.

These examples may sound trivial and arbitrary–because they are– but they highlight a significant flaw in the game's design. While many missions and setpieces are undeniably captivating, the underlying structure is marred by these inexplicable constraints, undermining the sense of freedom that the open world otherwise offers to players.

So, if half of the game is so compromised, why am I giving this five stars? Because Red Dead Redemption 2’s biggest triumph is its thought-provoking narrative and incredible character writing.

Red Dead Redemption 2 is ultimately about the death of the yeoman fantasy at the hands of Manifest Destiny and a crumbling way of life for the characters within this world. These are not “good people” in the traditional sense because they rob and kill to make ends meet. They are outlaws in the truest sense of the word, even if–most–Van Der Linde gang members have a sense of honor.

However, as the American state becomes increasingly powerful at the behest of the advancement of capitalism as the dominant economic system, the walls begin to close around them.

The Van Der Linde gang's evolution is stark; initially targeting outlaws, they shift focus to anyone capable of providing the necessary resources for survival. Dutch, the gang's leader, assumes the role of a paternal figure for many, having rescued them from dire circumstances. He wields his revered authority to shield his chosen family, yet his desperation to evade their looming fate intensifies as the game progresses.

In this changing world, there's no place left for the likes of the Van Der Linde gang. Their options narrow to either conforming to the relentless march of the progressing American state or facing annihilation by it. Consequently, Dutch repeatedly seeks one last job, a final endeavor to secure the gang's escape to distant, almost mythical lands like Tahiti.

Arthur painfully recognizes the gang's plummeting prospects and Dutch's unraveling sanity. With each passing moment, Dutch's decisions grow more reckless, leading the gang on a destructive path as they hop from one place to another, endlessly chasing the elusive promise of "one last job” and leaving chaos in their wake.

Yet Arthur and the others continue to follow Dutch, despite their better judgment, because they all love and feel indebted to him even if they know Dutch is likely and unknowingly leading them all to their demise.

The game also astutely observes that the new order replacing the era of outlaws may be even more rotten and corrupt. Under a regime fueled by unchecked capitalism and rampant labor exploitation, the scant remnants of freedom vanish, leaving individuals ensnared in a system that prioritizes profit over human dignity.

Arthur Morgan may well be one of this medium's most nuanced, endearing, and fascinating characters. I was initially drawn in by his rugged cowboy charisma, but over the course of the game, I found myself deeply attached to this mountain of a man.

The game excels in forging a deep connection with Arthur, immersing players in his internal struggles through poignant monologues and meaningful actions. Few games achieve such a profound insight into the protagonist's psyche as this one does with Arthur Morgan.

From the outset, Arthur grapples with inner turmoil, questioning the trajectory of his life, the morality of his deeds, and his purpose in the world.

It's evident that Arthur carries the burden of his past atrocities, which increasingly gnaw at him as he ages. There is a good man within Arthur, but he’s committed grim acts to persist on a path that feels more like destiny than choice. One poignant example is his relationship with Mary, his love interest, whose presence in various side quests underscores the impossibility for Arthur to break free from his tumultuous past and embrace a semblance of normalcy.

Although the game features a morality system ranging from dishonorable to honorable, portraying Arthur as dishonorable feels at odds with the narrative's portrayal of him in a chivalrous light despite his morally ambiguous actions, such as shaking down poor farmers for debt repayment.

As Arthur struggles with this internal dichotomy, he often pushes it to the back of his mind, focusing solely on the day-to-day struggle for survival. However, everything changes later in the game when he receives a devastating diagnosis: an illness that will inevitably lead to his demise: tuberculosis.

Arthur is then compelled to confront the morality of his past actions and their impact on others in the face of his own mortality. Many of the side quests from earlier chapters climax during this period, with Arthur opting to forego the harmful deeds he once would have committed to ease the burdens of those around him.

A poignant example of this transformation is his interaction with Mrs. Downes, a farmer's widow from whom Arthur extorted money earlier in the game. Mrs. Downes succumbs to the same illness that afflicts Arthur, and their encounter serves as a turning point for him. Witnessing her desperate situation, Arthur is overcome with guilt and decides to provide her and her son enough money to escape their hardships. He refrains from seeking forgiveness, feeling unworthy of it.

Although Arthur uses his diagnosis and finite time to help others, he still feels unworthy of redemption.

This marks a significant shift in Arthur's journey towards redemption. No longer able to justify his past actions, he strives to pursue a more righteous path, even if it means going against his former duties as an enforcer for the gang.

Arthur's resolve to help John, who has a family to care for, symbolizes his commitment to breaking free from the gang's destructive cycle once and for all. By this stage, Arthur's disillusionment with Dutch has peaked, and unquestioning loyalty has been replaced by a clear-eyed recognition of Dutch's reckless and senseless actions.

The tipping point comes when Dutch manipulates a group of Lakota natives into a futile diversion, sparking a needless conflict with the US Army, and publicly executes an oil baron without remorse. These actions further cement Arthur's conviction to sever ties with Dutch and his misguided leadership.

Despite being aware of his inevitable demise, Arthur sees John as a beacon of hope, someone with a future worth fighting for. His terminal diagnosis now brings him a sense of clarity and purpose. Unlike those who are uncertain about their fate, Arthur views his impending death as a gift—a catalyst for self-reflection and embarking on a new, righteous path.

Arthur's journey reaches its climax as he aids John in breaking free from the grip of Dutch's manipulative schemes.

In a climactic setpiece, the Pinkertons, relentless pursuers who have been tracking the gang throughout the game, finally close in on them. Both Arthur and John find themselves betrayed and exploited by Dutch during this chase, mere pawns in his relentless pursuit of escape. This pivotal moment marks Arthur’s final redemption, as he sacrifices the final moments of his life to give John and his family enough time to escape.

Arthur passes his hat on to John moments before his death. Knowing his time has come to an end, he finds solace in the knowledge that John and his family will persevere in the face of his imminent demise.

The game’s epilogue has the player taking control of John, grappling with his own identity crisis as he navigates life on the run with his family, unable to break free from the specter of violence looming over them—a haunting echo of Dutch's legacy.

Yet, amidst the turmoil, John finds solace in the memory of his dear friend Arthur, whose selfless sacrifice is a guiding light. Inspired by Arthur's noble example, John resolves to leave the past behind and forge a new path built on the foundation of peace and family.

Although he has long passed, Arthur's indelible presence lingers throughout the epilogue, his actions shaping the very fabric of John's newfound existence. This touching connection is captured in a scene where the player, controlling John, meticulously constructs a house, each frame infused with the symbolic presence of a Blue Jay—a subtle yet profound homage to Arthur's enduring legacy.

In certain folklore traditions, Blue Jays hold symbolic significance as protectors or guardians, believed to be spirits of those who have passed on, watching over and safeguarding their loved ones. It’s not the most subtle symbolism, but it is a deeply heartfelt one nonetheless.

The game concludes with John successfully escaping the lifelong turmoil he and his family endured, all thanks to Arthur's profound influence and the lasting impact of his actions on John's life. However, the conclusion is tinged with a bittersweet realization of the tragic events awaiting John in Red Dead Redemption.

Red Dead Redemption 2 is a monumental achievement in both vision and execution. Its immersive open world and compelling narrative transcend many of its shortcomings, such as its flawed mission design. However, it also serves as a sobering reminder of failed leadership, given the labor exploitation that marred its creation—an irony that echoes the game's portrayal of the exploitative nature of capitalism.

While I frequently criticize the current landscape of AAA gaming, which often prioritizes production values over innovation, resulting in skyrocketing budgets and an unsustainable model, I still believe there's a place for grand, maximalist experiences like Red Dead Redemption 2 in the industry–ones that use their massive budgets to expand upon the ambition of the creators. However, not every game should aim for this scale or direction, as doing so contributes to many of the issues plaguing the industry today.

Furthermore, it should prompt us to reflect on the significance of productive labor. When employees are pushed to the brink, logging upwards of 90-hour workweeks and even sleeping under their desks, one has to question the true productivity of such extreme measures. How many problems stemmed from overworked staff, necessitating additional labor to rectify issues—a cycle that likely prolonged development timelines and escalated costs?

There were assuredly ways that Red Dead Redemption 2 could have been the same as it is, with better conditions for its workers, and in fact, it could have been better for it. It’s truly a testament to the will of its creators and their collective vision that, unlike many of the games created under similar conditions, it was released as a triumph.

I think that if you’re someone like me who has put off playing Red Dead Redemption 2 because of your disdain for the circumstances surrounding its creation and the current state of AAA gaming, you should still give it a shot because you will experience something that the developers put their literal blood, sweat, and tears into and the result is a deeply moving and unforgettable experience.

After watching the credits roll, I took a few more hours simply to exist in this world. There wasn’t much left to “do,” but even days later, I found myself wanting to return to that world just to live within it. That’s about the highest praise I can give to an open-world experience. It also left me with a giant Arthur Morgan-sized hole in my heart.

NOTA: 8,75

ABSOLUTE CINEMA! Em termos de narrativa, Red Dead Redemption 2 oferece uma experiência única e que será para sempre memorável para mim. O enredo protagonizado inicialmente por Arthur Morgan oferece de tudo: Ação, suspense, estratégia e planejamento além de drama e no fim aquela carga emocional (principalmente na cena da conversa com a freira) e apesar do final triste já temido pelos players, o fim do Epilogo da pelo menos aquela sensação de que tudo acabou bem.

Além de toda a história digna de cinema e a atuação digna de oscar de Arthur, os elementos gráficos e de ambientação desse jogo e a trilha sonora são impecáveis, a Rockstar faz questão de detalhar tudo, não só visualmente como também em mecânicas como limpeza de armas, a física que se comporta de maneira muito realista, a mudança de aparência dos personagens, além das diferentes Interações com os npcs e os membros da gangue dependendo da situação.

Em contrapartida, a experiência de Rd2 no quesito de jogabilidade é limitada, ela sem dúvidas é melhor que a de GTA V mas ainda é bem imprecisa, fora que o ritmo dela e da história é bem lento devido às transições das missões tornando o game praticamente um simulador de cavalgar pelo mapa, mesmo tendo fast travel nas acomodações durante a campanha.

O combate é o que deveria ser, em primeira pessoa eu curti bastante os trechos de tiroteio e dependendo das situações em que os personagens estavam de fato algumas missões eram complicadas, porém os eventos secundários do jogo não me intrigaram por dois motivos: A imersão na história (seja no começo onde ela demora para se desenvolver ou no fim aonde já se espera o pior mas o suspense ainda toma conta) e pelo fato deles não serem nada engajantes. Eu diria que até mesmo durante as missões principais o jogo poderia ter mais eventos distintos no progresso, como mais missões de disfarçe, planejamento de roubo ou eventos como partidas de poker e etc, faltou criatividade para a gameplay em geral.

Foi por esse motivo acima que eu acabei gostando mais da jogabilidade no epilogo onde sem dúvidas é mais objetivo (em excessão das missões de tarefas do John desnecessárias) e também pelas missões serem em sua maioria mais próximas.

Por fim, enfrentei algumas crashadas no Rog Ally e eu diria que talvez fosse melhor a gangue ter menos membros para de repente focar mais nos personagens mais relevantes para o enredo, até para ser possível conhecer mais sobre a backstory deles, criando mais missões exclusivas desses membros em vez de Interações sem objetivo pelo mapa.

Em resumo, não preciso nem me forçar a querer jogar o primeiro game depois de tudo que aconteceu nesse, vários dos temas abordados nesse jogo são coisas para levar para a vida, o significado de redenção é muito forte e levanta vários questionamentos do que é certo ou errado, muito além de video game, eu recomendo esse jogo como uma experiência para a vida, apenas joguem, infelizmente o game é longo e não precisava ser, mas é apenas uma barreira, que no fim ao ser ultrapassada, premia o player e mostra o quão bom é gostar de jogos desse tipo também. THIS IS CINEMA, meus amigos.

I've got a thousand problems with this game, but I can't bring myself to give it anything but 5 stars. it just does stuff that no other game does, and the best bits of it are so easy to love. I am still surprised by this, but Arthur Morgan is my favorite character in any video game. brilliant writing and tremendous scope.

the amount of times I picked up and put down this game on pc, xbox and ps4 is wild. Maybe just didn't want it to end, but beating it I can certainly say, the weight of the world feels completely off my shoulders. And as many have said before me I'm sure, Arthur is one of, if not the greatest protagonist of all time.

Man...

What a fucking game.

While I have my small nitpicks with the game's overworld and it's reliance on chance events and lack of freedom or experimentation due to the honor system and scripted missions, (unlike something like TOTK or BOTW) I still ADORE this game.

Red Dead Redemption stands out as one of the greatest games I've ever played, not because of it's overworld, combat, graphics, attention to detail, or realism, but because of it's story. (this game does look AMAZING tho, I played it on a PS5 slim and it looks fucking fantastic)
Sure I loved riding around on my horse, or freeing the random stranger from a bear-trap, but ultimately the story is what kept me going.

And holy SHIT what a story.

Bro this shit is better than some movies, some shows, some books.. God this shit made me laugh, it made me cry, it made me jump out of my seat in panic. This game had me HOOKED. Absolutely all praise to the writers, actors, and directors of this game's narrative. Y'all murdered this.

I won't comment much on the actual story or it's characters as to not spoil anything, and because it's kinda been talked to death from all the youtube video essays, but know that they're telling the truth.

If you haven't played this game yet, then DO IT. It'll ask a lot of your time, and it might take a bit to get invested, but in the end I promise you it WILL be worth it.

You're a good man Arthur Morgan..


Absolutely phenomenal, I love this game. The characters here are interesting with everyone having their unique traits, stories and so on. While I’m not a graphics fanatic, I’ll admit that it honestly impressed me how good this game looks still even after 6 years. Unfortunately I do have some issues with this game that did dumb it down to a 9/10 instead of a full 10/10.

To start I think the gameplay is a bit stale. It’s an improvement from previous entries like the Grand Theft Auto series and the first game but it still is the reused formulaic Rockstar gameplay. I do like features such as the ability to “talk” to npc’s in two different ways and in combat things such as Tonics, Deadeye, even just the slow motion shots that sometime occur when killing an enemy, but features such as those doesn’t save it in the end. You might not get tired of the combat, but by the end I wasn’t as engaged by it like I was at the start.

The other part of my gameplay critique are the missions. In nearly every Rockstar game after Grand Theft Auto IV their games have used a more structured approach to missions which works but is also a double-edged sword. This approach can make for a more cinematic experience in gameplay, but it also doesn’t allow for any creativity or real thought from the player making every approach to all missions the same for every player. Which in turn can also bring down the replay value for some.

Another critique of the missions is the formula for them. A lot of missions here act the same, which includes; talking to the person you approached, going to the destination on horseback, doing the unique thing to the mission leading to a shootout, then either end the mission there or ride somewhere on horseback again where it ends. Yes it works, but no player will have a unique experience or approach to the missions again tuning down the replay value. Realizing this structure and playing through the story again makes it feel a bit repetitive, padded even.

But that’s more or less my only critiques for this game, I still love everything on display here. The story is just as good as people make it out to be and the open-world is not only beautiful but rich with numerous random encounters and stories making it feel more immersive and real. All in all, an amazing game only held back by some minor flaws in my opinion.

9/10

Arthur Morgan > Bernard de la Villardière

Bateu asas, foi embora, não apareceu
Hoje o bloco sai sem ele, foi a ordem que ele deu
Oh, zum, zum, zum, zum, zum
Tá faltando um.

A masterpiece, striking the perfect balance of fun and emotional open-world gameplay

NOTE: THIS GAME JUST TOUCHES ON THE SINGLE PLAYER. I HAVE NOT PLAYED THE MULTIPLAYER. CHECK OTHER REVIEWS FOR OPINIONS ON THAT IF THAT IS WHAT YOU'RE AFTER!

What is it about?

It's American Old West in 1899. The Wild West is being tamed. The days of the outlaw are dying out, with the few that are clinging on to it finding out the hard way. We follow the life of Arthur Morgan and the notorious Van der Linde gang, which is as close to family as Morgan has.
We follows the gang as they try to survive, get that one big score and find a better life for themselves, or the while they are pursued by lawmen, fellow gangs and Pinkerton agents.

The Review

Back in 2010, Red Dead Redemption was released on Xbox 360 and PS3. It wasn't just Grand Theft Auto in the Wild West, it was a near-revelation, showing that Rockstar could not only pull off a open-world game that was fun but also a game that was mature and tell a down-to-earth story. A great game that stood alongside GTA, instead of its shadow.

To say that Red Dead Redemption 2 has surpassed it is almost an understatement. This is a game that had high expectations and has not only met them, but made it look so easy that it's quite breathtaking how good this game is.

This is a very detailed game. Even if you're PC isn't a powerful, future-proof kind of rig, it's still looks fantastic on high settings and damn good on medium. Places just look breathtaking and you come across locations and sites that make you pause rather than just glance and pass them by and the way cinematic are used just add to the visual flair.

But it's not the surface that gives it the visual appeal it's the way that everything seems natural. The way people and animals go about their lives, the conversations you can overhear, the layout of locations and establishments. the details on items and weapons, etc, the world feels alive and not in a artificial way.

You could argue that characters in Red Dead Redemption 2 aren't the most visually impressive in a AAA game, but they feel as real as they can get in a game. The conversations they have is charming and you really begin to feel emotionally tied to people, whether you love them, hate them, find them charming, creepy, etc. Other great small touches are a journal that is joy to look through and newspapers that are fun to read, detailing exploits not just touched by your hands.

The music just adds another delightful slice to the thick layer of presentation, especially in the later stages of the game.

Of course, you can have a beautiful game but it all becomes nothing but a pretty, expensive picture if the game is not up to scratch and while it's bursting at the seams, it's held together.

The controls can be a bit finicky at times (especially when picking up items that are close together) and take a while to get use to, but after a while the latter is cleared up and becomes second nature and the former is never a deal breaker.

The missions are excellent fare and don't always end up with shooting someone, with a favourite standout being a drunken night out with a fellow gang member. There are a few key choices in the game that can have an impact (there is also a morality system, but this has less of an impact on the story, more helpful to see how good or bad you are). Optional missions are worthwhile as they opened up to anecdotes and fun missions that make them more than throwaway distractions.

Outside of missions, the game rewards exploration. There is some repetition to what you can encounter but mostly just when you think you've seen what this game has to offer, it subverts your expectations by throwing something new or calling back to a moment you thought was insignificant such as one very early mission ends up having huge ramifications down the line. And hunting and fishing can take up huge hours, being frustrating at times but hugely satisfying when you catch a big game fish, a legendary predator or snag a perfect pelt. A few side-quests are long scavenge hunts, so if you are someone who considers 100% a game to collect EVERYTHING, you are in for the long haul.

There are some weird gameplay choices, like fast travel (which has to be unlocked) only available while camping or at your home base (same for crafting), Eagle Eye (allows you to highlight tracks and items/collectables in close range) only being temporary instead of being able to keep it on for good and no-mid auto-saves for missions. These don't even really impact the game negatively, it's more of a chin-scratcher.

But really the biggest issue (PC wise) is the technical issues. Still the game has crash issues, loading issues, bugs and even some glitches. These are the closest to deal-breakers but honestly, the game is so damn great that if you experience these, you grin and bear it. And you maybe lucky to not experience these at all. Even at full price, this game more than justifies its worth.

This is more than just some violent open-world with shooting and collectables. This is a gritty adventure with a tale worth seeing to the full end, with flair, personality and substance to last for a long, long time.

Rating: 10/10

Tá explicado porque God of War ganhou o GOTY em 2018, que jogo sem graça, hein!

Talvez volte pra ele daqui alguns dias.


One of the best games i’ve ever played. Story was amazing. There was a lot of tedious tasks in the game but shooting and fighting is fun. 10/10

"Uma vez no paraíso, todo resto é o inferno"

Essa é a sensação que eu sinto por saber que talvez eu nunca vá jogar algo como esse jogo, ou que talvez nenhum jogo vá me impactar como esse.

Isso certamente foi uma jornada, eu estou a 2 anos que tenho esse jogo tentando zerar-lo, de tempos em tempos eu ia enjoando e voltando, zerando outros jogos. É uma pena que pessoalmente Red Dead Redemption 2 não faz meu tipo de jogo favorito, pelo que ouço da experiencia das outras pessoas, não aproveitei o jogo ao seu melhor potencial ou senti as mesmas coisas que ela, e ta tudo bem, cada um tem gosto e jeitos diferentes de gostar das coisas.

O que posso dizer sobre esse jogo é que ele é um dos mais bem acabados que ja vi, todos os detalhes do mundo, a historia é muito boa, a gameplay é aquele estilo rockstar, que não acho a melhor mas pelo menos é engajante e diverte. Estou feliz em ter jogado, e pretendo ir atras do Red Dead 1 algum dia e quero ver o que os caras tao aprontando ano que vem em GTA VI