Tag Archives: Westerns

More Redemption?

Incredibly, I’ve been playing Red Dead Redemption 2 for something like two years now. It’s not because it’s a damn long game (though it definitely can be.) Rather, it’s a game I decided to play almost exclusively while my partner watched along, owing largely to the fact that she played it a few years prior and absolutely loved it, and was stoked to watch me play through it. In the end, I think I put something like 160 hours into it, and that is with barely touching hunting, fishing, herb gathering, or crafting. Unfortunately, I don’t really think our particular approach to playing a game sort-of together is very compatible with a game so time-consuming. That is, it can be hard enough for one of us to be both in the mood and with the free time to play a game like this, but for that to align for us both? Lessons learned!

Probably my favorite Read Dead Redemption 2 screenshot.
“Probably my favorite Read Dead Redemption 2 screenshot.”

Still, Red Dead Redemption 2 was lauded by critics and fans alike when it launched in 2018, winning various awards and topping Game of the Year lists, so it’s not like I didn’t want to play it myself. I did have a bit of a strange relationship with the first game though – a fan of Rockstar’s Grand Theft Auto series, which of course RDR shares most of its non-Western genre related DNA with, it took me a while to finally get around to playing it, and when I did, I think I found it a bit slow to start, and a bit too mechanically similar to GTA IV. Still, like GTA IV itself, by the time it was over, it had fully won me over owing largely to its characters and its incredible virtual world, polished up with Rockstar’s usual massive production values and an attention to detail bordering on insanity.

Looking back at my impressions of Red Dead Redemption, it’s interesting just how many of my notes on RDR2 align with those of the first game. For instance, while I wouldn’t call RDR2 slow to start exactly, the introduction is still sometimes criticized as taking some effort to get through before the game really begins. I’d also say that, yes, RDR2 can still feel quite “clunky” with its priority for completing its incredible but often rather lengthy animations over player control, sometimes causing some odd object clipping or, more often in this game, characters to sort of slide to locations if they’re close to objects they need to interact with, but not quite close enough to do so. Perhaps necessary trade-offs, but this kind of thing can sometimes shatter the otherwise effective illusion. Just like the first game though, I’m sure most players will get used to the “feel” of the engine after a while, which largely alleviates those annoyances.

The infamous Dutch and our boy Arthur
“The infamous Dutch and our boy Arthur”

One big difference this time around though, is that this animation priority combines with some serious control issues to occasionally result in outright rage inducing moments. The controls of RDR2 aren’t too dissimilar from the first game, or indeed GTA IV and GTA V, yet due to the additional level of simulation Rockstar was going for here, they’ve crammed quite a bit more complexity into them. A button tap versus a longer press here and there, sure, but the major culprit is context sensitivity. That is, having the same buttons do different things depending on the situation. As a relatively mundane example that happened to me right at the end of my playthrough, I’d just saved a “stranger” NPC from being attacked by a mountain lion. I approached him to talk to him, but forgot I still had my gun in my hand. It just so happens that the “focus on a character” and the “aim your gun” buttons are the same, depending on if you’re armed. Instead of having a friendly exchange, or maybe even getting rewarded for lending a helping hand, I pointed my pistol right at the poor bastard’s head and threatened to kill the man, resulting in him understandably fleeing in sheer terror. Whelp… This is far from the worst case of this happening to me, and wacky anecdotes of a similar nature abound all over the Internet. It’s less about not knowing how the controls work, and more about them not always doing what you want or expect them to do in the moment, and that perceived loss of agency over your character’s actions is far more aggravating. Couple that in with getting trapped in a long, unbreakable animation, and doing something you didn’t mean to do can be incredibly frustrating. There might have been some damn difficult moments in previous Rockstar games, but I don’t recall ever being as controller-throwingly angry as I was several times throughout my playthrough of RDR2.

Dutch giving one of his speeches around the campfire.
“Dutch giving one of his speeches around the campfire.”

You know, with a lesser game, that could have killed it for me – rage quit, uninstall, move on, right? Thankfully, RDR2 is not a lesser game. RDR2 is a masterclass of building an incredibly immersive and detailed virtual world. With its enormous map representing huge swaths of the United States for a variety of beautiful and believable climates, flora, and fauna, plus towns and even a legitimate city this time around. As with my time in the first game, I rarely ever used its fast travel, preferring to ride between locations, which provided more opportunity to enjoy the amazing scenery, as well as organically experience its excellently implemented random encounters and side quests, helping the world feel a bit more alive than in previous games. When my parents stayed with us recently, it was the first game I whipped out to show them, and they just watched me travel around randomly, as enthralled as if they were watching a good movie. It’s one of those games. While nothing is perfect, RDR2 is a technical and artistic masterpiece, definitely snatching the crown from GTA V as the next evolution of Rockstar’s “RAGE” engine, if not the entire genre they helped create.

I also really enjoyed the narrative this time around. The way it tied in the characters and events from the first game was wonderfully effective. It might be one of the best prequels of any sort I’ve ever experienced, to the point where I had to wonder if a great deal of the context and backstory RDR2 provides to the first game wasn’t already written. In fact, it really makes me want to go back and play RDR again. Still, I suppose the fact that our protagonist, Arthur Morgan, wasn’t mentioned at all in the first game probably settles that though. Speaking of which, Roger Clark did a bang up job as Arthur, as did Rob Wiethoff and Benjamin Byron Davis as John Marston and Dutch van der Linde. Really, as a whole, the VA performances in this game were terrific, and the soundtrack, while a bit different than what we got in the first game, was also great. I mentioned the more serious tone in my RDR review, and I’m happy to say that with the exception of the occasional silly side mission, RDR2 is perhaps even more tonally consistent this time around, and while there may still be the odd Western movie stereotype here and there, the vast majority of its characters felt much more realistic to boot.

Charge!
“Charge!”

So yeah, there are still some other gripes to be had, like the game save and the fast travel systems, the way the game always wants to put my weapons away, or force me to use certain ones, and the fact that missions still feel oddly derivative of the good old Grand Theft Auto formula (though they’re a bit better obfuscated this time around) plus it’s definitely a bummer that we never saw any DLC released for the game, and that Red Dead Online seems to have been something of a failure, but overall, despite all of these complaints, I think Red Dead Redemption 2 is a triumph, and its existence elevates the already brilliant first game. If there is ever another Red Dead game, I hope it’s with a whole new cast of characters rather than another prequel (maybe showing the Van der Linde Gang at an earlier stage) or a proper sequel following Jack Martson. I’m happy with this story where it is, personally.

(I just might make an exception for a Sadie Adler bounty hunting spin off, though… 😛)

Redemption: Zombies

As promised, hot off the heels of completing the main Red Dead Redemption single player campaign I installed and started playing the game’s expansion pack / DLC Red Dead Redemption: Undead Nightmare. Undead Nightmare is interesting for sure, being something of a “total conversion” of the main game with some different gameplay elements and a different flow than the core game. The (obviously totally non-canon) story revolves around RDR’s protagonist having to track down a cure to an evil undead invasion that has taken over the frontier.

Lovely family...
“Lovely family…”

Now, given how “straight” the story and characters of Red Dead Redemption are I really wasn’t sure of what to expect of the expansion. Zombies, really? Was it going to be serious or totally ridiculous? The answer is somewhere in between though for the most part it keeps its serious tone and most of the more fantastic elements and humor are delivered in a very dry way which I found amusing in itself. That actually effected the entire feel of the expansion for me too – on one hand I felt like I shouldn’t take my playthrough too seriously, as it is just a silly spin-off story. On the other the fact that the world still feels dark and gritty and, over the top moments like when I found and then “broke” one of the four fucking horses of the apocalypse aside, the tone is never really completely shattered helped continue to keep me almost as immersed as the original campaign.

The zombies themselves are obviously a game changer. The whole “zombie headshots” thing definitely had a major effect on my game. Zombies will usually go down with a single shot to the head or by being burned, anything else seems to have very little effect on them. Personally I didn’t make going for headshots a priority at all in Red Dead Redemption proper so this new focus on lining up my kill shots really changed the whole dynamic of combat for me, especially when ammo was extremely scarce early on. Zombies also behave unlike any other enemies in the original game and the new special zombies add even further variety to the combat.

Headshot, headshot, headshot. Learn to abuse Dead-Eye!
“Headshot, headshot, headshot. Learn to abuse Dead-Eye!”

Probably the biggest departure from the main game, mechanics wise, is the introduction of a town invasion system. All of the main towns and camps in the game have a limited number of survivors. They’ll come under attack at some point (it seems to be on some sort of timer) and you’ll need to help repel the attack and clear the town of zombies. If you wait too long or things go badly you might lose some survivors. The less survivors the more frequently the town will be attacked until such a time that it can no longer be cleared back out, losing you access to small weapons caches and a bed to save your game and fast travel with. While defending these towns can get a little repetitive on a whole I found the system pretty fun. I do wish I had paid more attention to the fact that you can “assist” survivors to speed up the process of clearing out a town, however, as a few of my earlier attempts to clear towns out were lengthy and fairly exhausting affairs.

Then there were the bugs. I don’t know if this is a wide spread problem or not (I’ve read some things that implied that these issues were only caused by a very recent patch) but boy was my game fucked. It seemed like after playing for a while NPCs and zombies would start spawning with invisible bodies, as in you could only see their clothing. This made going for headshots a little challenging given how few zombies have the fashion sensibility to sport hats. Worse, whenever this happened I would often notice certain events failing to trigger. The first graveyard I had to clear in the story took me well over an hour due to having to restart it over several times, with one of my runs netting me something like a hundred kills before exhausting all of my ammo and depleting my will to fight on. I’d also often run into a seemingly related glitch where trying to save my game would cause it to freeze. Thankfully the generous checkpoint system meant that this was never more than a bit of an inconvenience but it was annoying all the same.

On a pale horse (running the hell away...)
“On a pale horse (running the hell away…)”

Overall would I recommend it? Even with the bugs I experienced I could easily recommend it to anyone who liked Red Dead Redemption and likes massacring zombie hordes. Even if you only want a little more time with John Marston and company and don’t care much for zombie games I’d probably recommend it if nothing else but for another opportunity to run through Red Dead’s excellent world, albeit a slightly twisted version.

Xbox 360 screenshots looted from a cursed Aztec tomb because I’m a bad, bad man.

Redemption

Next off of my Xbox 360 (now firmly “last gen”) pile of shame is Rockstar’s critically acclaimed open world Western game Red Dead Redemption.

I’ve been wanting to play this damn game since its pre-release hype train first started rolling down the tracks. First of all, I definitely consider myself a fan of the Grand Theft Auto series and Rockstar Games in general. Second, a Western? A serious, open world Western done by a studio I like, using proven tech? Sign me up, right? Third, after its release the game got more or less lauded by critics and gamers across the board. Actually, the fact that the game (shamefully) never made it to PC is one of the few things brethren of the “PC Master Race” have to be jealous of the unwashed console masses over. So, yeah, this game has definitely been high on my list for a while now.

So, at long last…

John Marston, brooding in the rain...
“John Marston, brooding in the rain…”

One of my first impressions was my surprise about just how damn slowly the game takes off. Sure, the first plot point is early and suitably dramatic but after that? Molasses city. Worse yet, I felt a little bit of that old open world “err, what do I do now, and why do I give a shit about doing it?” feeling set in almost immediately. Another factor here is the engine. GTA 4’s engine (which Red Dead Redemption uses) is beautiful and impressive in many ways, but it feels seriously clunky in some others. Shooting, riding horses, hell, just walking around can feel a little awkward sometimes with getting stuck into odd looking animation loops or clipping through objects in weird ways probably the most common offenders. As I concluded with GTA 4 years ago, once you get used to the engine’s “feel” and some of its idiosyncrasies it’s just fine, good even. Besides, blowing a bandit off his horse with your revolver feels magnificent. That lead up definitely hurts the early game though.

So I wasn’t quite as impressed as I thought I’d be at first. Boo hoo! Soon though, the absolutely incredible execution of Rockstar’s world crafting started to steer my opinion back around. The rolling plains teaming with wildlife, campfires in the Mexican desert, seedy frontier towns filled with whores and bandits, and other appropriate tropes of the genre are all here and feel just great. The immersion started taking hold to a serious degree as I found myself riding my horse from location to location more appealing than the various “fast travel” options and being overly concerned with Marston’s wardrobe and preference in firearms. As I’ve mentioned here before, being able to feel deeply immersed in a game world tends to be one of the more compelling factors in whether or not I’m going to love a game and have no doubt, this is where RDR shines the brightest.

The environments are damn beautiful, in an empty sort of Western USA kind of way.
“The environments are damn beautiful, in an empty sort of Western USA kind of way.”

I would definitely have to say the game’s serious tone has a lot to do with this. GTA 4 was mostly a serious affair but served with a massive side of the often not-so-subtle satire the series is known for but RDR is almost entirely straight-laced. So focused in fact, that while your character is free to go on murderous rampages if you desire (apparently not too out of character given his outlaw past, though that is debatable) he has absolutely no interest in patronizing the local working girls due to being a dedicated husband. Wow, is this the same Rockstar?

I wouldn’t go as far as to say the game’s writing is anything amazing, however. I mean, the game is filled top to bottom with clichés from classic Westerns and while this mostly feels like honest tribute from fans of the genre, I feel like a few of the characters I encountered early on were walking stereotypes. This is a common trait of Westerns though, even in some of the more acclaimed modern movies, and the few characters that develop into being likeable and fairly interesting (John Marston, our protagonist, chief among them) more than make up for that. One of the bigger underlying themes of the story, the death of the “old west” as it is an allegory for the way we grow and change, is fairly well worn as well. It could have still been a damn fascinating theme if delved into a little deeper. Shame that. As an aside, this game has got me absolutely fiending to watch gritty modern Western movies like nothing else. Argh!

Herding cattle is just one of the many tedious virtual jobs you can toil away at.
“Herding cattle is just one of the many tedious virtual jobs you can toil away at.”

One last, minor disappointment is with how damn similar this game plays (mechanically speaking) to any other GTA inspired open world game. Sure, you’re on a horse in the plains instead of on a Faggio in Liberty City, but damn! Part of me would actually much rather this game have been a much shorter, more focused experience that took chances with some different mechanics. It would have probably lost something in that, sure, but the déjà vu I felt while racing from point A to point B while trying to shoot all of the red dots on my mini-map certainly detracted from the experience if only a little.

Finally, I know it’s been spoiled a million times over now but I’ll still avoid mentioning specifics: I thought the unconventional structure of the ending was quite interesting. The game continues on after it would seem like a typical place for it to have concluded and does so more than once! Not in a “ha ha, got you!” kind of way, it’s actually fairly consistent with the rest of tone of the game. I’ve yet to really decide whether this was a good thing or not (I can’t stand playing a game when it feels like it’s worn out its welcome and false endings definitely don’t help) but it is fun to think about in any case.

Anyway, overall the experience was awesome. Not perfect by a long shot, but unique and worthwhile all the same. I regret not jumping into the game when it launched so I could experience the fun looking multiplayer a little but that is a common downside to clearing out one’s backlog, I suppose. Next up I’ll be playing through the expansion pack, Undead Nightmare, but first I think I need to watch another episode of Deadwood

Xbox 360 screenshots shamefully stolen from elsewhere, as usual…