I will admit, the story’s conclusion really got to me in places. I watched John get married, settle down and leave his troubled past behind. The most enjoyable aspect of this was being able to focus on the mundane parts of the cowboy routine. The story then jumps eight years into the future, following John Marston and his family as he becomes a rancher and leads an honest life settled on his new land. After this, each stage fluidly rolls into the next to create a feeling of denouement, but it also interferes with your wishes to do pretty much anything else.Īt Red Dead Redemption 2’s climax, protagonist Arthur Morgan is killed after a long round of fisticuffs with fellow outlaw Micah Bell. About three-quarters through, there’s a whole chunk of story where the gang get stranded on the tropical island of Guarma, with no way to return to the mainland without finishing this sequence of missions. You’re constantly being barraged by different notifications and world events that it tampers with how you want to play. You finish one task and several more pop up. The various systems, cinematic cues and narrative devices interrupts Red Dead Redemption 2’s flow, spoiling the coherency that the first game did really well. The pressure to complete different tasks or continue a chain of missions meant that I was never being given a moment to breathe, constantly in a state of ‘do this, do that’ that persisted for the first 60 hours of the game. This was an experience where every single action I took was performed sluggishly, and every animation was made for a cinematic effect. When I originally played Red Dead Redemption 2 earlier this year, I noted how it was so rich in detail but also heavily restrictive in forcing me to play the story in a certain way. Warning: major plot spoilers for Red Dead Redemption 2 ahead.
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