Well, that’s rdr2 in the can. I’m of two minds on this game, it’s an impressive game and has a ton of really enjoyable moments, but the main campaign started to drag for me to the point where it felt like I was clocking in each time I started playing. Critically I started doing the thing where I would avoid …
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Well, that’s rdr2 in the can. I’m of two minds on this game, it’s an impressive game and has a ton of really enjoyable moments, but the main campaign started to drag for me to the point where it felt like I was clocking in each time I started playing. Critically I started doing the thing where I would avoid non story missions just to advance to main campaign so that I could go back and do them at a more relaxed pace later on (fully realizing that some would likely be unavailable).
But that said, I think there’s a really interesting tonal shift once the epilogue begins and even just being able to leisurely visit old stomping grounds was incredibly relaxing. I don’t know that it would have played that way if the main campaign had been different, but i think it speaks to the contrast between rdr1 and rdr2: the first is really about asserting yourself and being responsible to an abstract notion of some family being held by pinkertons. The second is really this story where your actions are driven heavily by the immediate responsibilities of your actual family. because this responsibility is foisted on you rather than being something you have to internalize or even elect to care about, it’s very easy to naturally resent Dutch rather than coming to your own conclusions about what sort of leader he is. The game positions some sort of notion of conflicted protagonist but the limitations of your own character’s involvement prevent that relationship from developing naturally, instead it is very much forced on you changing the experience from emergent to prescriptive.
The odd thing is that the epilogue posits a situation very different than the first and explores a mode of storytelling that challenges the protagonists’s relationship with their environment in a more nuanced way. So often the game presents moral choices without giving an indication that they’ll actually change anything other than the alignment of a meter, but the epilogue shows that even an on the rails story can drive a nuanced narrative simply by allowing your character to behave consistently in an unfamiliar environment. Could that have been effective if we hadn’t already had 40+ hours of prior gameplay? It’s not clear to me, but simply reducing the scope of the protagonist’s responsibility gives more nuance to their progression as the story advances at natural points that make your choices unintentionally map with their unexpected consequences.
A fun game with lots to think about, but also a very challenging game because it seems to lose its own narrative and conceptual thread. I agree with the take that there’s easily two or three very tight campaigns hidden in the all of rdr2. That sort of game would have been massively resonant with me but I understand it would have likely played very differently.
Curious to see if they release any dlc.
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