Review: Red Dead Redemption

Score: Good
Difficulty played on: Normal
Time to beat: Around 35 hours with most side-quests
Loved the most: Dynamic and organic world that was fun to explore. Treasure maps.
Hated the most: Uninspired mission design, shallow mechanics, and extreme length left me wishing for the end half-way through.
Before you read this review, I’d just like to let you know that I’m writing this under some unusual circumstances. Due to the personal happenings of my life, it took me nearly a month and a half to beat this game–far longer than it would usually take me. Some more personal complications led to me delaying this review for about three weeks after beating the game. I’d like to think that these conditions haven’t negatively affected my opinion of Red Dead Redemption, but it is a definite possibility. Still, I will do my best to inform and explain.
Critics across the world are saying it. Startling sales figures are saying it. Everybody seems to be saying it: “Red Dead Redemption is a masterpiece.” I’m here to tell you that it’s not. Far from it, in fact. Of course this is just my opinion, but Rockstar’s latest actually seems to be a regression from the already boring Grand Theft Auto IV. The controversial developer seems to have fallen into a comfortable formula of cinematic dramas that draw so heavily on film that they fail to utilize any of the many strengths inherent to the medium of video games. And unlike the equally cinematic Metal Gear Solid series, Rockstar’s games simply cannot merge gameplay and narrative into a cohesive whole. What we’re left with is a bunch of interesting characters and cut-scenes that make watching the game more fun than actually playing through its tedious and repetitive missions. The story and gameplay aren’t connected and have absolutely no bearing on each other. In my eyes, this is unacceptable for a title that’s supposed to set the standard on sandbox games for years to come.
As unique as the American West setting is in video games, RDR‘s core story is hardly different from Mario saving the Princess. Your character, reformed outlaw turned family-man John Marston, is forced back into action by a couple of U.S. Marshalls who kidnap his wife and child. You track down your old gang and serve some justice and everybody returns home happy. But while saving the Princess may work in the context of a Mario game, it feels a little shallow after a dozen or so hours in the world of Red Dead Redemption. As you bust your butt all over the American frontier (and Mexico too!), you’ll begin to wonder why this is so important. After all, as the player, you’ve never actually seen this wife or son. Why should we care? There’s zero empathy there. The developers just gave us an excuse to go shoot stuff without emotionally earning it. This is a bit puzzling too, as Red Dead Redemption actually features a very innovative epilogue that lets you get to know your family. So if Rockstar went through the trouble of adding that unorthodox component, why not throw in a prologue? At the very least, it would have been nice to know what the people I was trying to save looked like.

Red Dead is at its best when it’s just man and nature. The first time you take in the majesty of a distant mountain basking in the glow of a full moon it’s hard not to smile. Starry skies, romantic sunsets, scorching sand, and everything else one would associate with the great outdoors are a feast for the eyes, even if there is an obscene amount of texture pop-in. Dozens of animals roam the wilderness to create a truly lived in feeling (although, I’m just noticing that there’s no ecology there–none of them actually hunt each other). Other travelers tell stories by the fireside and beckon for you to join in as you pass by. Bandits ambush stage coaches on the dusty highways of the frontier, giving you a choice on who, if anybody to side with. Towns of all sizes bustle with activity, waiting for you to come explore their unique architecture. You’d be doing a disservice to this beautiful game if you only focused on the polygon count of character models or the animations of your foes–the visual grandeur of Red Dead Redemption lies in the way all of its systems come together to create a living world.
Top-notch voice acting and writing also aid in this rare feat of authenticity. The score is phenomenal on every level. The sound effects of deadly firearms, chugging steam-engines, territorial beasts, and so on round everything out for a truly sublime audio/visual experience. Once again, RDR is far from the best looking or sounding game I’ve ever played, but the way everything meshes together in the boundless sandbox of the old west is special.
But you probably won’t be spending all of your time wandering the wilderness just for the experience of it. Actually, there is quite a bit of exploration thanks to survival challenges that task you with skinning a certain number of animals or collecting a specific plant and so on. And then there’s the best part of the game–treasure maps! These maps are essentially hand-drawn pictures of landmarks with crude arrows pointing towards the location of the treasure. The only way to find the loot is to actively explore the world and recognize the major landmarks when you see them. It’s completely engaging and somebody could probably make an entire game out of it.

Go find some treasure.
But as I was saying, you’ll be spending most of your time grinding through the missions of the main story, with maybe 15 or so side-quests thrown in along the way. The side-quests are actually pretty long and are broken into segments, so it takes a good long while to complete any one of them, even if they are mostly stupid collection mini-games and the like. The core missions typically fly by at 10 to 15 minutes a pop, but there are just so many of them that you’ll forget all about the majesty of the wilderness by the end of the lengthy campaign. Your adventures will take you to three distinct regions full of cheats and scoundrels who want you to do them favors in exchange for their help. Most of these favors involve shooting people. I take that back. With the exception of a lovely little lady who has you herd a lot of cattle, everybody else wants you to shoot people.
Now I realize that any shooter’s core gameplay revolves around shooting, but most shooters aren’t 35 hours long. With Red Dead Redemption‘s shallow template of mission design, things get old real fast. I feel confident in saying that 90% of the missions involve riding to a town on horseback and shooting people, riding somewhere in a stage coach and shooting people along the way, or ambushing/defending a train by shooting people. Almost all of them are preceded by a couple minutes of boring conversation while you ride to your destination. And as anyone who’s played any of Rockstar’s previous games knows, this developer simply cannot craft fun and intense shooting. The cover-mechanics are clunky. The auto-aim is boring. It’s difficult to quickly locate and take down enemies, especially while on horseback. Every weapon feels the same, even if the stats say one is better than the other. Enemy AI is about as bright as a brown crayon. Simply put, there is nothing satisfying about the central gameplay element of RDR. So if you take repetitive and uninspired mission design and pair it with unintuitive, boring gunplay, what do you have? What you have is a recipe for wanting the game to end roughly 15 hours before it does.
And this is what annoys me most about this “masterpiece” of a sandbox game–my John Marston got sick of saving his wife about half-way through Mexico. My John Marston prefers playing Poker or Liars Dice (or any of the other addictive mini-games found in this world) to running errands for the Mexican Army. My John Marston stopped caring about human life a long time ago and lives by the gun. Yet the John Marston portrayed in every cut-scene is some noble sap who believes in right and wrong, despite his criminal past. Oh, wait, he was stealing for the poor. I almost forgot after the 100th time he said it. He believes that people can change and that they should try to (I guess he forgets that at the ending, though). He’s got a heart of gold, even if he does gun down entire villages under player control. I simply don’t see how someone can put this linear, non-interactive trash out after games like Fallout 3 rewrote what open-world can and should be. Jeez, even GTAIV let you decide whether or not to kill some important dudes. RDR does this with a few guys, but there’s absolutely no weight or consequences to your choices.

"Here, I'll burn down your peasant villages for the Mexcian Army and then help you and continue to go back and forth without choosing a side because the game won't let me..."
If for some strange reason you haven’t had your fill of sloppy gun-fighting after enduring a campaign that’s far longer than it needs to be (both narratively and in terms of gameplay), then there’s always the unique multiplayer mode. Unfortunately, you’re sort of just thrown into an open world populated by various other online cowboys and not told how to do anything. At least the single-player had tutorials, even if I didn’t have time to read them all in the heat of the moment and therefore never properly learned how to do things like duel or cheat at poker. Anyways, after hitting enough buttons you’ll realize that if you want to get to any kind of organized competitive match, you have to go into the open free-roam world, access another menu, then select what type of game you want to play (and there are many different types), and finally hope that you can connect to it. For whatever reason, I had an awful time trying to connect to matches in RDR. I haven’t had issues with any other games, so I’m putting it on the networking engineers at Rockstar.
The competitive matches are all relatively traditional takes on online shooter scenarios, only with poor controls and enemies that take far too much damage unless it’s a head-shot. The fact that you can’t switch weapons with the press of a button serves to highlight how poor of a fit the controls are for multiplayer matches. I shouldn’t have to access a menu to pull out a short ranged weapon before getting meleed to death. I could talk more about competitive matches, but I’ll just save everybody’s time and say they aren’t really that fun.
The most interesting part of RDR‘s multiplayer is the free-roaming open world sessions. Players can essentially wander about the world and do whatever they please, as if nobody else were there with them. If you want to be a little more constructive, you can fumble through menus until you finally figure out how to form a posse. Posses are groups of players that can get pretty large. These gangs can then put their collective strength towards goals like conquering AI filled gang hide-outs or just pestering other posses. It’s pretty cool to work together, but there really isn’t a lot to do unless you get creative.

Well, this could get interesting.
Really, Red Dead‘s online component is very similar to GTAIV‘s in that the open world aspect is both awesome and daunting. All of the organized games are pretty lack-luster and all the persistent leveling in the world can’t change that. If you have enough friends to get a 16 person free-roam together, then I imagine the cooperation of peers could lead to some really creative and awesome games. I can see myself recreating shootouts from classic Westerns with two posses facing off at high noon. Problem is, I don’t have that many friends. So I’m left to marvel at the potential of Rockstar’s unorganized and mishandled multiplayer.
Now I could go on and on about Red Dead Redemption‘s lack of progression (every gun feels the same, unlockable outfits have weak benefits for all the work that goes into them), utter disregard for player choice (“This is the story we’re telling and you’re going to like it, good guy!”), it’s many glitches (Donkey Lady, anyone?), the poor interface design (Really, I have to go into a menu to go to load a camping menu to load a save menu before I can save…and I can’t do this at any location in the world?), or it’s bloated length, but I don’t have to. All you need to know is that for as breath-taking as the game-world is, for as unique and developed as many of the characters are, this game simply is not fun. The core gameplay is boring and out-dated. Nobody will have a truly unique experience with this game. And worst of all, it doesn’t even have Rockstar’s signature humor. How anyone could pay $60 for this over-rated heap of potential is beyond me.
Author: Cody6 Comments to Review: Red Dead Redemption
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disagree heavily/10
Game is great. The ending was powerful. The story was great writing. Certain parts of Mexico were the only lull in things. Combat was great, and definitely unique. Sidequests were interesting, somber, and at times creepy / saddening. More than anything, they were memorable. Loved the challenges. Loved the diversity in the landscape.
Multiplayer was obviously last minute and it showed, but I really didn’t play it for that anyway. Boo-hoo about not being able to make John “your” John. I don’t believe this game ever pretended to be an RPG. It’s action adventure the entire ride. Complaining about the auto aim is silly, at best, considering you have the option to turn it off.
There’s nothing wrong with mission design if it comes off as believable, by the way. Yeah, in any given R* game you might have a few missions where you have to travel to somebody and talk with them. Maybe kill somebody. Maybe take somebody somewhere. Point being – OBVIOUSLY. R* tries to ground a lot of what they do in a degree of realism, and frankly, these activities are a part of making that stick. So no, you’re not gonna get a magic horse taxi to take you halfway across the map to the guy you need to talk to. You fucking ride because you’re a cowboy. And no, that guy you’ve been sent to kill isn’t going to turn into an alien and spawn his mothership for a second form when you get him to half health. He’s just a man. It’s a commitment to realism in this way that DEFINES R* and their games, and it’s nonsense to chide them for it.
The ending was simply a masterpiece. Probably among the best endings of any video game ever. I frankly have a hard time believing you beat it, if I’m being honest.
Unfair score. Amateur review.
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No wait, checking your achievements reveals you did beat the game. Which means I can also take issue with your “why should I care about my family” nonsense because a section of the game was entirely devoted to that. Further, I see you didn’t complete “Remember my Family” – meaning you’re one of those guys that shut the game off and didn’t even bother seeing what the final change had to offer.
That’s weak.
http://www.gamerankings.com/xbox360/957922-red-dead-redemption/articles.html
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What’s the final challenge? Enlighten me, because I was so sick of this game by the end that I had no reason to continue playing after beating it.
As for my quips about not caring about the family, they’re completely justified. As I stated in my review, I thought the family epilogue part was very innovative and unique. Problem is, that happened after 30 hours of questing to save them. I don’t know about you, but I have a problem just doing things because people tell me I should care without any actual evidence. Sure, maybe they’re right in the end, but that’s not what I think about while I’m doing it.
And I think you’re misunderstanding my issues with mission design. I don’t expect it to turn into a sci-fi FPS. I can respect the realism. But believe it or not, real-world scenarios can spawn more than “Escort person in stage coach. Defend Stage coach. End of mission.” I can’t think of a single mission that didn’t rely on the “great” and “unique” shooting. Maybe I would have less of an issue with all the uninspired missions if the combat actually showed any of the intensity found in Western movies.
And frankly, I have no idea where you’re pulling those terms from. You mindlessly snap your auto-aim from target to target and shoot with no creativity or strategy whatsoever. The Dead Eye is a poor man’s bullet time. It’s also hard to tell where you’re getting shot from while on horseback.
As for your action-adventure argument, I think that fails on the grounds of this being a sandbox game. The fundamental tenet of a sandbox game is that it allows the player to interact with the open world however they want. So if the gameplay reflects player choice, it’s lazy and illogical for the narrative to follow a linear script that doesn’t account for player actions.
Uncharted, MGS, these are action-adventures. I embrace those characters and play their role because the gameplay guides me through it. In RDR the game, Marston can do whatever the hell he wants when he’s not in a cut-scene, but then RDR the movie starts and he’s this unchanging, boring douche. It just doesn’t make sense to have a big open world that you can’t change at all. Why not just create traditional levels?
All and all, I agree with you that the writing was great and that the characters were interesting for the most part. But if I wanted interesting writing and characters I’d watch a movie for $50 less. The guys at Rockstar are Hollywood wannabes with no respect for the medium they’re actually working in. This game had the potential to be something special, but Rockstar just doesn’t understand what to do with these beautiful open worlds they create.
Also, are you calling my review amateur because I didn’t clearly explain the core elements of the game and my opinions on them? Or are you calling it amateur because you don’t agree with it? And throwing a link of what other people think at me isn’t going to make me doubt my own opinions. Most review outlets don’t have the balls to say anything that could piss a fanboy off anyways.
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http://www.escapistmagazine.com/videos/view/zero-punctuation/1776-Red-Dead-Redemption
And as long as we’re throwing other people’s opinions around, this fine gentleman seems to make some good points.
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http://www.giantbomb.com/the-legends-and-killers-dlc-for-red-dead-redemption/17-3023/
Trailer for RDR’s latest DLC.
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I’m actually interested in continuing this conversation if you’d like to jump back in, Mr. Skates.
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