I've been playing Red Dead Redemption off and on for the past month, work travel permitting. Here are my thoughts.
Red Dead Redemption is a great game. It's also an infuriating one, countering its stunning ambition with glaring design flaws and game-halting technical issues. You can easily make it 15 hours into the game before being introduced to a mechanic as basic as dueling, while other tutorials breeze by so quickly that you might miss them entirely. Beyond just a lack of proper explanation of its most core elements, Red Dead is also marred by a number of bugs and network problems. The game's multiplayer issues have been well-documented. I won't rustle that bee's nest. My problem is with the various and sundry bugs that have dragged down my single-player experience. On at least two occasions, I've failed a mission because my character reacted to the world geometry not by colliding with it, but by rocketing a hundred feet into the air and falling to his death in the most hilariously aggravating way possible. I also experienced multiple hard freezes on the "Mexican Caesar" train car mission, as if the game's opposition to steam-powered transportation ran so deep it simply had to protest my use of it--over and over and over.

Despite all this, I keep coming back to it. In a lot of ways, Red Dead is stunning in its soaring ambition. The diverse and sprawling game world is both beautiful and dangerous all at once. I can't count the number of times I've elected to avoid fast-traveling to the next mission simply because the time of the day or randomly-generated weather compelled me to take my sweet time and drink it all in. There's so much you can do out there, so many surprises in store. At one point I was beset by a group of bandits after falling for the old damsel-in-distress trick. I used my shiny new semi-automatic shotgun to quickly dispatch these thieves--it's hard to understate how great the guns feel--then hogtied the faux damsel and left her to die on a nearby train track. Then, in a delightful example of kharmic balance, a bear snuck up behind me and mauled me to death just prior to the train chugging by. I love that things like this can happen in a video game today.
Typical of Rockstar, the story is a tapestry woven with (mostly) believable characters each sporting their own unique foibles. For every cringeworthy racial stereotype like the Irish the lovable drunkard, there's a compelling figure like Landon Ricketts--someone who you don't know much about, but their terrific characterization makes you feel like they could write a book or three about their past sins. The central character, John Marston, is a great balance between that kind of swirling mystery and a more upfront form of traditional heroism. You know there's a lot you don't know about this guy, but it's not a flaw in the story. It's a device that lends gravity to his words and your decisions, those climactic moments when--no specific spoilers here--you're given the choice to shoot or walk away. In your mind, you concoct a past and a future to go with the present. Would killing this guy amount to catharsis or lost progress?

Still, it's hard to deny that the rigid story progression template that Rockstar has been sticking to since Grand Theft Auto III couldn't stand to be updated. Ultimately, you're still triggering cut scenes by walking up to a letter on a minimap. It's an antiquated process that feels like dropping a quarter into a soda machine for a nice, cold can of plot exposition. The sparse game world exposes another flaw in the GTA III template, as well. You can be out in the middle of nowhere and encounter a fellow traveler, the only two human beings for what seems like hundreds of miles. What are your options for interacting with this person? Hit B to doff your cap. That's it. This was less of an issue in Grand Theft Auto IV--anyone who's spent much time in New York knows that keeping your head low and avoiding strangers is a way of life in big cities. But in the old west frontier, trading survival tips and stories with those few souls you encountered on the long dusty trails was simply what you did. We need an update to the old ways of communicating with non-playable characters. Looking toward the future, if the story in the next Red Dead--and with five million in sales there will be a next one--sticks to the same template, it's going to be a real shame. Rockstar has proven how well it can craft wide-open game worlds filled with dynamic gameplay opportunities, now it needs to take a step forward with its storytelling. Relying on pieces of alphabet on a map to develop your protagonist just isn't going to cut it anymore.
All that being said, Red Dead is a thoroughly enjoyable game. There's no shortage of technical flaws, and there's also that ugly contrast between the ambitious scale of the world around you and a story that, while great in and of itself, unfolds in a way that feels aged and conservative. But there's a lot of fun to be had in what works, and most of it does. It's an entertaining game, it's a beautiful game, but it walks dangerously close to a chasm of heartbreak. I was hoping for more, but I'm satisfied with what's there.
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