Red Dead Redemption 2 (spoilers)

RED DEAD REDEMPTION 2 HANDS-ON: TWO HOURS WITH ROCKSTAR’S WILD WEST EPIC

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Get ready to fall in love with a horse
By Andrew Webster Sep 20, 2018, 10:00am EDTSHARE
The ride up the gorgeous, sunlit mountain on horseback has been uneventful, almost peaceful, which is a rare occurrence in the lawless Wild West. My steed moves at a meandering pace, up a grey, rocky path where tufts of dry grass jut out from the craggy ground. It’s quiet, and I don’t encourage the horse to move any faster so we can enjoy the moment, fleeting as it might be. But as the path becomes steeper, I realize we have to speed up, and I dig my heels in to get the horse to switch to a flat-out run.

Only, I haven’t been paying close enough attention to my surroundings, and so the poor creature bursts full-speed into a dense tangle of trees. The horse is knocked backwards while I fly 10 feet forward in the opposite direction. By the time I scramble to my feet, the horse is already standing, seemingly no worse for wear. But I stroke its head reassuringly, mostly to say sorry. I’m a lot more careful for the rest of the ride.

I’ve played countless hours of Grand Theft Auto and the rest of Rockstar’s impressive catalogue of games, which has involved speeding across Los Santos and Liberty City in everything from sports cars to speedboats to long-haul trucks. But I’ve never felt a connection to any of those vehicles. Certainly nothing approaching the way that I felt for my horse after recently playing two hours of Rockstar’s upcoming Western epic Red Dead Redemption 2.


The game, which is a prequel to the original RDR, is the biggest thing the developer has ever made, the product of eight internal studios working together. It’s the first time Rockstar has created an open-world game from the ground up for the current generation of consoles, and it shows; the game is absolutely gorgeous with an immense sense of scale.

But what struck me during my all-too-brief time with the game wasn’t how huge it was. It was how deep it felt. The way I could walk up to any soul in town and strike up a conversation, or how if I wandered into camp at the right time I could catch all my friends waking up for breakfast, and pour myself a coffee and join them. I saw it most in my horse. Even in just a few hours, we bonded, and I felt terrible when my mistake caused her pain.

Red Dead Redemption 2 doesn’t just present a world you can get lost in — it gives you one you’ll become attached to.


Red Dead Redemption 2 takes place before the events of the original, and puts you in the role of Arthur Morgan, an outlaw and part of the infamous Van der Linde gang. John Marston, star of the first Red Dead, is just one of 23 members of the group, who are as much of a family as they are a criminal organization. When I wandered into their camp, which is out in the wilderness, a good long ride from civilization, it wasn’t what I expected.

It had a family feel. Lunch was just being served — some kind of stew — and everyone was coming together to share a communal meal, greeting me as I walked past. A woman scolded me for not putting enough coin in the communal donation box, while others invited me to join in a song around the fire. As I headed to my horse to leave the camp, Arthur just kept singing, the tune stuck in his head. It felt like an actual place, one that both acted independently of me but also responded to me in ways that seemed natural.

The idea of creating a living, breathing virtual world is something game developers have been striving toward for a long time; it’s ostensibly the goal of every open-world game, Rockstar’s included. What makes RDR2’s so convincing — at least during my time with it — is the depth and detail of the world.

Here are a few of the things that stood out to me the most.

HORSES, GUNS, AND BEARDS
The steed I had during my time with the game had a white body with a grey mane and tail, which gave her a distinguished look. More importantly, she was incredibly easy-going; according to Rockstar, you build a bond with the animals over time, and this one apparently already had a great relationship with Arthur. You can forge that connection simply by riding the horse, but you also have the option to fawn over it, by feeding, petting, or brushing it. As that relationship deepens, the horse will learn new abilities. The one I rode could skid around corners at high speed, like a racecar, and even knew a bit of dressage. The horses can also die, and they stay dead, making the bond feel even more precarious and meaningful.

In addition to being a companion, the horse is also your main form of transportation. Since this is the Wild West, most of the places you’ll be exploring are largely untamed wilderness. You might run into the odd outlaw or trader along a road, but you spend large swaths of the game in solitude, soaking in the landscape. Being on horse forces you to really get a sense of what’s around you. It’s like the anti-GTAin a way; quiet contemplation in place of reckless mayhem.

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And Rockstar doesn’t just want to make your transportation feel more personal, but your weaponry as well. Video game guns are typically very disposable; you pick one up, keep it around as long as it’s useful, and then upgrade to something better. RDR2 goes in a different direction. The idea is to create an attachment between you and your firearm. You’ll have to periodically clean and oil the gun to ensure it’s in working order. Gunfights are slower-paced, and you really need to be in tune with the rhythm in which your weapon fires and reloads, so that you’re not caught out in battle.

The guns, naturally, are also rendered with a nearly fanatical level of detail, and you can customize virtually every aspect of them. Head into a local gunsmith and you can change the material of every individual part, add a new barrel for a more powerful or quieter shot, or get intricate patterns inscribed on the hilt. It’s surprisingly engrossing; I had to force myself to stop tweaking my pistol so that I had more time to check out the rest of the game.

And then there’s your hair. One of my favorite aspects of The Witcher 3 is something that seems kind of silly out of context. Over the course of the game, Geralt, the series’s grizzled hero, can grow a beard. For a game about an epic quest, it provided a sense of just how much time had passed since you set out on your journey. RDR2 takes this concept a step further. Arthur’s hair and beard will grow over time, and you can go to a barbershop for a trim. But unlike, say, GTA, where you can pick a hair or beard style from a menu, in RDR2the barber can only work with what he has; your facial hair options are limited by how long Arthur’s beard actually is. If you want bushier mutton chops, well, you’ll just have to grow them out.

A DIFFERENT KIND OF TRIGGER FINGER
No matter how much work goes into creating a realistic digital space, most open worlds still boil down to largely the same interactions: you can drive a car and shoot a gun. There are some variations, but they’re rare. RDR2 doesn’t completely avoid this dynamic; I spent much of my time on horseback or in combat, and battles play out much the same as any other third-person shooter, with a big focus on finding cover. In one story mission, where I was searching for a rival gang leader, I started out by stealthily taking down as many enemies as I could before the inevitable firefight, which consisted of me and my companions ducking behind rocks and logs to shoot those rival gang members who remained.

But one of the areas where RDR2 differentiates itself is by offering you things to do other than shooting a gun. In fact, the trigger button — the one on the gamepad you use to fire a pistol — does very different things depending on the context. When your weapon is out of its holster, the trigger is used for shooting, as you’d expect. But when the gun is holstered, the trigger becomes your tool for interacting with the world. (This can take some getting used to; I got into a few unnecessary fights because I shot at people when I meant to speak to them.)

Walk up to your horse and hit the trigger, and a menu will pop up with all the ways you can show her she’s a good girl, whether it’s a quick pat on the head or a more thorough brushing. Confront a bandit on the road with your weapon holstered and you have the option to talk your way out of a conflict, either by intimidating them or offering up some cash. In fact, you can talk to every single non-player character in the game. Some will greet you with a simple hello as you pass, others are looking for more. I had a strange encounter with a one-armed army veteran outside a saloon; he was talking out loud to himself about wanting a friend, and when I agreed, he tried to give me a big hug. When I refused he seemed heartbroken.

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These interactions can have a meaningful impact on the way you play the game. When I first reached a small town in the game, I was still getting used to the controls and accidentally ran over an innocent man with my horse. While I could run and hide or stay and fight off the police like in other games, I also had the option to find the sheriff and convince him that I wasn’t going to cause any more trouble. For those looking to soak in the ambience of RDR2’s world without getting into too much trouble, this is a much welcome addition.

I was also able to use this conversation tool to find otherwise hidden aspects of the game. At a seemingly typical drugstore, I ventured into the back to discover a conspicuous metal door. As I loitered around, the owner kept telling me to stay away, and when I confronted him about the door I managed to convince him to open it up. Inside, I discovered an illegal gambling ring and, after a brief, tense firefight, I made off with quite a bit of illicit cash.

These kinds of moments create the sense that there’s a huge, dynamic world there just waiting to be uncovered. One that you can find just by interacting with the world and the people in it. I could have easily missed out on that door in the drugstore, and I almost definitely walked right past all kinds of other interesting moments when I played, things that didn’t catch my eye but would attract another player. It’s that kind of dynamism that makes RDR2 feel alive and unpredictable.

A PERSISTENT, SEAMLESS WORLD
Perhaps the most important aspect of Red Dead Redemption 2 is also one that I couldn’t judge in such a short time with the game. According to Rockstar, one of the pillars of the experience is persistence, the idea that your actions have real repercussions on the world. Embarrassing that veteran might come back to haunt me, while saving a coach hijacking could lead to new opportunities in the future as the survivors remember my help. I got hints of this in my demo — entering a saloon only for the bartender to warn me not to get into any more fistfights — but, if the game works as advertised, the more interesting storylines are ones that will presumably play out over a much longer period of time

Rockstar also says it’s aiming to create a story that feels more seamless than other open worlds. In games like, say, the recent Spider-Man on PS4, there’s a clear line between things that happen out in the world, and things that are part of the main story; you can completely ignore Spidey’s quest to stop the bad guys and instead hunt down pigeons and backpacks. In GTA you could be on your way to a climactic narrative moment, only to get sidetracked by a high-speed pursuit that’s never mentioned again.

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The developer says that not only does it want a sense of persistence to the world, it also wants the experience to be more cohesive; even if you get sidetracked doing something outside of the main story, whatever you’re doing should still feel like it’s contributing to the overall narrative. Again, this is something that can be more properly be judged after dozens of hours with the final game, but for what it’s worth, everything I did during my demo felt true to the character and world.

It was like I was living the life of an outlaw. I wasn’t going off and messing around; I was doing things because they had to be done, whether that’s robbing for extra money or hunting for food. These activities then pulled me in new directions, which helped move the story along. Further blurring the line between story and side activity is a new “cinematic camera,” which turns on letterboxing and lets you watch instead of play for a bit. Essentially it turns common moments like a quiet horseback ride into beautifully shot cutscenes.

There are a lot of caveats here. It’s simply impossible to judge a game of the scale and scope of RDR2 in only a single sitting. But even in that short time, I was amazed at how cohesive the experience felt, how every place and person and interaction felt like it had a reason to exist. It was just a taste, but it was a taste of a world that seemed remarkably alive. After two hours, the game leaves a striking impression, but we don’t know yet if that feeling will hold up after 20 hours. The only thing I know for certain is that I already miss my horse.

 
Gonna drop all the hands on videos in this post here.

IGN Hands On Reaction



Gamespot Hands On RDR 2



Red Dead Redemption 2 o'clock Hands-on Special - We've played it!



Red Dead Redemption 2 - Easy Allies Hands-On Preview


 
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79 AMAZING LITTLE DETAILS IN RED DEAD REDEMPTION 2

Together, these small touches make a big difference.

1) Arthur’s facial hair grows in the game’s real-time, and his options when styling it depend on how long it’s gotten -- just like facial hair in real life.

2) Arthur can shave at his tent in camp, going clean shaven, keeping a full beard and anything between. He can trim the different areas of his face - chin, cheeks, sideburns - so they’re short, medium or long.

3) To change his hairstyle Arthur will need to visit a barber in town.

4) If you don’t eat and rest, Arthur will suffer from fatigue.

5) Arthur will visibly lose or gain weight depending on how much food he eats.


6) Bodies of downed enemies are marked as a small ‘x’ on the minimap, so you can go back and loot their corpses.

7) Similarly, killed animals are marked with a paw print on the minimap.

8) Fellow gang members will also loot downed bodies, so move fast or they’ll bogart all the extra cash and ammo.


9) If you lose a hat or weapon it will reappear on your horse’s saddle; if you lose your saddle it will reappear at a stable.

10) If you lose your hat, it will also appear as an icon on the mini-map.


11) You can wear animal carcasses as a hat.

12) Outfits are customizable to an insane degree. You can choose to have your pants tucked into your boot or not, or sleeves rolled up or not, for instance.

13) Weapons get dirty and clogged up over time, or if you get them wet, so you’ll need to clean them to get the best performance.

14) Similarly, your horse will get covered in mud over time, which slows it down, and will need grooming -- though a horse can be cleaned by riding it through a body of water or a rainstorm.

15) Arthur’s comments while grooming or soothing his horse will change depending on the sex of the horse.

16) If Arthur is covered in mud or blood the reaction you’ll get from those around you will be different than if he were clean.


17) Snow on Arthur’s clothing will eventually melt. Mud will harden and wipe away. Blood will dry.

18) If you hold the trackpad to turn on the cinematic camera you can set a waypoint and hold X and your horse will automatically make its way to the destination. Or you can move around of your own accord.

19) You can switch camera angles while in cinematic view.

20) If you’re riding with other gang members, holding X in cinematic mode ensures you ride as a pack at the same pace as them.

21) You can choose what position you ride in when you’re in a group.

22) Dutch rides an albino horse with blue eyes.

23) Composer Woody Jackson returns to create the music for Red Dead Redemption II. There are 192 separate pieces of score, not including ambient themes.

24) As Arthur’s Dead Eye skill develops he’ll be able to target critical hit areas such as an enemy’s vital organs. This is also useful for getting clean kills when hunting.

25) Tap R2 to rapidly fire from the hip, which proves handy if you’re ambushed.

26) If you double-tap L1 Arthur puts his gun away with a flourish.

27) Hold up on the D-pad while aiming and Arthur will fire a warning shot in the air, which can be used to attract the attention of other characters or startle an animal he’s hunting.

28) Arthur dynamically shields his eyes just before dynamite goes off.

29) Horses poop dynamically.

30) The entire game can be played in first-person mode.

31) The HUD is customisable, so you can remove the minimap and other on-screen cues if you desire.

32) Pause the game or press down on the D-Pad, and the current time and temperature is displayed.

33) Arthur can swim (but not very well).

34) There are lots of weapon crafting options: so far we’ve seen molotovs (known as fire bottles), split-point bullets and ‘improved’ ammo for guns, as well as ‘improved’, fire, and small game arrows for a bow.

35) You can customise weapons at the gunsmith. Upgrades include longer and rifled barrels or improved ironsights, plus you can add etchings and engraving to both the metal casing and the handle of a weapon.

36) Items can be purchased at general stores by walking around and picking them up off shelves, but there’s also a catalog here, too. The Sears & Roebuck-esque catalog sits on the counter, and you can zoom in on every article and full-page ad and read it. The gunsmith also has one of these, with hundreds of words written about every item.

37) Visit the Stables to customise your horse, switching out its saddle, blanket, stirrups, reins and saddle horn. You can also change the style of its mane and tail, making it short, medium or long, adding braids or even changing to dreadlocks.

38) You can 'store' horses in stables, in case you need a 'back-up' horse, because...

39) If your horse dies, it’s gone; they’re not like cars in GTA V that can be resurrected via an insurance claim.

40) You can tell your horse to flee when it’s in a precarious situation to try to spare its life.

41) Your choice of clothing has an impact on the game. You’ll need to wrap up warm when the temperature drops and shed layers when it gets unbearably hot.


42) Loot that Arthur discovers will sometimes be split between him and the camp.

43) A red Wanted bar flashes on screen when you attract the attention of the law. The colour drains away as the heat dies down.

44) Putting on a bandana during a crime and then taking it off afterwards makes the Wanted meter drop faster, providing you’re out of the search radius.

45) You can pay off your own bounty by visiting the nearest Post Office during the day.

46) There’s a Victrola at camp, and certain NPC companions will serenade you with song.

47) NPCs all have individual facial animations, and the AI’s reactions to Arthur’s behavior will be more nuanced than the fight-or-flight mentality of GTA V’s pedestrians.

48) The Wild West isn’t a period known for great dental hygiene, and the denizens of Red Dead reflect that.

49) If you leave the bodies of animals where you killed them, they will attract scavengers. Carcasses will decompose over time.

50) Opossums play Opossum (they pretend to be dead when threats - including Arthur - are nearby).

51) If you get a bounty on your head in a town and then clear your name by paying the said bounty, townspeople will still remember any trouble you caused and comment on it when you return.

52) If a thunderstorm strikes, your horse will get visibly agitated.

53) The bond with your horse is important. Increasing the bond with your horse unlocks tricks such as rearing, skid turns and dressage.

54) The stronger your bond with your horse, the less skittish it will be in high-stress scenarios such as in a gunfight or under threat from a bear.

55) If you haven’t got a good relationship with a horse, watch out when walking behind them -- they’re likely to kick.

56) You can buy tickets to ride trains from the Post Office. Riding the train is a form of fast travel, but you'll leave your horse behind.

57) Then again, you can also hijack and drive trains by galloping alongside them and jumping aboard.

58) If you shoot an animal with a bullet rather than an arrow, it’ll fetch a lower price at the town butcher than a clean kill.

59) As you skin an animal, you can see where the exit wounds are.

60) Arthur’s jacket will be left bloodied if he carries a skinned animal on his shoulders, and your horse’s rear will be smeared with blood too after delivering your kills to the butcher.

61) Arthur can look at his reflection in the mirror and will comment on what he sees.

62) You can buy newspapers which will cover events that occur throughout the story.

63) The game is packed with subtle visual effects, like heat haze from a pair of gelding tongs causing the characters standing behind it to shimmer; condensation from the breath of humans and horses in the snow; and the soft glow of super-heated bullet impacts from lead slamming against an armoured train carriage.

64) Snow indents and shapes dynamically around your and everyone else’s steps, including horses. Horses with larger legs and hooves will leave wider trails than skinnier-legged horses.

65) Snow will accumulate naturally in places that have been trodden over. Snow will also fall off trees.

66) Arthur has dirt under his fingernails.

67) You can pat dogs. Those dogs won’t bark at you again if you see them.

68) Some missions will take you far up into the mountains where you are literally above the cloud line, aka the game’s weather system.

69) Health and stamina bars have an “inner core” that determines how fast your bars refill

70) You can shoot off someone’s hat and then steal it. Enemies can shoot your hat off.

71) Kill cams are impacted by your honor. If you play honorably, the camera on a kill replay will focus on Arthur. If you’re dishonorable, it’ll focus on the kill, and represent it in a more intense way. The less honor you have, the less visible Arthur will be in the background of the camera view.

72) The honor system is intricate and the most obvious honorable versus dishonorable choice won’t always be apparent. Killing an O’Driscoll, one of the rival gang members, won’t be considered dishonorable. But if you escalate the conversation before killing them, it will be.

73) Arthur physically moves dead bodies and reaches into their pockets to loot them.

74) An Eagle Eye system is used to track and hunt animals. Activating it will also show the scent coming off of your body, which animals can catch wind of to track you.

75) Moving your cursor around the world map invokes a wind sound to indicate your movement.

76) You can shoot a horse to knock an enemy off its back.

77) Thanks to the fact the game is set before a time light pollution became an issue, the sky is riddled with stars and clusters of stars. It looks like a genuine array of galaxies when you look up at night.

78) Your camp runs on a schedule. In the morning, your gang members might walk out of their tents in their long johns. People will sleep at night, and gather around for food calls.

79) Just like with strangers you meet around the world, you can antagonize your own crew members at camp. But if you do, other camp members will take notice and comment on it in the future.
 
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Wonder how the horse upgrades will be available in online.

Speed?
Carry more weapons?
Shave designs in the horse?
 
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Hunting wildlife provides valuable natural resources like meat, hides and other useful materials. You can sell meat and animal parts to Butchers or General Stores, donate them to your Camp, or use them to cook and craft. For more exotic goods, bring your haul to a Trapper.

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Game can be found across a range of habitats. If your first shot is not immediately fatal, your prey will try to escape. Follow clues like blood to track it down and you may need to use a mercy kill to end the animal’s suffering.

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Selecting the proper weapon is important to the quality and yield from your kill. Bow and arrow is often the optimal weapon of choice for clean kills. Approach prey quietly, cover your scent or stay downwind to make it harder for animals to detect your presence, and use a call to draw its attention before making your fatal strike.

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Like hunting, fishing also yields meat and useful materials. A range of species can be found in different habitats, each responding to different varieties of bait.
 
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Wild Hungarian Half-Breeds can be found in the Heartlands among other habitats. Capturing and taming wild horses can be a free method to acquire new mounts.

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Buy, sell and store horses from Stables, or purchase provisions to keep your horse fed, tonics that give your horse temporary health and stamina boosts, and equipment like stirrups and saddles, which can improve your horse’s performance. Or simply add style to your horse’s mane, tail or otherwise.

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Your bond with your horse represents trust and understanding. As your bond with your horse grows over time and through activities like feeding and grooming, your horse’s attributes like it’s health and speed will improve. You will also unlock bonding perks and rewards.

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Store weapons, outfits, masks and hats in your horse’s saddle. You can also stow fresh kills; birds and small game can be attached to the saddle or you can store larger game across your horse’s rear.
 
Sony Is Finally Allowing Cross-Play On The PS4

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Having resistedfor so long, Sonyis finally giving in and allowing cross-play on the PS4“for select third party content”, meaning PlayStation 4 owners will soon get to play the same game against people on competing consoles.

In a blog post, Sony say:

Following a comprehensive evaluation process, SIE has identified a path toward supporting cross-platform features for select third party content. We recognize that PS4 players have been eagerly awaiting an update, and we appreciate the community’s continued patience as we have navigated through this issue to find a solution.

That path beginstoday, with an open beta forFortnitethat’ll let PS4 players go up against people on the Xbox One, Switch, PC, Mac and mobile.

In perhaps an admission as to why this has taken so long, Sony adds that “This represents a major policy change for SIE”, and say there’ll be more information on “other titles going forward” when “we have more details to share”.

It would make sense that it’s been a policy challenge rather than a technical one,since cross-play between PS4 and Xbox One was accidentally turned on last year.

https://kotaku.com/sony-is-finally-...witter&utm_campaign=Socialflow_Kotaku_Twitter



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