Red Dead Redemption remains one of best open-world titles
ever made and it’s also one of my favourite video games. With the long-awaited
sequel just ten days away, I thought I’d look at it in detail. Recently I went
back and played all the way through, reaching 100% completion and seeing
everything the game had to offer. It has never lost an inch of its impact on me as
a player. It should go without saying, but there are MASSIVE SPOILERS ahead; if you're never played Red Dead Redemption before, go back and experience it for yourself before reading on...
Developed over the course of five years, as is typical of any
Rockstar title, Red Dead Redemption had a humble origin, setting itself out as
a successor to the somewhat underrated Red Dead Revolver. With Rockstar North
hard at work on Grand Theft Auto 4 and its expansions, the task fell to
Rockstar San Diego, who had mostly been settled in the AA range with titles
like Midnight Club, but they are also notable for producing Revolver back in
2005. Knowing Rockstar’s pedigree for open-world titles, excitement built up
very quickly, though some naysayers wondered whether this new Red Dead would
simply be Grand Theft Auto 4 with horses. Following its release on May 21st
2010 (In the UK), Redemption went on to win countless accolades and game of the
year awards, selling 13 million copies by 2013. For this retrospective, I won’t
be covering the multiplayer mode or the Undead Nightmare expansion; while both
are fun, it’s the single-player and its narrative that form the meat of the
package.
And what a story it is… to this day Red Dead Redemption
remains my favourite narrative in any Rockstar title. The Grand Theft Auto
series is mostly satirical, often playing aspects of American culture for
laughs but Redemption is much different. Following on from the similarly
serious Grand Theft Auto IV, writers Dan Houser, Michael Unsworth and Christian
Cantamessa put together an immensely detailed tale packed with memorable
characters and standout moments. At several points it tributes classic
spaghetti westerns like The Wild Bunch and Shane but for the most part, Red
Dead Redemption’s story has a definitive thematic hook, that of old being
replaced by the new and technology and order intruding on a life of freedom that
is now coming to an end.
From the moment the game begins, a tragic undertone is
instilled with “Exodus in America”, a slow and deliberate piano piece that instantly pulls the player into the setting; it’s 1911 and the American West that once offered an open freedom to those willing to settle it is coming to an end. We meet see the protagonist, John Marston; flanked by two forceful looking
government agents in fancy suits; without a single line of dialogue, we know
that John is an unwilling participant. He hops on a train and begins his
mission; hunting down the former members of his outlaw gang. The ride is
bookended by several passengers commenting on the current state of the world
and the onset of modern civilization, most notably the invention of the plane
and the ability to make men fly. The game doesn’t wait long to sell you on John
Marston’s character, superbly portrayed by actor Rob Weithoff; for me the line:
“People don’t forget, nothing is forgiven” instantly got me invested; there is a history to John, his time in the Van Der Linde gang weighing heavy on him and this fuels his character, a man who wants to put his past behind him and settle
down with his family. The first order of the day in the New Austin frontier is
to track down Bill Williamson, a former violent gang member who has set up shop
in Fort Mercer; Marston won’t stand a chance alone (as the game already
reminded you in its opening mission) so you’ll have to put together a motley
crew.
This is where RDR’s story opens organically alongside the
incredibly detailed open world in which every activity you do has a purpose;
this is something that many open-world titles fall short of today, often
sending the player on busy work and other meaningless tasks. But in Red Dead, animal
hunting, herb-picking, gang hideouts, treasure hunting, stranger tasks, period
piece minigames and challenges are all interwoven into the proceedings as you
explore. The only real exception to this is crime, which does have suitable
refinements when compared to Rockstar’s Grand Theft Auto series. Whenever I
play through Red Dead Redemption, I very rarely commit any crimes as John
because I’d have a hard time connecting with a protagonist who is portrayed as honourable
and good-natured in cutscenes. It’s the only real blemish I can think of when
talking about RDR’s gameplay and its connection to story; other games, like the 2013 Tomb Raider reboot (In which Lara Croft, who has never killed before,suddenly starts racking up headshots like nobody’s business), suffer more from this narrative dissonance problem. It also helps that the gameplay
itself is engaging from top to bottom; Red Dead Redemption sets itself apart
from its contemporaries in the open world genre with two main facets; dead eye
mode and the lasso. The gunplay is typical cover-based shooting from a third
person perspective, but Rockstar San Diego tweaked the systems from Grand Theft
Auto 4 to allow for more flexibility; Marston can disarm or disable enemies
rather than killing them, which is especially useful in capturing wanted
outlaws alive with the lasso and reaping the higher cash reward. Then there’s
dead-eye, an immensely gratifying mechanic in which Marston can perform huge
feats of marksmanship by marking multiple targets and placing them all in the
ground with a series of deadly shots. Horses are the best mode of travel
throughout the game world, operating on a stamina system while also reacting
dynamically to wild predators and other occurrences as you power through the
desert. Nothing feels rushed or under baked throughout the adventure.
Suffice it to say that the characters themselves are richly
varied, developed and interesting; it’s great to see Marston play off all the
different personalities, a mixture of good-natured peacekeepers, swindling
cowards and sly hypocrites all looking to make their way in the Frontier. My
personal favourites are Marshall Leigh Johnson, a lawman who does his best to
keep things in order and the retired gunslinger Landon Ricketts, an old-time
gunslinger with just as much experience as John when it comes to surviving the
harsh landscape. Just like Marston himself, they are all brilliantly performed
by their individual voice actors, adding even more depth and believability to
an already absorbing world. Act 1 sees John interacting regularly with this
gallery of characters, with each one having a role to play in the eventual
assault on Fort Mercer and while it can’t really be altered by the player, it’s
a still a rousing conclusion to the first part of the game. Conman Nigel West
Dickens convinces the gang to let him and his wagon into the fort and charms
them with stories of his special elixir while the others get into position,
then John pops off the wagon’s roof with a Gatling gun, ready to mow down the
opposition. It’s incredibly cathartic to take down the foes that put a bullet in Marston at the game’s opening and the fort is quickly taken. But with Bill
Williamson having fled the scene to the south, it’s only a half-won victory for
Marston’s crew and the next part of his mission begins…
Act 2 sees John journey to Mexico and his ventures south of
the river are marked by a key transition point. Upon arrival and mounting on
horseback, the song “Far Away” by Jose Gonzales eases the player in to this new country. Riding out into the desert, the new horizon stretching out before you as this track plays was one of the most atmospheric and stunning moments in any game I’ve experienced; the perfect synergy of gameplay and story as you enter the second
act, which dynamically shifts from a simple fort assault to a more widespread
civil war with John being caught up between both government and rebel forces.
Neither side is all that trustworthy or reliable and this complicates matters
as Marston searches not just for the fleeing Bill Williamson, but Javier
Escuella as well.
The scale is also opened considerably in act 2, with more large-scale
invasions involving other soldiers and combatants aiding. It’s also clear that
this territory south of the river is more unhinged, with the government forces
led by Colonel Allende and Captain De Santa betraying Marston around halfway
through. Some of the more extravagant moments of the second act involve the
defence of a train carrying vital supplies and the storming of two major forts;
Torquemada and El Presidio (The Prison). While Marston is still free to roam
either side of Nuevo Paradiso (the game’s fictional stand-in for Mexico),
there’s a definitive series of battle lines drawn; the government to the west
and the rebels to the right, with the latter ultimately tipping the balance.
Act 2 ends with two main missions; one is the capture or killing of Javier
Escuella followed up by the storming of Escalara. Both Colonel Allende and Bill Williamson attempt to flee but are eventually caught and executed at the hands of John Marston and rebel leader Abraham Reyes. The protagonist believes this
is the end of his troubles, but Edgar Ross and the United States government
have other plans.
Act 3 moves John back to the United States and here, things
come full circle. The bulk of the action takes place in the town of Blackwater,
which is by far the most developed and closely colonised settlement of the
game. It’s clear that this is the intended future for the American Frontier,
for more defined towns and settlements to tame these wild lands. Here John is
at the full behest of Edgar Ross and his associate Archer Fordham as he faces his
final test; hunting down Dutch Van Der Linde, the leader of John’s former gang
and the most wanted outlaw in the final years of the Wild West. On the other
end of the spectrum, the Native American Nastas, an understated assistant to Ross’s plans, holds the third act’s other thematic hook. Against the ignorance of other supporting characters, Red Dead Redemption makes some reference to the brutal displacement and shocking treatment of the native tribes that lived in the frontier, with Nastas commenting on how nature was once pure and balanced
before the onset of modern civilization. His sudden death at the hands of his
own countrymen who have joined Dutch’s gang for revenge speaks volumes of how
Native Americans at the time suffered and died for nothing.
The final set of
missions in act 3 are interwoven, with the first being another use of the Gatling
gun, this time mounted on a recently invented automobile; as the pinnacle of armoured
technology at the time, it gives the player a hint as to where the world is
heading. Marston, backed by Ross and a contingent of US soldiers chases Dutch
all the way to his mountain hideout. Cornered on the top of the cliffs, Dutch relays some revealing final words before choosing his own fate: “Our time is passed John”; truly he was an outlaw to the end. At long last Marston can go
home to his family, a moment poignantly marked by “The Outlaw’s Return” which
plays as he rides back through the tall trees. This isn’t quite the end of the storyline however…
The end of Marston’s journey is one of the most emotionally
powerful moments in any game and it accomplishes this in several ways. First,the collection of quieter family moments at Beecher’s Hope builds a false sense of security in the player’s mind, that John will finally be able to settle and find some peace, fully reconciling with his family. Yet Dutch’s final words
remain; “When I'm gone they'll have to find another monster, they have to,
because they have to justify their wages”. Despite all the running he did,
Dutch knew better than most how the world worked and what it would do him and
their kind of renegade outlaws. This line rings true in Red Dead Redemption’s
closing moments and this exceptional writing is what makes me even more excited
to play Red Dead Redemption 2 and understand how close the gang really was.
“The Last Enemy that shall be destroyed” is an assault on the
Marston family ranch by the American army; the player kills many soldiers, who
are ironically only following orders after following Marston in previous
missions and you feel incredibly outnumbered throughout. The moment that always sticks out to me though is when John peeks out of the barn at the very end and takes a deep breath, his head bowed; he knows his time is up and that this is the only way to save his wife and son. So, he steps out and dead eye mode is engaged; the player can mark as many targets as they can, but it won’t change his fate. Marston is riddled with bullets by the US army, dropping his weapon
to the ground as his final act before dying; meanwhile the slimy Edgar Ross,
agent of the US government, lights a cigar, content that he has finally stamped
out the last semblance of outlawed crime in the western frontier. The
heartbreak reaches its climax as the player switches control to John’s son Jack
as him and his mother bury the hero you’ve spent so much time playing as on a
hill, the very same one pointed out by the stranger in “I know you”. The solemn
“Bury me not in the lone prairie” raises the emotion to breaking point as the
game transitions to the adult Jack Marston, a means to carry on John’s legacy.
Red Dead Redemption’s ending is an immense tragedy but when
you look back at the game’s first act, the overarching narrative has also
reached its full climax. John Marston did so much to bury his past throughout
the game, but in the end, nothing is forgiven, and the crimes he committed
years before had consequences. In the end though, he achieved redemption for
these deeds, sacrificing himself to save his family. Just like every other
aspect of the game’s storytelling, switching to Jack is a seamless means to let
the player continue their escapades in the open world. This final send-off; Jack’s eventual revenge on Edgar Ross is the cap to one of best stories ever told in gaming history. Everything about it was designed to immerse the player, from
the excellent facial animations and voice acting that still hold up eight years
after the game’s original release, to the practically non-existent load times
that only pop-up during fast travel, ensuring you’re never taken out of the
experience. Red Dead Redemption went down as one of the most unanimously
beloved games of the seventh generation, while also setting the highest
standard for the western genre. Hopefully I’ve adequately explained in this
editorial why I wholeheartedly agree. I look forward to seeing what Red Dead Redemption 2 brings when it releases on October 26th, 2018.
(Images used for the purposes of review and criticism under fair use)
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