While playing the first hand of Red Dead Redemption 2, I got into contact with a bit of … hate. Rockstar's vast West was not for me. It was too fruitful, too delicate, too time consuming and too boring. Many game systems seem to be deliberately designed to have fun while playing. No matter how much I liked the original Red Dead Redemption – a game I finished in 2010, despite a lot of the same problems – I was going to let the sequel go on to sunset, that's off my PS4 hard drive.
Then I came across one of the best scenes of the game (at least so far) and it changed me a lot.
It's not such an easy task to get to this scene if you're against the pace of the game. It comes in Chapter 2, after you have gone through several learning missions, you learn about horses brushing, watching and hunting wildlife and improving the camp. The Red Dead 2 story is not in any hurry to attract you, but eventually you spend time with all the characters of the Van der Linde gang and hang them with them becoming a story in itself. One mission sees you and your comrades who have deployed a rescue mission to rescue Sean, a friend who was captured by a screen reward hunter in an earlier Blackwatter work that happens before the game begins.
It's not the mission to rescue Sean, who turned into a corner for Red Dead 2. This is another of those "Boy Battle Boards" of joint video games where you are a weapon down a small army while hovering behind trees and random pieces of wood to hide an incoming fire. Red Dead 2 is a weapon that does not mostly concern; Leaving the game is a sticky target to help basically do the job for you, but turning it off makes it difficult and difficult to pick targets. But the gang and I managed to clear the reaper hunter who held Sean and secured his release, safe and healthy.
One evening, not long after Sean's rescue, I returned to the camp to find everyone in good spirits. The Dutchman, the leader of the gang, said Sean's return was a great victory and first began a full fusion. Scattered groups of people in the gang began to beat the whiskey, sang, danced, and conversed. The camp came alive because the characters were stretched out and had some fun.
The party scene is a favorite thing that happened at Red Dead 2. You can wander around, sit by campfire and enter as other gang members singing songs that protagonist Arthur does not always know all the words. You can ask a woman from the gang to dance and somewhat unreasonably rock her or offer a quick dip. You can listen to various interactions, including Sean's drunkenness trying to convince one of the women in the camp, Karen, that she's in love with her – and then to try them in the tent where they both fall apart in whiskey-teased tears. It is a moment that is sincere and cheerful, especially when Sean turns away from the tent and calls Arthur for play.
Party stays at night, and while it's not a big deal that would actually be made from the game's point of view, it's one of the better moments in Red Dead 2 because it uses what's great in the game: her characters. You spend partying when you learn about those who make up the gang, and the time spent with them deepens the story moments and interviews that will appear later.
It's also nice that for so many shooting and stingings, like you at Red Dead 2, there are ways to communicate with your world that do not end up with the gun barrel. The gaming industry is full of triple-A titles that have huge, beautiful, imaginative worlds, but the only way to participate in these worlds is to kill things in them. For all this imagination, the reality of what games are offered is usually quite narrow: to kill or to be killed. In Red Dead 2, there are at least these other opportunities where interaction with characters is just as enjoyable as sticking or firing.
Video games as a medium are often struggling to try to tell interesting stories, specifically focusing on plotting and action, while reducing character development and creating worlds on collectible notes and sound recordings. Games often feel that their creators fear that if players continue to run from one battle to another, they stop playing completely – there is no time to waste by playing people with many games, although people in them are so interested in people stories in the first place.
Red Dead 2 is not afraid to stop and just spend time with your characters. Party scene has no real game loop, there is no success or trophy, and most of you can set the controller. Red Dead 2 is the trust in your characters such that the game is fine with not playing a bit, but instead of being there, at that moment, which is trying to create for you. Rockstar's willingness to try to leave you in such moments is refreshing because there are not so many games and developers. When other developers look at the success of Red Dead 2, I hope it will be the lesson to draw from it.