==Prologue==
In my very first Final Verdict, I called Uncharted: Drake’s Fortune “the most frustrating type of game to review: Great But Flawed”. Having just beaten Red Dead Redemption, I regret to add an even more ambitious game to that category. Rather than frustrate myself with an attempt to review the title, however, I’ve chosen instead to examine its flaws and propose the ways in which it could – theoretically – have achieved unqualified greatness.
==Introduction==
Red Dead Redemption has several interrelated issues that will take time to explain thoroughly. In short: the game is too long, its mission structures are too formulaic, and it fails to consistently motivate either the player or the main character. The fact that certain endgame events seem to be radically out-of-place serves only to complicate matters.
==Problem #1: The game’s length==
Needless to say, I can’t explain why Red Dead is too long without first summarizing its plot in some detail. Therefore, be warned:
** MASSIVE SPOILERS FOLLOW **
Over the course of the almost-20 hours that I spent playing Red Dead, I experienced three different stories, three different endings, and an epilogue before credits finally rolled. I say “three different stories” and “three different endings” because the main character is tasked with completing three different central objectives in sequence.
Story #1 takes up the game’s first 8-or-so hours. Government agents have kidnapped the wife and son of a man named John Marston, forcing him to make his way across Texas to kill another man named Bill Williamson, a member of his old gang. This story ends when John finally storms Bill’s stronghold, only to learn that Bill has just fled for Mexico.
Story #2 takes up the game’s next 9-or-so hours. John makes his way across Mexico to kill both Bill Williamson and Javier Escuella, another member of his old gang who was never mentioned until now. It’s not until John has finally killed both of these men that he learns that he must also kill Dutch van der Linde, the leader of his old gang, who was only rarely mentioned before now. This story ends when John delivers Dutch’s body to his government handlers, freeing himself at last to be reunited with his family.
Story #3 takes up the game’s last hour-or-so. John labors to get his family farm back in order with the help of his wife, Abigail, his son, Jack, and his old friend, “Uncle”, who (say it with me!) was never mentioned until now. This story ends when – just as things are finally looking up for John – his former handlers suddenly descend upon his farm with a dozen soldiers and have him executed.
Red Dead itself does not arrive at its true ending until – in a 15-minute epilogue set three years later – Jack Marston tracks and kills the government agent who killed his father.
==First things last: Events out of order==
What I can’t understand is that what I’ve called “Story #3” takes place at the very end of the game despite the fact that every part of it – except for its last mission – would make infinitely more sense if it took place at the very beginning of the game!
Let’s consider Story #3 in more detail: you meet John’s wife and son; you experience life on John’s farm; you complete a series of missions that are all shorter and simpler than even the earliest missions in the game. Wouldn’t it make every bit of sense to place all of this at the start of the game instead, so that players actually come to know John’s wife and son before they’re stripped away from him?
As it is, players spend some 17 hours attempting to rescue a wife and son whom they’ve never seen. It’s only after this odyssey that they finally advance from what appears to be the game’s final encounter (with van der Linde) onward to what seems to be an absurdly belated tutorial period (on Marston Farm).
==First things first: Re-order events sensibly==
Move all of Story #3 – except for its final mission – to the very beginning of the game, and then have Abigail and Jack kidnapped. The player could subsequently tackle what I’ve called “Story #1” and “Story #2”, winning Abigail and Jack back only moments before taking on the game’s final mission, followed by its epilogue. Why not?!
==Problems #2 and 3a: The formulaic mission structure and player motivation==
After spending a few hours as John Marston, I realized that Rockstar must have found a formula for their missions and then stuck by it slavishly.
Whenever you meet a new mission-giving character, you know that they will assign you 3-5 missions. Why is there not a single character who gives you only one mission? Or a single character who gives you a half-dozen or more? Once you’ve recognized this formula, some player motivation is lost, since suspension of disbelief becomes harder to maintain when certain events (such as character deaths) become obvious impossibilities for certain windows of time.
(Similarly, whenever you approach a floating X to start a new mission, you know that you are about to sit through a cut scene lasting 1-3 minutes. Why is there not a single cut scene that lasts for less than one minute or more than three? For reasons I can only begin to imagine, the team member in charge of cut scenes seemingly acted as a modern-day Procrustes, stretching briefer scenes and sawing away at longer ones until they all fit into this arbitrary framework, no matter the loss of drama involved!)
==Problems #2 and 3b: The formulaic mission structure and John’s motivations==
Just as the formulaic structure of Red Dead’s missions weakens player motivation, so too does it make a laughing stock of John Marston’s own motivations.
I can understand completing several missions for Bonnie; she saved John’s life, and it makes sense to repay her kindness in full. I can even understand completing several missions for Marshal Johnson; he’s the most obvious candidate for “guy who’s going to help John kill Bill Williamson, since he can’t seem to do it alone”, and it makes sense that it’ll take a while to earn his trust and respect.
But why does John run so many errands for everyone else, too? Dickens is a swindler, Irish is a drunkard, and Seth is a loon. Why does John agree to complete mission after mission for these fools instead of just helping each of them out once and then warning them that he’s going to put bullets in their brains if they don’t assist him immediately?
This is a man whose wife and son have been kidnapped, a man who has no time to waste. This is a man whose first defining action is pointing a gun at a fort full of gang members. Why then is this man taking shit from every Tom, Dick, and Harry in all of Texas?
Worse yet, nothing changes as John makes his way through Mexico in Story #2. I can understand completing a couple of missions for Ricketts, who’s something of a hero figure. And I can understand completing a mission or two for Luisa, who’s a damsel in distress. But Allende and Reyes are both rapists! Why is John – a man who regularly gives local prostitutes friendly reminders that he’s married – doing so much dirty work for men who treat women like sex slaves? They don’t even give him anything in return!
Lastly, when John finally returns north, it makes perfect sense that he completes several final missions for his government handlers, but it makes no sense whatsoever that he also wastes time doing a handful of favors for the heroin addict McDougal.
==Solution to all three problems: Make the game only half as long==
Keeping in mind that Red Dead is a sandbox-style game – and that mileage will therefore vary somewhat by player – I can’t see any reason why the game’s main storyline should take nearly 20 hours to complete. The way I see things, 10 hours should have sufficed.
Two different approaches would have achieved this effect, both of which presuppose the slight re-ordering of events that I recommended earlier.
===Option 1: Remove half of the game’s missions===
Complete several missions around Marston Farm. Watch as Ross abducts Abigail and Jack. Move on to complete several missions for Bonnie and several more for Marshal Johnson. Then complete one or two missions for Dickens and one each for Irish and Seth. Lastly, storm Fort Mercer, and learn that Williamson has escaped.
Travel to Mexico and complete a couple of missions for Ricketts. Move on to complete several missions for Allende and then several more for Reyes and Luisa combined. Take down Williamson, and then return to John’s government handlers for a few last missions. Finally, complete the stand-off mission, die, and play out the epilogue as Jack.
BOOM. The game’s over in half the time, the order of events makes sense, the pacing quickens enough to consistently motivate the player, and John himself takes on only those missions that make sense for him to accept. Every single problem is solved simply by removing half of the game’s mission content and reshuffling a portion of what’s left!
==Option 2: Break the game up into two separate titles==
(This is a radically different approach which I like less but offer up as an alternative.)
Game 1: Complete Story #3 – except for the last mission, of course – and then complete Story #1. The only difference would be that you’d probably have to actually succeed in killing Bill Williamson in order for the game to not end on a disappointing cliffhanger.
Game 2: Complete Story #2 – modified slightly to be a story about hunting down only Escuella and van der Linde, since Williamson would already be dead – and then complete Story #3’s final mission, followed… perhaps… by completing the epilogue.
I say “perhaps” only because it might make more sense to end this hypothetical Game 2 with John’s death and then drastically expand Red Dead’s epilogue into one final 10-hour campaign, thus creating Game 3 in a Redemption trilogy.
==Conclusion==
I doubt that I’ve persuaded anyone of anything. Given the number of 10s that I’ve seen associated with reviews of Red Dead Redemption, it’s possible that I’m the only person in the world to have perceived any of the flaws detailed above as such. Nevertheless, I hope that I’ve provided a thought-provoking look at what could have been!
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