There is also a lot of implications and reflections on the times in the dialogue. Maybe if you're not looking for big story beats the nuance will jump out at you. It's like the difference between a Showtime and HBO series.
That said I thought all the characters felt real and were a metaphor for a part of the west as well. The whole story is a reflection on the old frontier with the law of men being overrun by the state and federal law. Not one side is fully good or bad, it's a duality, shades of grey. Marston is the frontier law and Agent Ross is the federal law. He makes Marston and the player believe there is a place for him in the new world, but it was just a lie to tie up loose ends. It's genius and thematically consistent.
Then there's the emergent narrative. Here you have a man who is forced to return to his old life to save his new one. The question is, will he revert to his old ways or will he redeem himself in the process. You make this decision, and it effects all the implications of the scripted interactions greatly. Then there's the end which is a rough realization of, no matter how saintly John's life may be nowadays, there is no redemption save for death for what he did in his old life. This realisation hits the player when it hits John, and is an amazingly strong conclusion. Taking the whole story arc's natural outcome, settling the player into relief and closure and then bam! They drive the point home.
And then there's Jack - providing the player with freeroaming post-credits that doesn't break internal consitency and player immersion, a free choice to reflect as a child of West-Elizabeth on the actions of his father (Federal America reflecting on the old frontier) and all the choices you made as John provide all the choices you make with Jack with different implications and subtext. Will he turn bitter and seek revenge? Will he better himself and remember the last days of his father, fighting crime for a higher cause? Will he soil or clean the family name? There is endless subtext in emergent gameplay narrative here. And of course, the real ending provides some closure, and thematically resolves the duality. Ross couldn't get away with the way he used Marston in the end, in tying up a loose end he created another one - the federal government will never have absolute controll over the primal nature of man and the law of man. And it's sad in the way that John realized his time was up and that his old ways were through, and he wanted a better life for Jack. But by sacrifising himself for his family he made Jack into a shadow of himself instead of a Marston of the new America, going of to university and acquiring a place in society for himself.
So there is redemption, but it goes both ways. This game could have just been a cool iconical spaghetti-western. Thank God it's not though, this is a work of art.
Besides, all of the character design, animation and voice work is superb for the actual cast of despicable figures John meets along the way. These are all different archetypes of the old world. And the duality of the old and new world is magnified in the second act; yes, Mexico is pretty separate from the overall arc but it's John looking a the same duality his current life represents but from the outside looking in. The army and the rebels are the exast same duality, only condensed in time in an eternal struggle back and forth to the point that there is no meaning to either side, it is just manipulation for power. In that sense, Abraham Reyes is as corrupt as De Santa and his superiors and when he attains power, other rebels will surely rise to the same ideal he supposedly stood for. I think all the characters in this act are amazing as well, and John is supposed to come off as a bit distant, both appalled by the corruption and shocked by the naivity.
So that in mind I think the acts work wonderfully - the first act is the archetypal west which is both enchanting and threatening, the second act points out the greater thematic duality at work here and provides a backdrop for the action ramping up, then the final act crescendos, only to revert on itself and drive the point home, thematically and emotionally. Then Jack's character is the excellent epilogue, providing endless emergent narrative to reflect on John's arc.
Now if you don't see this, then a great story with literary depth is wasted on you. It's like how GTA IV bummed people out who just wanted goofy parodies of Scorsese flicks, Miami Vice and Gangsta Rap wars respectively (while it remains as the greatest GTA game to date).
Edit: It occured to me that John's willingness to help shady folk without a clear benefit can be read as his desperation, but it also signifies the greater design paradox Rockstar is running into since they're going for believable characters nowadays. Niko had this problem as well. On the one hand you've got this very driven narrative, and the other hand your character seems to be tugged along it on the whims of minor characters, even if it goes in the face of his convictions. This undermines the characters identity to some degree. However I believe this is more of an open-world game design issue than a legitimate complaint towards this story. Here's hoping that LA Noire will be the perfect balance of choice and driven narrative that R* is going for. It might be a bit ambitious and creates some paradoxes with the open world intention, but give me a Rockstar world with a defined protagonist where I create the emergent narrative over a blank slate Bioware protagonist any day.
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