Red Dead Redemption -- Why Open World Narratives Fail
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A game rich with architecture, dialog and distraction. Red Dead Redemption makes huge steps for open world games with narrative, but plays it safe with a bevy of sidequests and mulitplayer options that distracts more than it immerses.
Red Dead Redemption -- a very fortunate game with some unfortunate pieces. I feel like I’m destined to never complete an RPG or an open world game. I’m not sure if this should be seen as a review, because [by my standards] a true review comes from thoroughly exploring every aspect of a game. But times have changed. Red Dead Redemption and games of its massive budget-ilk are a fantastic example of how different games are in this generation in comparison to any preceding. A game rife with imagery and characters that bleed imagination and heavy influence from a time and genre the common gamer will not completely identify with. With as many inspiring answers as to what gaming is capable of today, I’m left asking more questions to the contrary. Why isn’t this an MMO? Do open-world games break a game’s narrative outline [no matter the quality]? And more importantly, why couldn’t I finish this incredible game?