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Red Dead Redemption 2 - now available on PC

Stella Brando

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Oct 5, 2005
Messages
9,017
This is the completed map - the areas around Blackwater and St. Denis have been added:

esUz4Ld.jpg


3D View: https://skfb.ly/6AYPt
 

Stella Brando

Arcane
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Oct 5, 2005
Messages
9,017
No. Here's the old map and the leaked map:

903


The central part (Tall Trees and Great Plains) is both the end of Part I and the beginning of Part II.

Will you be able to ride your horse back into the old map? The more optimistic parts of the internet believe so.

But remember RDR1 is 8 years old now, so they'd have to spend time and money recreating all that area for 2018.
 

Stella Brando

Arcane
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Oct 5, 2005
Messages
9,017
I like maps, yeah. :cool:

There's a swamp Biome and also a city called St. Denis - based on New Orleans.

It's the first real city in this series. Blackwater was "a town with delusions."



EDIT: There's also too more locations - a desert (you can see it in the last trailer) and an island (you can see part of it at the top of the new map).

My guess is that the island can not be reached normally - you need to get on a ship or something. The desert is probably to the south of the new map. I'm guessing just to the east of the last game's Mexico.
 
Last edited:

Makabb

Arcane
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11,753
Did anyone ever fall for this "the bigger the map the better" crap? (Don't answer, I know the answer. :negative:) Gothic 2 had a fraction of a map of Oblivion or Skyrim, yet the content is highly superior. For me, the bigger map just means that the content will be lower quality because it is harder to fill a huge map with quality content. Expect a lot of fedex missions, collecting shit and sightseeing.


Also the way that Rockstar doles out content in their games. Imagine Morrowind if you had to do enough quests in Balmora to make all other quests around the world available. The way I see it if your world is going to be ridiculously large, you need to have some kind of storyline/questline content available all over the damn map, not mini-games and bobbit hunting. And core content/mechanics rule. If that isn't well designed or interesting, doesn't matter how big your map is.

R* games are not RPGs, it's an action game in open world which roots are pretty arcade (gta 1)
 

Wirdschowerdn

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https://www.hollywoodreporter.com/h...ls-plot-details-red-dead-redemption-2-1139857

Rockstar Games Reveals New Plot Details for 'Red Dead Redemption 2' (Exclusive)
red_dead_redemption_2_-_publicity_-_h_2018.jpg

Courtesy of Rockstar Games
'Red Dead Redemption 2'

Josh Bass, art director at Rockstar San Diego, and Aaron Garbut, director of art at Rockstar North, caught up with The Hollywood Reporter to offer exclusive information about the hotly anticipated game and the gang of outlaws at the core of its story.

"Dutch’s presence loomed over the original Red Dead Redemption, and his influence on events was a big inspiration for the setting and direction of Red Dead Redemption 2," Bass tells THR. "We all wanted to know more about him and the gang —what was it like riding in that gang? What led them to the events of the original game? What happened to them along the way?"

Fans of the original will remember Dutch van der Linde, the leader of his eponymous gang, as the primary antagonist in a story that centered on the last days of the dying Wild West frontier. Other familiar faces crop up in the sequel as well, including former playable protagonist John Marston, seen in Red Dead Redemption 2 as a much younger member of the gang he will one day hunt down.

"In Red Dead Redemption 2 you get to see that gang, including Marston, at the peak of their notoriety and at the very moment things begin to fall apart," says Bass. "This story focuses on Arthur Morgan, Dutch’s most trusted enforcer. Adopted into the gang by the Dutch when he was a young boy, Arthur considers the gang to be his family — Dutch has given his life some much‐needed purpose, and the gang has served as the one positive and constant in Arthur’s life."

The central plot of the original game focuses on Marston's quest to hunt down his former gang members and stop Dutch from forming his new posse. While the new title focuses on the days when the gang was still in action, it isn't quite set in the heyday of the lawless West, says Bass. "Things are changing — there’s not much room in a rapidly modernizing world for the gang’s way of life. Through Arthur’s eyes, you see events begin to take a toll on the gang as they are forced to flee across America, while at the same time, Dutch’s hold on the gang begins to slip," Bass explains.

"We’ve aimed to capture a wide slice of American life in 1899, a rapidly industrializing nation that would soon have its sights on the world’s stage — and would do whatever possible to 'modernize,'" Garbut says of the sequel's setting. "It’s a brutal landscape with a sordid history, but also one that’s full of opportunity. One of the most satisfying aspects of creating a world of such scope and scale is the ability to experience a whole range of stories and characters in your journey across that world. The gang’s journey and the game’s epic scope makes room to touch on all aspects of turn of the century America in a meaningful, substantial way."

Rockstar, which is known for creating enormous immersive worlds, was focused on making Red Dead Redemtpion 2's open world a reflection of the time period, as well as a deeper, thriving environment for players to interact with.

"We are trying to make a world that’s both expansive and deep at the same time," Garbut says. "We’ve always tried to create worlds that feel like places as much as games, and we’ve been able to use the latest technology to push that idea forward in ways we never have before."

That includes not just the physical surroundings, but also the people that inhabit it. "The contrast between rich and poor, between weak and strong and between civilization and the wilderness really spoke to us," says Garbut.

"We’re trying to create a world where everything is more cohesive, so that both the player’s actions and the way the world reacts to your actions feel consistent no matter what you do or where you do it," he continues. "It’s persistent and alive, but also more deliberate and intimate in ways which makes sense for a world where you were still mostly getting around by horse or on foot. You can exchange stories with a barman in a saloon, talk yourself out of trouble with a local lawman, hijack a train or simply rummage through the drawers of an old homestead hoping to find cash or just some food to help the gang survive — and seamlessly transition between these things in ways that are both fun and are in keeping with Arthur as a character."

It has already been revealed that Arthur Morgan will be the playable protagonist of the new game, but given the success of previous Rockstar title Grand Theft Auto V's three playable protagonists, some had wondered if a similar approach would be taken in Red Dead Redemption 2.

"Switching characters made sense and was a lot of fun in Grand Theft Auto V," Bass says, before adding, "Sticking with a single character felt more appropriate for the structure and narrative of a western. Arthur lives with and fights alongside the other members of the van der Linde gang, and they are a group of fully realized characters with relationships to each other and to Arthur, but this is Arthur’s story and we are placing players firmly in Arthur’s boots as he and the gang deal with a rapidly changing world. We think people will really love the feeling of being in the gang. It isn’t like anything we’ve done before."

GTA V set a high benchmark for Rockstar to clear (the game is currently the highest-grossing media title in history), but Bass and Garbut are confident that Red Dead Redemption 2's world surpasses anything the game studio has done before.

"Grand Theft Auto V set a pretty high benchmark for us as a company, but even the PlayStation 4 and Xbox One versions of that game were based on technical concepts from the PS3 era," Bass says. "Red Dead Redemption 2 is our first game for the latest generation of hardware, and was an opportunity for our teams to upgrade every single aspect of our approach to game design at once, from graphics and lighting to AI, to weather, sound and score, facial and body animation and more. We have used that power to create a world that goes far beyond anything we have ever done in terms of depth, interactivity and persistence."

"It’s the sense of life the game has that most sets it apart," Garbut adds. "When you first enter a town and you see the townspeople going about their business, building houses, selling papers, hanging out, you can instantly tell that we’ve never experienced this detail in an open world game before. Where you see a a shack on a hill and you know there is something interesting for you there, maybe you will break in and stumble onto a mystery, or meet the owner and end up getting tangled in something. I think that’s when you can tell that its new territory, when you are not even sure if what you’ve done was a mission or not. When all the systemic parts of the world come together with our scripted content in the right ways, it’s kind of incredible."

That level of immersion, Garbut says, is their biggest goal. "Making the player forget they are playing a game, and instead leaving them with a memory of a place," he says. "That’s how I leave this project personally, now we are finishing up, I’ve spent years living in this world every day and I’m going to miss it. But I leave it with memories of a place I’ve lived in. That’s pretty amazing."

On Thursday, Rockstar shared character posters and breakdowns of all the game's central characters. Red Dead Redemption 2 is available for the PlayStation 4 and Xbox One on Oct. 26.

There's also an introduction of the van der Linde gang members with short bios:

https://www.rockstargames.com/reddeadredemption2/features/vanderlindegang
 

Major_Blackhart

Codexia Lord Sodom
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Meh. I wish they'd go a different route than the Dutch Van Der Linde gang honestly.
Too much of the Wild Bunch for me. It makes it good for a one time thing really.

I'd prefer something a bit more brutal like the civil war era or post civil war era. Plains wars were something that burned for years during that time. The Sutton Taylor feud (formerly the Helm Taylor feud) is something that springs to mind.
In some cases, these feuds were the continuation of the civil war itself, but on a much smaller and localized scale.
 

Wirdschowerdn

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https://www.rockstargames.com/newswire/article/60579/Red-Dead-Online

Red Dead Online

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Today we’re excited to announce Red Dead Online, a new online connected experience set against the backdrop of Red Dead Redemption 2's enormous open world.

Red Dead Online is an evolution of the classic multiplayer experience in the original Red Dead Redemption, blending narrative with competitive and cooperative gameplay in fun new ways. Using the gameplay of the upcoming Red Dead Redemption 2 as a foundation, Red Dead Online will be ready to be explored alone or with friends, and will also feature constant updates and adjustments to grow and evolve this experience for all players.

Red Dead Online is planned for launch in November 2018, initially as a public beta, with more news to come soon. As with most online experiences of this size and scale, there will inevitably be some turbulence at launch. We look forward to working with our amazing and dedicated community to share ideas, help us fix teething problems and work with us to develop Red Dead Online into something really fun and innovative.

Access to Red Dead Online is free to anyone with a copy of Red Dead Redemption 2 on either PlayStation 4 or Xbox One.

Red Dead Redemption 2 will be available for PlayStation 4 and Xbox One on October 26, 2018.

For more information about Red Dead Online, check out IGN's Q&A here: http://www.ign.com/articles/2018/09/19/red-dead-online-devs-reveal-first-details
 

Wirdschowerdn

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https://www.gameinformer.com/previe...from-our-red-dead-redemption-ii-hands-on-demo

Red Dead Redemption II
The Biggest Takeaways From Our Red Dead Redemption II Hands-On Demo
by Jeff Cork on Sep 20, 2018 at 09:00 AM

Last week, I visited Rockstar’s headquarters in New York City to play the most highly anticipated game of the year. It’s been eight years since Red Dead Redemption was released, and enthusiasm over John Marston’s open-world adventure hasn’t dimmed. Would new protagonist Arthur Morgan be up to snuff? Can Rockstar create a worthy follow-up to such a beloved game? The sequel has some mighty big boots to fill, in other words. After getting some hands-on time with the game, playing through a couple of missions, exploring camp life, and visiting a nearby town, I’m confident in saying that Red Dead Redemption II is worth the wait.

During my time with the game, I played through a couple of different missions. In the first one, Dutch’s gang pulled off a train heist, which didn’t go off exactly as planned. The other mission was a raid against a rival gang’s hideout that started quiet and ended in an all-out assault. Rather than provide a beat-by-beat recounting of those two sequences, I’m pulling out the highlights – whether they revolve around new systems, tweaks to existing elements, or little touches that added a little extra magic to the game.

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The Train Heist
Dutch and the gang learn about an armored train from an earlier encounter with a rival gang. The train, owned by oil baron Leviticus Cornwall, is said to be filled with money, but it’s heavily fortified. Fortunately, Dutch is good at thinking on his feet. He formulates a plan that centers on blowing up the tracks and catching the train’s crew by surprise. Subtlety isn’t his forte.
After riding to an overlook position near the tunnel, we prepare for the job by pulling down our bandanas (something I have to do by accessing the face-masking option in my item wheel). I then descend the hill and help Bill Williamson rig the explosives by stringing wire from the dynamite over to the detonator behind some nearby rocks. Unfortunately, when it comes time to blow it all to smithereens, nothing happens.

Now that the plan is out of the window, we improvise. A few of us jump onto the back of the train as it passes, and we work our way to the front with the hope of incapacitating the engine. Lenny Summers, one of the gang’s more reliable members, accompanies me on this leg of the mission. At several points, he pauses and asks how we should proceed, and I’m given the choice between having him clear out a path in front of me or taking the lead myself. He’s a good shot, and I find that it’s quite helpful to give him free rein.

Eventually, we stop the engine and learn that Cornwall is a man who likes to be prepared. A host of armed guards pour out, and there’s a fierce firefight. Dead Eye is back, and the time-slowing system makes it easier to manage the waves of enemies by painting targets and unloading into them in a flash. Rockstar says that Dead Eye can be upgraded multiple times, eventually showing critical-hit zones and automatically painting enemies, but I had to settle with a version that felt comfortably close to the system from the last Red Dead game.

Once my gang regroups, we take control of the scene and blow open the armored car. From there, it’s a simple job of walking in and looting everything I can find. It’s not a revelatory change by any means, but Arthur will methodically loot everything he sees on a table or shelf when you hold down a button, going from one item to the next. It sure beats having to move a crosshair over each item individually.

Now that the train has been looted, I have to make a decision: Do I kill the witnesses, let them run free, or put them back onto the train and send it back out to who knows where? I take the simplest option, and put a bullet in the head of the closest man. The rest of them spring to their feet and scatter in different directions. I’m able to wing one of them, but they get away.
Unlike John Marston, who liked to talk about how his outlaw days were far behind him, Arthur is in the midst of it all. You can choose to make honorable decisions in the world or continue along Arthur’s dark path. Be good, and civilians will be more friendly, you’ll get more money from bounty-hunting jobs, and slow-motion killcams will be more heroic. Take a darker path, and you can expect more cash from robberies and more gruesome killcams.

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Camp Life
Whether you wear a black or white hat, Arthur is still a member of Dutch’s gang. There are more than a dozen fellow gang members to interact with, and they all live in a home base, the gang’s camp. The camp element adds a different feel to Red Dead Redemption II from its predecessor, since you’re not a transient moving around the world. Instead, you have a place to call home.

You can take on side missions here, or just walk around interacting with members of your gang. The camp doesn’t operate on goodwill alone, however. It needs food, medicine, and other supplies to keep going, and you can choose to contribute to the cause. I didn’t get to engage in the loop here, but I’m excited that hunting does more than line my pockets or help me craft new apparel (though those elements are here, too). You can bring your carcasses back to the camp cook, Pearson, and he’ll use that game to make food. Contribute enough, and morale will increase.

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The Gang Shootout
Not everyone at camp is a friend. In the second mission, I meet up with Kieran, a captured member of the rival O’Driscoll gang who seems to be having some problems remembering his past. Dutch has tied the man up, kept his rations at a minimum, and eventually threatens to geld him with a pair of tongs. That last act jogs Kieran’s memory, and he reveals the location of Colm O’Driscoll, the leader.

This mission is interesting, because John Marston comes along for the ride, as do Bill and Kieran. It’s a fun reunion for those of us who played the last game, but Arthur seems like he can either take or leave John’s company. The overall sense I get is that John isn’t the most popular guy in camp. Still, I’m happy to ride along with John – for a while, at least.

I realize how outnumbered our group is when we reach Six Point Cabin, the hideout. It’s in the middle of a wooded area, and it seems as though there are O’Driscolls in every direction. Once again, I’m given choices as we infiltrate the camp. I decide to take out the first few enemies at range, using my bow to silently eliminate them. One lone O’Driscoll is sitting on a log, and I have John take him out, saying “Get your hands dirty for a change.” He does so in a violent stabbing that even makes Arthur wince.

The silent approach only works for so long, and eventually I’m spotted. At that point, I switch to my repeater and take cover. John and Bill do a solid job of thinning out the O’Driscolls, and I pop out of cover to do my part. I mix Dead Eye kills with aimed shots; the gunplay feels pretty good, and enemies react gruesomely when they’re struck by my bullets. One of my friends shouts “Die, you drunk idiots!” during the gunfight, which seems like a completely appropriate sentiment.

When the last O’Driscoll is face-down in the dirt, we head toward the cabin. Instead of finding Colm inside, blacked out, I’m attacked by one last O’Driscoll. Fortunately, I’m saved by a shot from the former prisoner Kieran. He pleads to stay with us, and Arthur relents. We may have one more mouth to feed, but Kieran could actually be a decent guy after all. To prove his worth, he shows Arthur where $600 is stashed near the chimney. Not too shabby.

red33.jpg


Valentine
What does $600 get you? Your dollar can go pretty far in a place like Valentine, a little community a short ride away from camp. Here, I get a sense of some of other activities you can engage in – things that don’t necessarily require you to pull a trigger.
The general store has all manner of provisions, including an impressive number of clothing options for Arthur. The catalog on the shelf has pages devoted to apparel, and you flip through each one like it were a physical book (unlike the abstracted icons in Red Dead Redemption). There are pages of hats, vests, coasts, boots, pants, and more. Clothing is cosmetic, but it also protects you from elements like the cold. Rockstar says you can modify clothing, too, so you can choose to tuck your pants into your boots or roll up your sleeves. You can also choose to wear a fedora, but no thanks.

Guns are a big part of the outlaw life, so the gunsmith is an important stop. You can buy new firearms here, as well as specialized ammunition and customization options. There’s an element of firearm maintenance, too. Near the chimney at the O’Driscoll cabin, I found an old shotgun hanging on display. I grabbed it, but it was old and dirty. Applying gun oil restored its potential, increasing its overall damage and other stats. You can pick up more gun oil at this shop, as well as items such as holsters that slow down the speed that weapons degrade over time.

There’s also a stable where you can buy and sell horses, as well as pick up tack supplies to maintain your own roster of horses. The horse riding is one of the most noticeable improvements over the past game. Horses do a better job of sticking to the path, and they just feel right overall. Their animations are impressive, tentatively stepping across rough terrain, biting at flies while idle, and moving their ears around to hear nearby sounds. The more you ride a horse, the closer your bond with it, and each level has accompanying gameplay elements. On the low end, you can rear up while in the saddle. The highest tier allows you to pull off a sudden skid turn, so you can maneuver around danger at the last second with ease. You can dump your cash into a variety of different cosmetics for horses, like saddles, blankets, and stirrups.

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The World Itself
Red Dead Redemption II is easily one of the best-looking games I’ve seen, with an astonishing attention to detail. Arthur changes his posture in bad weather, tucking his chin down to avoid getting wet. The dialog you hear on horseback was recorded twice – at normal volume and a yelling variant, for when characters are far apart. You can holster your pistols with a fancy flourish, like a movie cowboy (or RoboCop). And you can choose to see it all in either a traditional third-person view or via the first-person.

The game makes use of the left trigger in an interesting way. Usually, that button’s used for pulling up iron sights or a precision-aiming mode in games. That holds true here, too, when your weapon is drawn. When it’s holstered, however, it’s essentially a “focus” button. You can look at an NPC and press the button to pull up a variety of different interactions, such as saying hello, intimidating them, or straight up robbery. It’s a small touch, but I enjoyed saying hello to people I passed on the trail or milling around at camp.

Arthur has needs, too, like eating and sleeping. As you play, Arthur gets hungry and tired over time. If you don’t eat or sleep, you won’t regenerate your health or stamina as quickly. It doesn’t seem to veer into pure simulation territory, but I did eat a snack before a gunfight just in case. I can’t say for certain how it works over longer sessions, but Rockstar is adamant that, like the weapon cleaning, it’s not designed to be intrusive. Instead, it’s a way to remind players that Arthur is a person, and not just a hunk of meat that’s entirely self-sustaining. Over time, his hair and beard will grow, which you can shave at camp or get trimmed in town. Hairstyles and facial hair aren't magically summoned when you plop into the chair, either. If you want a mullet or mustache, you'll have to grow it and have it cut it to form.

There’s a lot more to the game, but I’m going to have to keep some of it under wraps for the time being. Suffice it to say, Red Dead Redemption 2 is more than just a visual update to an old favorite with a new character. There are elements that are familiar, but Rockstar is very clearly not content with making a safe sequel.

Red Dead Redemption II is coming to PlayStation 4 and Xbox One on October 26.
 

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