Red Dead Redemption (PS3, 2010)
A while ago I played Red Dead Redemption and posted a somewhat half-hearted review of it. A few months ago, I played it again.
Red Dead Redemption. One man and his horse. Big gubmint. All that wholesome American stuff set on the cusp of the Old West dying. The pioneer spirit that took the pilgrim settlers further and further west until there was no more west to go to. Except in this game the final map area you end up in is the most easterly. You are John Marston, outlaw turned attempted farmer who is being blackmailed by the newly formed federal government into bringing his former gang members to justice. The result is an experience incomparable in games and in just about anything else I've ever seen.
By my count I've completed this game four times. Except on the fourth time which preceded me writing this I didn't actually complete it properly. Shortly after returning from Mexico I managed to accidentally overwrite my save file. I had decided to save my last trophy before the platinum and I wanted to complete the game again before and I didn't make it to the end. I replayed the missions I had left from old files but it wasn't the same. I missed things I'll come to later. It's a mark of the effect of them that watching videos of what are really quite passive moments of gameplay on youtube doesn't compensate. It's also a mark of how affecting they are that I'd played them all loads of times and still feel weird about having missed them now. Not enough to start again and herd f***ing cows again or go on cross-Mexico stagecoach rides multiple times, but there's a sense of loss, of having missed out on something which is quite strong. I think feeling down about missing out on something you've done lots of times says something in itself, but I'll come to those again later.
The game, as I'm sure you know by now, is effectively Grand Theft Auto with horses. A bold choice given the main point of GTA games seems to be the enhanced childhood memories of people playing San Andreas and thinking that yes, the WACKYness that's in Saints Row 3 and 4 is comparable and what a GTA game should be and what all open world games should seek to emulate. Eh, no. It's especially bold given the control problems which can arise. Driving your horse off a cliff for instance is a thing I've seen other people do. This is done more easily and has greater repercussions than driving a car into a tree. The lowtech transport extends to your weaponry with only period weapons readily available. Unless you have the GOTY edition like I do which has an explosive rifle available which is as much fun as it sounds. Come to think of it, although stealth elements transplanted into games for the sake of variety are universally terrible you do have access to throwing knives which you aren't given enough opportunity to fully utilise. There's one mission where you sneak around briefly killing people unseen but the opportunities to use them throughout the game aren't extensive enough, especially when the combat and the mission objectives can suffer from modern GTA syndrome and be somewhat repetitive.
This isn't to say that the combat and the horses don't have their positives. Your basic third person cover shooter works, mostly. You hide behind rocks and wagons and stuff and shoot at people. The most distinctive aspect of the gunplay is the Dead Eye meter, which slows down time and allows you to mark your targets and fire on them automatically. Since even with auto-aim trying to hit targets from horseback with non-automatic weapons is about as difficult as it sounds, it's a good feature. It does run out and need recharged so you can't take hours to line up every shot you take. You can use consumables to top it up but the process for this is about as annoying/ridiculous as using medicine to stop yourself from being killed, so you probably won't use it. There's also the obvious problem of wondering how to steer your horse when you're aiming at someone behind you. The game claims that if you hold X (the button you're constantly pressing to go faster) the horse will 'follow' the road/path it's on, but this doesn't happen. Fortunately the Dead Eye allows you to dispatch most enemies quickly enough that you can take back control of the horse before you ride off a cliff. As far as variety goes in the weapons themselves there isn't much. The only real difference between pistols and repeaters is clip size. There's a sense of satisfaction from using bolt action rifles but that only works on foot given the amount of time between shots. Much like the throwing knives the opportunities to use sniper rifles are underutilised. You can pick off enemies from far away, great. But then when you approached wherever they are there would be enough cover to hide behind while you were able to take them out normally. It seems like the sort of thing which would work much better in a multiplayer setting of some sort, but I don't know how prevalent those opportunities are.
The GOTY edition I have actually adds two weapons: tomahawks and the explosive rifle. The tomahawk is the ultimate in luxury weapons, effectively being a more expensive and harder to aim version of the throwing knife. Remarkably the latter goes too far in the opposite direction, effectively liquifying anything you're able to hit. Still, you can take out a whole wagon with one shot, I guess that's cool.
Filling up an open world which is effectively a giant desert is a difficult task. One of the most memorable aspects of this game is riding through this emptiness, so trying to make an inhabitable world that has this sensation of scale and vastness yet is by its definition restricted isn't easy. Outside of the actual landscape features and towns, the smaller incidental stuff which creates a sense of realism varies. Mini-games range from poker and blackjack (blackjack is rigged and is impossible to win while poker is the opposite) to arm-wrestling and five-finger fillet, otherwise known as putting your hand flat on a table and stabbing into the gaps between your fingers with a knife. Aside from poker it's remarkable how easily you tire of these games. When you have one which isn't just pressing buttons in order like horseshoes, effectively a ring toss game, there seems to be no order or reason to controls. Even the only worthwhile end result from them - money - is pointless, as there are much better opportunities to rack up the cash.
In the actual wilderness itself there are a range of features which make the world seem active, vast and overdone all at the same time. Naturally there are wild animals around which you can kill and skin in order to sell. This is fine, although the volume of them isn't. Oh look a pack of six wolves, I'll kill all of those and make a fortune! Just a small detour on my journey. Then once you've killed all of the wolves you ride on for twenty seconds and get hit with another pack. The novelty wears off. Then, naturally, you ride a bit further and a cougar jumps out of a bush, killing your horse. Before you've heard its snarl and realised what's going on it's hit you and you're on the deck, then it hits you again and you're dead. And you lost all the wolf pelts and hearts you had before. Since there are challenges which require you to kill/skin a certain amount of animals to progress through each rank, being killed in this manner is really annoying. While this is ridiculous the sense of saturation will be lost among your mixture of tedium and rage, but it's still felt elsewhere. When you reach the final part of the map after progressing through the story you're in a snowy mountain region. Without wanting to get too into the description of the landscape yet there's an eerie serenity to this area, especially at night. So if you're exploring there and you see an elk you want to shoot, purely for the manual thrill of feeling like you're actually hunting you'll pull up and ready your shot. You won't be using Dead Eye at this point because it's cheating, it's you vs. the wilderness and the wilderness can't fire bullets. So you have this shot ready and then a bear runs out of the trees, silent, and knocks you down. After learning your lesson with the cougar you enter Dead Eye straight away and spam a full clip into its face (the elk has f***ed off by now), after you've fired two shots it's still not dead and is in the motion of hitting you again so you still end up near death even after you've shot it a dozen times. Then another bear comes running out to do the same thing. And probably another after that. As much as this wildlife is interesting and does represent a genuine threat from the wilderness itself (ie one that isn't human) there comes a point where you just get fed up. Even moreso when you're skinning these bears and you have to sit through the extended version of the skinning animation because it's bigger.
The challenges I mentioned there, these would work in theory if they could ever really be a focus. At the lower level they're simple - kill and skin a wolf or whatever - working up to more and tougher animals and tougher conditions (I'm sure killing a bear with a knife is required somewhere) but the amount of animals you regularly encounter make it feel like an exercise rather than a challenge. Especially when you have to kill something which never shows up anywhere like a beaver or an owl, they're awful. There's another series of challenges which I think is called Sharpshooter which are focused more on the killing aspect and they're more interesting, there's usually a few where you have to kill birds which are more difficult. The problem is with the amount of animals you encounter naturally these challenges don't feel like anything unque, they just track your slaughtering progress for a while. The other challenges include a treasure hunter series which is self-explanatory, this is much better. Encouraging exploration of and familiarity with the map and features of it (the treasure maps you look at have a rough drawing of some notable landmark you have to go to and search) is a good thing and doesn't ever really make the map feel small or limited. It helps strike that balance between something vast and something restricted. You see all of these things which are lengthy horse rides away from each other, so you never think of the fact you can go from one end of the map to the other in half an hour. Plus, the resultant sale prices of the treasures makes it much more efficient than killing animals. Anything which encourages manual exploration of a world like this is a good thing, at the same time your exploration will influence your opinion of what you're seeing.
The final challenge based on an aspect of the landscape involves you collecting various different types of plant. There is no point to this. The plants don't do anything. You can sell them. Great. You can't even combine them to make medicine or something. They serve no purpose at all besides making you spend a few hours traipsing round looking for each kind on your minimap. This is an example of bad interaction with the world. Occasionally you'll have to find a certain type of plant for a side-mission. Then once you've given up all of your wooly blue curls the next level of the challenge will require you to go out and pick a dozen. Oh and the final level of the challenge just needs you to go and get another hundred of each. Or some number like that. Terrible. Somewhat similarly, the random characters you meet when travelling become as tedious as quickly. The first time you're riding along and a woman calls to you for help before a bunch of guys jump out from behind a rock as you slow down, that's alright. That's interesting, but it ends up happening far too much. The same goes for the amount of incompetent police who seem to be in the middle of nowhere letting prisoners run away. Hopefully they're all disciplined when their bosses get fed up of them bringing dead bodies back to the jail, because you'll get bored chasing them and bringing them back alive. Special scorn must be left to the lazy idiots who have a wagon stolen. If you come across someone who has a horse or a wagon stolen you have to stop the horse and return it to its owner. Fine. If it's a single horse you can lasso it and bring it back, that's easy enough. When you hear "Hey mister he stole my wagon" and immediately enter Dead Eye, kill the person driving the wagon that's stopped twenty feet from the clown who's been robbed who then doesn't move and waits for you to get off and go through a forty-point turn to take it back to them, those people, those ones I get really sick of. You're quicker shooting them and hoping nobody notices. After about three of these incidents you quickly learn to just ride on and ignore them.
But then on the other hand, when you're in a town and an old drunk is trying to stab a hooker and you stop him, they feel much more realistic and much less contrived. This helps contribute to the sense of each settlement, north and south of the border, feeling unique and active. While this can be true there's still a problem with interaction with a lot of them. In the first main one you're in, Macfarlane's Ranch, there's little sense that it
is a ranch. There are story missions where you herd cows with purposely stupid AI (just let it sink in how stupid they must be) and help out but when you're left with the ranch itself with its empty corral and its constantly repeated NPC dialogue, it feels a bit hollow. In towns like Blackwater, the symbol of modernity, pavements and brick walls at the end of the game and Thieves' Landing, contents self-explanatory, there's a bit more going on to compensate. Other towns feel too much like things for observation only though, if you spend too long in them. It's not a massive problem and generally the strength of the other elements of the world like background music and general design help make it feel real and lifelike, if not necessarily engaging.
The game world is set in three areas. Fans of Rockstar games will be familiar with a map that opens up as you progress through the story. The first Rockstar game I ever played was GTA 4, some nine years ago now when I first got my PS3. Even now I feel like the overall consensus for what such a game “should” be is some semi-mythical, entirely unfeasible hyper-idealised San Andreas. You can do so much stuff! You can run down the street and ride bicycles! You have the freedom to go to all of these different places right away! This approach to sandbox games has never been one I take as a priority. I don't come away from sandboxes thinking about the freedom in the way I feel as if everyone else I've ever seen or heard talk about video games does. It's always been secondary to me, a pleasant addition to the objective driven focus which is sort of the point of games. As a result, the world in Redemption is somewhat paradoxical. It still has all of that freedom I'm talking about but it's only available as you progress through the story. You start in New Austin and you can't cross the border. None of the bridges have been built. Your ability to explore with complete freedom doesn't exist until you've reached a certain point in the story. The 'player' is free to explore, but the 'character' of John Marston isn't. This isn't something I have a problem with, and I never have. In all my times playing the story I've never tried to move outside the first area. Even going back to GTA 4, I'm interested in the opening scenes, the establishment of the character you're playing as and the world they're immediately thrust into. The other aspect of this, at least in GTA with streets and buildings, is that I generally spend most of my time trying to remember where everything is. One problem with this in Redemption is that Marston is on a mission to find the members of the criminal gang he was in to bring them to justice. So he rolls up, you get off the train in a town called Armadillo, you walk into the nearest saloon and ask after the local fort they're supposed to be hiding in. You go on to Fort Mercer after some more nice exposition from your guide where Marston laments how horrible his life is, how the government is blackmailing him by holding his family hostage to make him do their work and how the life he and his peers lead is threatened. You get to the fort and find the man you're looking for. Marston is promptly shot, once, in the stomach, and is unable to move. While I don't have an issue with these events in themselves the reality is so at odds with the basic game mechanics it seems somewhat disingenuous – if necessary – to open with it. But I'll come to that later.
The story is as I've described. The first section of the game with that one map area is centred around rallying together a gang of rogues to help you break into the fort and find the man you're looking for. In theory this is perfectly acceptable were it not for one other thing you can do in the open world – gang hideouts. There is an assortment of gangs throughout the map who hide out in various locations. These range from an abandoned town, to a mine, to some buildings in the desert. Standard stuff. Except, of course, the otherwise impenetrable Fort Mercer is a gang hideout which you can sneak up on and climb into through a conveniently-placed crumbling wall. You then kill everyone inside to complete the hideout. I don't have a problem with the hideout mechanic. I don't even have a problem with this early focal point of the story being used for a string of secondary objectives. I don't expect them to be able to include something as integral to the story somewhere in an open world game while making it otherwise inaccessible. But then later in the game you technically gain access to Marston's actual home and farm land, but you can't get in until you've reached a certain point in the story. It's just a property you own, no different from any of the others. That's fine, you can bypass it. Fort Mercer though, this early symbol of challenge and the virtuous and life-threatening quest that Marston is on, you can wander in and out of at will.
I'm not sure I feel as if I'm being fair when I'm criticising this part of the game. It's not something I've ever thought about in any of the times I've played it but it does feel contradictory now as I'm thinking about it. One other criticism I will throw at it is the significance attached to this. The tedious build-up missions you have to do suggest a real climax. You have to repeat several seemingly unrelated missions beforehand. Nigel West Dickens, a snake oil salesman, has a carriage you can hide a big gun in so you have to get him to help you. Two of his missions involve winning a horse race. Two involve turning up at demonstrations of his “tonic” to save him from being lynched. Considering the first time you encounter him you save him from being killed, the rest of the busywork you have to do to get to use his carriage seems a bit rich. The other characters that are prominent in this early part of the game are all classic Rockstar. By that I of course mean that they're all batshit insane. I like this. Seth the necrophiliac and Irish the drunk (naturally) provide a good balance to Marston's world weary realism and repetitiveness. Yes, the government took your family. Yes, you don't want to be doing your work even though everyone thinks you're an agent. Maybe it's a symptom of the expectation of the length of the attention span of the average gamer but Marston certainly enjoys repeating himself.
On the topic of characters though I think I need to make special mention of Marshal Johnson, the top law man in Armadillo, the main town where a lot of the missions are centred around in the first third of the game. As Western archetypes go he's nearly as stoic and cynical as Marston is. He's old so naturally he's seen the change in the land and the people. He's especially distrustful of the government he thinks Marston represents. There's a good balance in the character though because although he's clearly above the people he's in position to protect – and although his two deputies are a drunk and a stutterer – he projects a genuine sense of being left behind by the development facing this part of the world in 1911 when the game is set. He is a perfect embodiment of that group of civilisation because the world he is certain of is being altered in a way he can't understand. Yet even in the town of Armadillo itself this modernity and its effects are being felt. The trains which go round the map in various routes pass through Armadillo. Yet with Johnson you at one point go to the nearby town of Tumbleweed, a place which is now abandoned (and one of those gang hideouts I mentioned) yet which was much bigger than Armadillo. When the railroad was built it didn't go past Tumbleweed. So, soon, neither did anyone else. This is an effective comment by the writers on both how aspects of old western life are being eroded, yet the people who are complaining about this are unaware of the aspects which predated them being previously destroyed in the same way.
As the sole in-game representative of the player Marston of course can't embody these subtleties. He's just a reluctant government stooge trying to please everyone and repeating the same lines to anyone who tries to tell him different. What good fortune then that when the assault on Fort Mercer proves unsuccessful in turning up his old gangmate he flees to Mexico and stumbles upon a civil war in which he can fight on both sides with impunity. Before I get to Mexico though I have to, well, go to Mexico.
The mission where you cross the border first is actually a microcosm of all the criticisms you can have of the game. You have to put up with Irish's hilarious tales of drunken debauchery while Marston resolutely goes on about how much he loves his family. The gameplay is effectively a rail shooter, you on a self-steering raft going along the river while endless enemies pop up on the cliffs shooting at you. If you ever run out of ammo (which you won't because by this point you go into it with 100 pistol bullets and 200 repeater bullets at least) there's a box on the raft. Every now and then you at least have something interesting to do as there are for some reason boxes of TNT next to the heads popping up. Firing a body fifty feet up in the air and into the river, hilarious. Dutifully picking off fifty guys whose bullets are deflected by a raft made of wood and chicken wire, not so much. Outside of the mission itself I like the gentle shift from America to Mexico here. Even riding up to the start of the mission you can see a distinct difference between the landscapes. You come out of a lush Eden with trees and sun and moisture, you look across the river and see red stone cliffs, square whitewashed walls perched on top impassive and ominous. Then the raft eventually hits land and you're in Mexico.
If you know anything about this game you know about the subsequent section and the other occasions where songs play an important role in establishing the atmosphere. This isn't to say songs or a soundtrack in the conventional sense though. They're not like the incidental background music that has trumpets when you're in Mexico and a lone whistle like a Morricone soundtrack when you're in America. It's not even really a set-piece either, it's still regular open world gameplay where you can interact with all of the things I've described. Just with music playing a little more loudly than usual over the top until you do. The song is called Far Away by Jose Gonzalez and it's worth listening to now even if you're familiar with it already. The simple way of putting it is that you ride into the country with a song playing. You can look at this on youtube and get some sense of the effect it imparts on the player but it's not the same. I still remember my first journey through some narrow paths on the side of a mountain. I'm pretty certain I fell off and went into the river. But then when I play it later and know what I'm doing the sense of profundity is still there. Not since Journey, a game which you'd think should have a different effect on later playthroughs because you know what's going to happen, have I seen this level of replayability. I think it says something that for a game world as rich and content-full as this one it can bring all of it back down to this one ~five minute period of intense solitude. It speaks volumes of the success of the game's attempt to inhabit the Western genre that it can flick between those two mindsets so readily and maintain both of them so effectively. The end of the invincible raft puts you straight onto the horse and there's no jarring sense of anything being out of place.
For all of those aspects of the Western I think the lone hero on a horse trope is embodied perfectly here. For its place in the story, the journey comes at the perfect time. Marston's exploits in America have gained him an amount of notoriety and there's a need to escape. Feeling over the border to an apparently lawless place has always seemed the appropriate destination in this sort of thing and it's suitably fitting here. The travel to Mexico however and the story's subsequent focus on that area marks a genuine shift in the setting. The story missions in the game's second section all take place south of the border. You don't travel back into Mexico at any point unless you do it in free play. This separation of the two areas in the story helps increase the immersion in the area because when you play there isn't any suggestion that you should be anywhere else. I've talked about the separation of open world and story missions already, I can't say if it's just my impression or priority when I'm playing a game but to me the focus you have on one specific area of the map and the events therein is natural. When I'm playing the game and I'm in Mexico nothing compels me to leave. I'm never struck with a desire to leave and treat it as an open world game again.
And what of Mexico? There's a civil war of some kind on, because of course there is. Your first arrival after the journey with Far Away playing bears mentioning. Turning up in a classic Mexican town with the tiled ground and the flat, open buildings, considering the colour and design palette of the game is very similar from area to area it's quite a striking difference. On my most memorable playthrough I went into Mexico just as night was falling which adds another layer to the feeling of running away from something. Having to flee the country under cover of darkness. For all the stunning set pieces in the game and the landscape ironically it's at night where the game often looks its best. When the sky is clear and there are endless stars in the sky, there's a vastness that you don't get in the day time. When you see the sunset as a backdrop to your entering Mexico and your first encounter with the people being a trade-off of racial insults before a gunfight ensues it shows that the respite Marston has gone to find will elude him. In a way it's a fitting contrast to the musical episode, one brief moment of solitary reflection then straight back to business. All from a game where freedom of movement is supposed to be inevitable and free to you whenever you choose. It's like the Lemon of Troy Simpsons episode when the boys make a huge deal out of crossing the border into Shelbyville, then in the background you see the girls running back and forth while playing. Except in this case the boys are completely right. It does matter. An open world game has succeeded because it makes you believe you are or should be confined to one area of it.
This isn't to say everything in Mexico is perfect. Much like the top half of the map it has strengths and weaknesses. The diversity of the landscape is perhaps the most interesting. One half is raw, red stone desert with huge, angular rock formations and the other an almost white scrubland with undulating hills and cactuses. Although the actual map area which is Mexico is larger than the American half you've been in the diversity in the landscape makes it feel like a bigger difference than it actually is. One immediate drawback which comes as a result of this scale is that the stoic solitude of travelling from mission to mission is undermined by the sheer volume of it. Starting a mission in the western-most settlement that's a government stronghold? Oh, it's time for a stagecoach ride to the opposite end of the country to go climb a mountain. Before I go back there I'll head to this new mission that's appeared at the bottom of the map after a twisting road to get there, oh wait I can't, I can only take missions from here between 2 and 7AM. And I can't save anywhere to forward the game a few hours so I'll head back to Escalera. Oh look another mission where I have to sit on a stagecoach for half an hour to actually get to the start. Except this time all the possible dialogue was worn out on the previous trip so now you don't even get to listen to Marston explain over and over about how bad the government is and how much he wants his family.
I'm still not sure if the cultural depictions of people in this game is accurate, exaggeratedly mocking or a mixture. The government side of the war in Mexico is almost surreal. The crooked Coronel (it is always Coronel) Allende drinks so much he vomits, immediately before grabbing a local kidnap victim to have sex with. He's a murdering pig. His lapdog De Santa who you do missions with encourages you to partake in the festivities. There actually is some legitimate subtlety with De Santa who is gay but whose sexuality is only ever hinted at. In terms of character development it's one of the few cases where someone in the game isn't rigidly defined and representative of one specific aspect of the Old West. This isn't to say I'm criticising the game for its characters being repetitive or dull, they aren't. But, by the nature of what they're appearing in and how the player will interact with them, they have to retain a level of continuity. Perhaps it's no surprise that someone who only appears for a few missions has this level of intrigue attached. Of course, when Marston eventually shifts to being on the rebels' side full time it all blows up, so the lead-up to that moment of revelation becomes all the more convincing after the fact.
Once you're on the side of the rebels the real fun begins. Here you have near enough every stereotype about Mexico and its people ever distilled into one person, a liar, a coward, an even more tedious bore than Marston who goes on about writing poems and corridos about how he saved his country singlehandedly when everyone else actually did the work. In the end, after he overthrows Allende and becomes state... governor? Guy in charge. After that, Abraham Reyes is revealed in a newspaper report to have proven to be exactly the man he said he wouldn't be, that he was getting rid of. The signs for this are obvious to Marston and the player if not to Reyes who does and says pretty much all the things the man he's trying to depose does. The only real purpose of the story being in Mexico is to lead Marston to some of his old gang members – he ends up finding more than the one he was after, which leads to more problems with the government. It's almost a shame there isn't much cross-border involvement in terms of missions. I think I was wrong earlier, there are one or two missions where you briefly cross back while being chased by something. None of these crossings have the same impact as the original one. Maybe that's a comment on how the border isn't actually profound at all, that two cultures seemingly so distinct and antagonistic to one another are separated completely – as the missions in the story are – yet are still ultimately right next to one another, with you having the freedom to transfer. Yet never feeling the urge to utilise that freedom.
My complaints about the setpiece of Fort Mercer in part one is only partly mirrored by the eventual overthrow of Escalera in part two. For all the time you're free to spend in it as a normal town it is a government stronghold and you do have to assist the rebels in their strengthening before attacking it. Certainly it doesn't feel as much of an anti-climax as Fort Mercer does, but I think this is purely because Mexico and its story missions feature so many more big setpieces in terms of locations and the more varied ways you can kill people in them. The diversity of the landscape I talked about extends to the towns and a lot of the side missions. Even the gang hideouts south of the border are more varied, although they're a blend of pro-government/pro-rebel attacks so I'm not sure how those are supposed to work. Maybe they're why everyone says to Marston that he's a sellout fighting for both sides. Poor guy. Maybe someone will listen to him when he says he just wants his family back. Elsewhere in Mexico I'm surprised at the amount of Spanish that's spoken both in mission cutscenes and incidentally in the background of various places. While the latter might not be that surprising in towns where there's only English spoken when it's directed at the gringo, the amount of it in story missions seems high given Marston speaks about four non-English words in the whole game. The initial stand-off when you first arrive in Chuparosa after crossing the border epitomises this clash between American/Mexican, but for important figures in the story who can speak English readily, you'd think they'd do it more. At least the background NPCs have this level of cultural depth and realism which contributes to the overall depth of the world. Rather than feeling like the same random pedestrians are all over the game world they feel distinctive, it feels bigger, more realistic.
I like that there's a similarity between Armadillo in the north and Chuparosa in the south. Both have a distinct yet similar feel to them, for although they're as different as possible in terms of physical layout/structure – Armadillo the classic Western town with its street and wooden facades, Chuparosa arguably the Western Mexican town equivalent with its open market, border wall and Alacalde as a focal point in the centre – they're connected by something surprising – the lawman in charge. I mentioned Marshal Johnson from Armadillo. Chuparosa has Landon Ricketts who seems to have been a notable figure in popular culture in Marston's youth. With a trench coat almost as long as his moustache and a voice somewhere between the Stranger in the Big Lebowski and three bottles of whiskey, he serves as an example to Marston. Partly because he effectively teaches him Dead Eye, partly because he seems to have escaped a similar life to the one Marston's trying to get out of. I think of all the character relationships in the game the one between Marston and Ricketts is the most interesting. Both of them recognise themselves in the other and neither seems to want to. Ricketts keeps telling Marston what he has to do to survive what he's going through, Marston misinterprets this and just doesn't want to be a faded star living away from his home. It's probably a mark of how caricatured all notable Mexicans are in the game that of all the characters in the section I find an American the most interesting, but I think he represents too much of the game's conduit with the player to not be more significant. Or maybe I'm just burnt out from having to listen to two sides of the same coin complaining about the same things when I'm going from one end of Mexico to the other that a relative voice of sanity seems more relatable.
Once you've finally killed or captured one of your gang members you take him to the border crossing where your favourite government agents turn up in a car to collect him. They're perfectly placed on a nice island between the two bridges of the main crossing. It's a bold move for a game to not introduce the main villains until the start of its final third but they're menacing enough for it to work, though I'll come to them later. The other key aspect of why this works is simply that for all of the story missions you follow there's rarely any question of where things or going or where you'll eventually end up, you're just following what happens without question. Although the first big setpiece of taking on Fort Mercer to catch a guy is undermined by his not being there and doing the same thing in Mexico is undermined because there's still more for you to catch, this ultimately proves to be the point. The game's opening cutscene shows the government letting Marston loose and at that point he has one job. But then the government always wants more. They don't understand anything about what Marston's done or why he's done it, but it's not enough. But, again, I'll come to that later. I don't think there's much to say to close about Mexico that I haven't said already. Certainly the entry to the country is much more important than the exit. As with your presence in this part of the map, once you leave you're not obligated to return for any of the story missions. By this point you probably will at some point anyway if you do some side missions or you need some stupid flowers for your challenges, but Marston the war is over and he's leaving Mexico to get on with what it gets on with. The fact that you can leave behind such a distinctive and varied part of the world just adds to the sense of scale again though, as the notion of there being a whole separate country in the game still lingers. When you go into Mexico and experience the differences cross-border it's only then you realise there are any differences at all – the same goes for your return to America.
Before a return to the story I think I'll mention some of the side missions at this point too. There's a difference between the activities and mini-games like arm wrestling and the random encounters you meet in the wilderness. The Stranger missions are an assortment of character studies dotted throughout the world offering specialised social insights compared to the main story. While there's obviously no proscribed order for you to do them in (save for some only being unlocked after progressing past a certain point in the story) I'm pretty certain the first one you can encounter, at least the one I remember doing first, is a great example of one of those classic character archetypes in the genre. You find a naïve young girl who was on the train in the opening cutscene as Marston was going to Armadillo. She was having her head filled with nonsense by a preacher who was hastily covering up the logical fallacies in his argument about why she should be god-fearing. Now she's on the ground in the middle of the desert, and the Lord has sent her salvation in the form of Marston who gives her medicine because she's wearing a huge puffy dress in what must be hideous levels of heat. The amount and range of Stranger missions in the game helps add some variety to the world in the form of a distraction from the story missions. In those as I've said there can be a sense of repetitiveness, either in what you're actually doing or from the dialogue that's in them. In the side missions you have a bit more depth and representations of other social concerns of the time and setting. You have filmmakers and writers trying to make their careers out of the landscape. You have the occasional crazy person, whether it's a senile old woman in a wedding dress looking for her husband who was put in the ground years ago or a cannibal who's making people disappear. Or a man who wants his horse back a little too much. Some of the economic concerns of the time are exposed too, as you get to act in conning a man out of his water-rich land. Those stupid plants make a reappearance in several though, including in one actual interesting mission where someone's trying to build a plane. Apparently you can make wings out of beaver tails and flowers. Even then once you've helped this guy build a plane and it's crashed the wreck lies on the ground at the bottom of the cliff for the rest of the game afterwards, so there are at least some tangible results for some of the missions which is rare. For some of them it's financial rewards which are most notable, but as discussed, they're largely meaningless.
The moral aspects of society show up in some missions and they're linked to some extent to one of the game's most poorly implemented mechanics: the honour system. By now moral choice systems in games are widespread and understood, even though they're rarely thought out very well. Redemption has two, effectively. A fame rating which goes up the more things you do regardless of whether they're good or bad and an honour rating which is affected by doing good and bad things in missions and in general. If you go around shooting people and horses you'll be a dick. The problem is it serves absolutely no purpose. If you play through the game normally and don't treat it as a GTA clone from your youth which is what the game encourages then you're not going to benefit from the perks of a high honour, like being able to commit minor crimes without being chased or having slightly lower prices in shops. Likewise, if you go for the bad options then... it makes no difference. What happens, people say mean things to you in the street? The sheer amount of things you'd have to do to get to a fully notorious state would be boring in themselves and the effects would be so imperceptible to be a waste of time. The thing is though, with the nature of the story and the point of what Marston's doing there would be no logic in him going for the immoral option in a lot of cases. Even to add to this, there's an option of buying a bandana which you can use to cover your face and carry out whatever crimes without it affecting your honour. I genuinely don't know what the purpose of putting this mechanic in the game was. Everything about it seems antithetical to all of the things you're able to do. Not only does it provide at best only cosmetic differences to gameplay it actively distracts from the extensive character study of Marston himself. I understand that in an open world game there has to be some sense of freedom imparted on the character you're playing as. Allowing the player to control someone with as much freedom as is in a game like this and only providing wholly pre-defined routes for the character development to go down, that's as bad as not providing any at all. The result of that is an open and interactive world which is undermined in the eyes of the player because it's all pointless. But the attempt at changing that is so redundant in itself that you wonder if there's any legitimate purpose to it in the first place. The fact that the story missions have a net positive effect on your honour rating really shows how poorly thought out it is.
Ironically the thing which saves the player from any of this over-analysis while playing is the very insignificance of the system itself. When you consider it alongside the actual characters and the things they say and do they're effective enough in themselves. Hey, the guy whose house you just bought for two hundred dollars is delighted even though you know the guy you've bought it for it going to make thousands from the land. You refuse to profit from the alarmingly large amount of people who're involved in the drugs trade, although this is in part because the game suffers from GTA 4 syndrome again in that the main character (eventually) ends up fixated with money even though the money you personally can actually earn is both limitless and useless. Even later when you get to Blackwater, beacon of civilisation with its bricks and pavements, the side missions are about political blackmail (a side-note: the political situation in America isn't given nearly as much attention as I think it could. There's someone running for governor and he's crooked, or useless, or something, and this is suggested throughout at various points but the subplot has little bearing on the story. I think it could have been more prominent than it was, certainly the potential for comparison with Mexico's politics exist.) and prohibition, which would have been an emerging social concern in 1911. I don't know if it says more about me or the state of video games in this decade that I seem (am) surprised by a game being worthwhile on its own merits and content rather than through some separate system of rewards and achievements but I think that for the amount of side missions in Redemption, for them to have such a high hit rate of thought provocation shows the extent to which the game succeeds. If you can feel as contemplative about tertiary characters who see very little screentime as you do about the main characters I think that's a good thing. Certainly it adds to the sense that the border states the game is set in are a genuine, structured world which is worth exploring. Even the amount of flower collecting they inspire can't break that.