*Test* Red Dead Redemption 2: when Rockstar Games gives a video game lesson

29/08/2022 By acomputer 686 Views

*Test* Red Dead Redemption 2: when Rockstar Games gives a video game lesson

There is so much to say about the game that we don't even know where to start. Here, we could go back for two seconds on our theory, the one that would like the developers to demystify John Marston after having deified him in the first Red Dead Redemption. We might as well make it clear right away: we have it all wrong. In fact, Dan Houser, Mike Unsworth, and Rupert Humphries - who scratched the script for Red Dead Redemption 2 - came up with something more nuanced, more subtle, to keep events from being stitched together. We were however convinced that Marston was going to be walked on like shit, a feeling reinforced by the sublime opening credits. While in 2010, we had to go all the way to see the huge "RED DEAD REDEMPTION" repaint the screen, Rockstar Games decided this time to shoot us from the start. know it only too well: in general, the act of purchase is triggered within the first two minutes of the visit. This is exactly what we feel with Red Dead Redemption 2 which, in a few seconds, makes us realize that we are facing an extraordinary game. So, we can debate for ten ages on the sacrifices that it required from the developers, creating dramas on Twitter after having swallowed for years the soup in which we spit, but when we have the privilege of having in our hands a such a work of art, we close it and we love it.

Of course, we won't tell you anything about the game's story, but know that we are well within the 60 hours recently announced by Dan Houser, excluding side quests. No question of misleading with farming like Assassin's Creed Odyssey, the main missions follow one another at breakneck speed by offering a level of variety rarely achieved. We will no doubt have the opportunity to talk about it once everyone has finished Red Dead Redemption 2, but there are expeditions that mark not only by their crazy atmosphere, but also by their gameplay mechanics. Obviously not, the game does not invent anything, and one would have to be in bad faith to argue the contrary. The thing is, Rockstar Games is exploring areas where no other studio has been able to venture until now. Let’s be clear: here, we are not talking about the power of consoles and the technologies they allow to develop, we are just talking about ideas. To create such a coherent, organic, harmonious universe, it is not enough to work on a game for eight years; it would be known. No, you have to opt for an intelligent approach so that each of the elements fits together perfectly, an area in which the box of GTA has no equivalent; maybe Naughty Dog, but on a smaller scale. And then there's this writing... Still, it's not the first thing that comes to mind when talking about Rockstar Games, but Red Dead Redemption 2 is filled with heart-pounding dialogue. Every time Dutch opens his mouth, it kicks.

"LADIES AND GENTLEMEN, GET YOUR HORSE READY!"

It's not just him, all the others are contributing their stone to the building, starting with Arthur Morgan, one van der Linde's most faithful disciples. Authoritarian both in his approach and when he draws his weapon, he is the anti-John Marston par excellence. If the latter was in the most total redemption in Red Dead Redemption, Morgan, on the other hand, follows the orders of his mentor Dutch to the letter. Whether it's robbing a bank, attacking a stagecoach, or even stealing bearer bonds from a train, there's no qualms. If this strong bond which unites the two bosses of the gang constitutes the scenario base of Red Dead Redemption 2, other strong characters gravitate all around them. We think for example of Sadie Adler whose husband was murdered badly by a clan, and who therefore joined the Dutch gang in the hope of revenge. Through her, it's hard not to see a desire from Rockstar Games to silence criticism that the studio has never included strong women in its productions. Believe us, these people will be served, and not only with her. Already present in the first Red Dead, Bill Williamson is a bit of the broken arm of the group. He tries to play the good man, but he knows deep down that he is not much use despite his ex-military status. Impossible not to mention Hosea Matthews, the right arm of van der Linde who, unlike his sidekick, uses his brain before making his guns speak. Ultra class despite his advanced age, we can say of him that he is the philosopher of the clan. Also present in Red Dead Redemption, Javier Escuella has a face that can hardly be forgotten. His particularly dark gaze inspires fear in people who meet him, and he feels no emotion when sticking a ball between his eyes.

Naturally, Jack and Abigail Marston are there, along with John who isn't much of a favor with the gang. The many innuendos from the intro of the game suggest that it is not a reliable member, Dutch not understanding why the case of Blackwater could have screwed up so badly. As you can already imagine, the list is long and we could go on listing the characters for hours; we prefer to leave the pleasure of discovery to you. What is amazing in any case is that we were convinced that after the trio of GTA 5 (Michael, Franklin, Trevor), Rockstar Games would never again do without this formula so much it marked the spirits. Yet it is the lonely man card that Red Dead Redemption 2 plays, while building on the experience gained in Los Santos. Indeed, each NPC has a well-researched story; not only those of the gang, but also most of the individuals encountered in town or in the depths of nature. The developers have gone to great lengths to make people want to deviate from the main campaign, to listen to what is being said in the saloon or the corner shop, and not with two-line sketches. We are entitled to real scripted quests cut, sometimes, into several parts. And all that is not fixed, that is to say that a weak character at the beginning may very well, subsequently, reveal himself with a strength of character that we did not even suspect. In the other direction, supposed hotheads will crumble at the first difficulty. When you know that, behind, 1,200 actors were asked to create the NPCs, and that 700 are able to hold a dialogue (80 pages of script for each of them), it gives you an idea of ​​​​the thing.

If we have been repeating for months and months that there will be a before and an after Red Dead Redemption 2, it is because a good number of absurdities will be difficult to tolerate from now on. At Rockstar Games, it doesn't make sense for an NPC to stupidly repeat the same sentence twice. So if you're not paying attention when he speaks, it's dead. Hopefully, he might paraphrase, but don't take them for idiots. Even in the answer choices, it will go gray after two or three replies. In short, it is a complete change from what is done elsewhere. Another example: secondary missions that Arthur Morgan is not obliged to accept. That's right, there's nothing new about it, except that in Red Dead Redemption 2, if you decline an NPC's request, it's game over until the end of the adventure. Severe but ultra realistic. So think carefully before making your choice, especially as as you progress in the game, some quests will disappear in favor of others. Yes, the scenario of the game taking place over several months, the individuals each having their own life cycle, it would not have been wise to let missions rot in the same place. It's also a smart way to ensure the game has reinforced concrete replay value: as far as we're concerned, we've already embarked on a second run to discover all the little stories we missed. We won't go so far as to say that it's as complex as Detroit: Become Human in terms of variables (even if it's unheard of for an open-world), but accepting the slightest need for an NPC can lead to a handful of side missions that we could have missed if we had not been careful.

MAKE THE COMPETITION MORE

In the same delirium, we also note that the NPCs react according to our look, our behavior and our actions. So, if you enter somewhere like a bully, you will immediately be given the thought. After a successful robbery, we happened to be invited to a conversation when we had not specifically planned to take part in it, without pressing any button. We are stopped at the other end of the camp, we are picked up if we do not move, and here we are with the friends around the fire trying to redo the heist. If you take too long to search a house while the rest of the gang is waiting outside, you will be called several times with different intonations. Doesn't just happen once in the game, does it? It is systematic, it is na-tu-rel. As in Red Dead Redemption, an Honor gauge lets you know how we are considered by others, whether we multiply heroic acts (without becoming an angel, of course) or whether we do dirty . In the shoes of the Good Samaritan, it will be easier to trade with NPCs and fill our pockets as a bounty hunter, and the shops will even give us discounts. Whether or not there is a connection is unknown, but after committing a crime, the witness who was on the scene did not bother to alert law enforcement. To be checked. By deciding to switch to the dark side, people will look askance at us, doors will remain closed, and to use the example of the witness, it will be easier to intimidate potential Libras.

*Test* Red Dead Redemption 2: when Rockstar Games gives a video game lesson

In the first Red Dead, we remember that by acting in a disgusting way, John Marston aroused the admiration of the gangs who offered him, suddenly, to carry out robberies together. Better, by going to Thieves Landing, there was a way to take advantage of welcome discounts. It's unclear if this is still the case in Red Dead Redemption 2, but you can count on us to keep you posted once the test is released. Anyway, what is extremely interesting with the Honor gauge is this refusal of Manichaeism: whether you are on one side or the other, there are advantages and disadvantages ; and it is even more powerful with consequences that we do not necessarily grasp right away. In the end, we end up constantly weighing the pros and cons – should we rescue the young lady lost in the middle of nowhere, should we attack the banker comfortably installed in his stagecoach, or is it in our interest to lend a hand to the local sheriff. The possibilities are many, the consequences sometimes serious. Since we just talked about sheriff, it's time to discuss Pinkerton, the famous private agency whose agents travel the Wild West in search of criminals. Well, in Red Dead Redemption 2, you don't have to slit someone's throat to get chased by the cops. A simple push can cause chaos.

More concretely, once the abuse has been committed, the police rush to the scene to patrol the area. If you are still in the area – that is, inside the red zone indicated on the radar – they will do everything to make your arrest. It's only after you run away that the "WANTED" gauge begins to decrease. Fastoche? Not really, for two reasons. The first is that even if you manage to escape, you end up with a wanted poster and bounty hunters on your ass. The second reason is that the Pinkerton is not known for recruiting firearms newbies. Understand by this that his agents show a precision clearly above the average, especially when you are wanted dead or alive. In this case, it's not just two or three guys trying to catch you, but a group of enraged people trying to stop you. It should be noted that searches can extend to an entire region and that all local establishments and services (stagecoaches, stations, shops, etc.) are temporarily closed. Fortunately, you can pay the premium you are subject to so that the state of alert is lifted. Always in this concern for extreme consistency, changing clothes, shaving or going to the hairdresser avoids being recognized too easily by witnesses who know what you look like. Simple, but still had to think about it.

A GAME CHANGER

With such a huge playing field, exploration takes center stage in Red Dead Redemption 2. While the first installment primarily featured desert landscapes, the developers envisioned this much more varied scenery here. Saint-Denis is undeniably the city that stands out. Symbol of industrialization and "civilization" hated by Dutch and his clique, it seduces with its architecture which is reminiscent of that of New Orleans. We take pleasure in straining our ears and listening to the French express themselves in English with this local accent. Louisiana atmosphere obliges, we are entitled to the famous bayous where crocodiles love to hang out. You already know that the adventure allows you to explore snowy mountains, but you may not be aware that Red Dead Redemption 2 is home to spaces with very important vegetation. We immediately make the connection with Uncharted 4 and its lush jungle: there, we are clearly a cut above, we promise. Those who do not particularly want to swallow kilometers with their mount can always go through the fast travels. These work either with stagecoaches, or with trains, or using a fast travel card that is unlocked by improving the camp. Like the other open-worlds, indicators allow you to go from point A to point without getting lost on the way, knowing that it is possible to activate a Cinema view which is responsible for maintaining our horse on the way (even if you can take over the reins at any time). Very practical, since it allows you to focus on the dialogues that never stop with Rockstar Games, you know it well.

Before moving on to our test, let's take a moment to look at the horse, a true icon of westerns which, we insist, has never been the subject of such great attention in a video game. Those who had drooled over that of The Witcher 3 may be shocked (in a good way) by seeing that of Red Dead Redemption 2. It's not just a question of graphics, it's also and above all a question of reactions to the world around us. A simple thing: when our mount hears a gunshot, it gets scared. It makes sense, but it's this kind of detail that other studios don't necessarily think about, and it's this kind of detail that makes Rockstar Games revolutionize the open-world. Another example: if we go to venture to the top of a mountain and our horse stays down, we can whistle him, but he won't hear us. It will be up to us to get closer to recover it. Ditto a predator will prowl around: our companion will be wary and will recoil. Before becoming one with our horse, before he finally becomes an extension of Arthur Morgan, we will have to spend time with him, treat him properly, and create a bond. Taking the time to tie it to a post instead of leaving it in the middle of the path, cleaning it, calming it when it is frightened, feeding it, this is an example of the actions that allow you to cross the different levels of affection. In addition, you can access new maneuvers that are very useful in case of danger (pitch up, turn while skidding, etc.) and it becomes more complicated to make you fly it. Well yes, we steal other people's, so why couldn't they do it?

Honestly, we have never been so attached to a horse in a video game; so when he dies (he also has a core of health and energy) and we are unable to revive him, it is hard to take. Already because his gaze filled with suffering tears the heart out, and then because we will have to recreate a link with another horse, even if the stable allows you to have up to three companions. Obviously, there are several races that behave differently, not to mention all the accessories intended for them. Among the additional activities, some consist of taking part in a wild horse business that can then be sold to fences. As for the saddle, it is used to store Arthur Morgan's equipment. Moreover, we can see some objects on our mount, including the weapons that the character removes from the saddle or puts on depending on the weapons that we decide to take with us. The horse is also practical for hunting, if only to transport the skin, the fur, or even the corpse of slaughtered game. The opportunity to remember – just in case – that the quality of the meat is taken into account and that you must therefore be careful not to shoot the animals like a barbarian. If there are too many impacts, if the injuries are too great, the value of the goods will drop. The same if we leave the corpses too long on our horse: the decomposition will begin, and we can even see flies flying at times. We admit that to complete the game on time, we didn't spend hours hunting, but Hosea showed us how to use bait to attract beasts - including legendary ones - how to track them with clues betraying their passage (thanks to the Eye of the Lynx), and how to approach them without being spotted.

A LIVING WORLD, A COHERENT WORLD

Like The Legend of Zelda: Breath of the Wild, we can cook our own dishes not only from the meat we have recovered, but also flowers that have been picked. We are not going to list all the ingredients of the game, but know that the recipes are numerous. Of course, depending on the food, the effects will be different, hence the need to take your time when you are near the fire, especially since Arthur Morgan is able to set up a mini-camp anywhere and at any what moment. There are so many things to discover in terms of flora and fauna that the encyclopedia is a real bible to know where everything is. With so many strong personalities in Dutch's gang, it would have been unfortunate if Rockstar Games didn't place a heavy emphasis on camp management. It is, and one would even be tempted to say that there is more life in this camp than in any other open-world. We've already said a lot about the interaction between the characters, so we prefer to focus on improving the base. Everyone will have to contribute in one way or another. Next to van der Linde's tent is a box where you can deposit cash or valuables, knowing that with each breakage committed, part of the loot is directly returned to the camp, the rest being dispatched between the members who participated in the mission. Nearby, a register allows you to know which are the ones who put their best foot forward, and those who don't jerk off. Moreover, it is not uncommon to hear the members berate each other because some are lazing around instead of multiplying the robberies. By going for a walk with the chef Pearson, we can give him game to feed the group and craft certain objects. The developers have said it, improving your camp will not be mandatory to progress in the adventure, but those who try to do so will be generously rewarded.

Organic as possible, determined to impose new standards in terms of interaction, the game still offers more conventional gameplay mechanics, except perhaps the cores which offer a perfect compromise between the HP bars and the old and the automatic regeneration of health that has become essential for several years. Basically, to get knocked down, the core and the gauge that accompanies it will have to be completely empty. The small subtlety is that if the core is at a low level, the health gauge will fill up more slowly. Conversely, if your character is in great shape, he will come to his senses more quickly. Clever, especially since it will be necessary to consume very specific items to revitalize the core. And it's not just about health, as Arthur Morgan's Dead Eye and Energy are also subject to this rule. A whole bunch of parameters come to impact these cores, like the weight of the hero, here. If he is too thick, he will be more robust but will tire more quickly, and if he does not eat enough, he will take damage less easily but will be more enduring. As in Breath of the Wild, you will have to be careful with the clothes you wear to avoid getting too hot or too cold, and thus grilling the health core. By finding amulets and obtaining certain items, the cores can be boosted. Finally, let's not forget that the level of health, energy and Dead Eye evolves if we multiply the actions that require endurance, skill, or power. As you will have understood, this system is extremely efficient.

We also focused on the gunfights, an oh so important aspect when talking about the Wild West. Already at the top eight years ago, they are still so in Red Dead Redemption 2, the developers of Rockstar having adapted them to the philosophy of the game. Arthur Morgan will therefore be able to have fun with around fifty weapons (rifles, rifles, pistols , bows among others) and customize them by changing the barrel, or even by adding a bezel. If some elements are purely cosmetic, others on the other hand have a real impact on the performance of the machine (damage, precision, range, etc.). So, going regularly to the gunsmith to perfect his arsenal is anything but gimmicky, especially since if you run out of oil to clean your weapons, he will be able to give you a hand. Wear, precisely, forces you to take care of your equipment so as not to end up with damaged guns and bad statistics. Having a case protects them from dirt, and therefore slows down deterioration. In addition, note that if the same weapon is often used, the character will tend to use it better over time; we can also see it by taking a look at the stats that will have increased significantly. Another point: the possibility of buying different types of balls depending on the use you want to make of them. For example, high-velocity cartridges will be the best at long range, while express bullets have the ability to put an enemy out of harm's way on the first impact. That's not all, because if you can't find what you're looking for in the gunsmith's catalog, know that there is a way to make your own ammunition, including explosive bullets that hurt a lot. And by picking the right plants, we can coat our arrows with a particularly toxic poison. We repeat it to you, they have thought of everything.

A BEFORE AND AN AFTER RED DEAD 2

The only thing we could blame for gunfights is the cover system which is a victim of level design chiadé. The hideouts are so numerous and their shapes so different that sometimes the aim is not optimal. A little higher, we talked about the Dead Eye. In order to be complete on the subject, let us specify that there are different ways of exploiting it. The most basic allows you to slow down time to better adjust opponents, while the next level allows the marking of targets with the legendary red crosses. Behind, there is a third level which, this time, highlights the critical points of the enemies. Ideal to eliminate them in a minimum of balls. Melee combat also has its say in Red Dead Redemption 2, and while you shouldn't expect a big fight – in other words, the controls aren't any more advanced than that – it's more than enough to make Arthur Morgan beat the crap out of him. Basically, you can put straight lines, counter, dodge, and even grab the guy opposite by the collar to place a header. When he is stunned, it's time to take the opportunity to chain the blows, or even put him on the ground to finish him off. Always with this sense of detail from which Red Dead Redemption 2 never departs, bruises, abrasions, bruises appear when you cash hooks. We feel all the brutality of the fighting, especially when the mud gets involved.

Dirty from head to toe, Arthur Morgan luckily has the opportunity to take a nice hot bath at the village hotel. By dropping a few extra coins, a young lady will come to keep him company while helping him rub his hair, arms and legs. To avoid having to dirty your clothes, you can very well opt for infiltration, which has become essential in any self-respecting open-world. By crouching to make as little noise as possible, we have the opportunity to approach enemies in order to neutralize them discreetly. Unlike Assassin's Creed, you can't hide in the bushes outside of the missions planned for, of course. What is well seen, however, is that Arthur Morgan, during certain quests, advises his acolytes to use force or to act in the shadows. Well, maybe we are bad, but we only managed to complete a mission once in stealth mode. The guards were four in number and the area quite small. Afterwards, the goal of Red Dead Redemption 2 is certainly not to walk on the Brotherhood's toes. We notice quite quickly that the enemies are not fans of big rounds – which would allow us to slip behind their backs – and then it spares us certain inconsistencies such as the guy next door hears nothing while his partner is in dying. On the other hand, concealing the bodies remains necessary.

One of the feats of Red Dead Redemption 2 is to offer a clean interface despite all the parameters that must be taken into account. Indeed, by default, only a radar dresses the screen at the bottom left, the cores and the gauges only appearing when they are requested. We have the possibility to reduce the radar, to widen it, and even to deactivate it (except the cores), which greatly reinforces the immersion. If there's one key the game absolutely can't live without, it's LT/L2; it is on it that most of the interactions depend. By targeting an individual and pressing the second trigger from the left, we can access different contextual actions. Yes, contextual, because the choice will not be the same depending on the mood of the NPC that we will face. For example, if he is threatening, we can rob him, steal his horse, or even provoke him; and it's dynamic because depending on his reaction, other options will be available to us. Faced with a young lady sitting on a bench, there will be a way to start a conversation and continue it until the choices become exhilarating. By pressing LB / L1, you access the wheel of weapons which is clear enough for you to understand that the right stick allows you to select this or that gun. By holding LB/L1, then pressing RB/R2, this time we go to the item wheel. As you can imagine, the horse is not left out since once next to him, Arthur Morgan will be able to caress him, feed him, guide him, or even brush him. By rummaging in the saddle, he can choose the weapons and objects he wants to take with him before attacking a mission. Be careful, therefore, to choose your equipment carefully before leaving your mount.

ORGANIC & ORGASMIC

No need to go overboard: Red Dead Redemption 2 is the most beautiful open-world ever created so far. It buries the competition and brilliantly demonstrates that so-called "corridor" games do not have a monopoly on production. There are absolutely stunning scenes, absolutely incredible landscapes, and as our tech Damien points out, "when it comes to scrutinizing the clipping on the shadows of objects, it means that we have clearly taken a step forward" . There is total control of climatic variations although we believe that the transitions could have been worked better – night falls much too quickly. On the other hand, when the clouds darken, when the thunder rumbles, we admire the spectacle without quibbling. This is not the first time that we have seen rain in an open-world, but it is the first time that we have seen drops hug the edge of the roofs before crashing on the ground. We could be very complimentary towards the mud which ends up hypnotizing us so much it is realistic. With each footprint left, water infiltrates and takes its form. Totally crazy. Overall, the coatings are super well done; a real festival of textures that perfectly reproduce the slightest roughness. What particularly struck us was the perfect reproduction of humidity with these small drops in suspension. This is not the only thing we see when we walk in the forest, since there are also the rays of the sun which pierce the foliage of the trees to offer us a striking moment. When it comes to characters, everyone is in the same boat, whether it's Arthur Morgan or the others. Even the NPC lost in the depths of the map has not been botched, which gives the game a total graphical balance.

The horses, Maxime has dissected them for you so much during the various previews devoted to Red Dead Redemption 2 that there is no need to go back over them. It was also noted that the bloodstains remained on Arthur Morgan's jacket each time he placed a corpse on his shoulders, which is also valid for his horse. And to think that all this runs on the RAGE Engine, an engine originally designed for a game of ping-pong (Table Tennis), remember. For those interested, we tested Red Dead Redemption 2 on Xbox One X with an Asus ROG Swift PG27UQ screen. When we discovered the game for the very first time in 4K HDR 30fps, we were close to fainting. We wish you identical sensations, knowing that even on a standard model (Xbox One and PS4), the game is just as splendid. So, no need to make a phone call to the bank to break the PEL, even if it kills even more with good gear, let's be honest.