To continue my series of Red Dead Redemption 2 posts, I’d like to examine the plot and characters in greater detail. You can click here for my review of the gameplay and you can click here for my essay regarding the overall tone of the franchise. Today I’m looking with a more intimate focus at specific scenes in the plot and what they mean. My aim is to give an overview of the narrative and what I thought about it as I was playing it. Needless to say, there are spoilers in this post. If you haven’t played the game yet, you should totally do so- and then come back!
The narrative of Red Dead Redemption 2 begins in medias res, and does so with great effect. In fact, RDR2 contains one of the most gripping and effective openings of any game I have ever played. Often when I look back at a game, the beginning is rarely if ever my favorite part. It’s such an important component of crafting a story, and yet in the medium of gaming there are so few opening missions that I truly cherish. For the most part they take the form of rigid tutorials, and you just want to get through it and get to the exciting stuff. I remember every time I replayed KOTOR 2 as a teenager I just wanted to rush through Peragus and explore the vibrant galaxy beyond. KOTOR 2 had a subtle, slow boil- which, though well-written- didn’t make for the most memorable introduction to a game. The opposite approach is something like the bukkake of lead that is the opening of Wolfenstein: The New Colossus, which was so fast-paced my engagement became lost. And then you get the boring and bland openings- as is the case with Skyrim– where the events of the game don’t feel as intense as they really should be. Skyrim is another title like KOTOR 2 where a certain amount of rigmarole is required before the player can enjoy the game proper. The reason I don’t dive back into it more often is because the idea of going through Bleak Falls Barrow one more time makes me want to start cutting myself.
But Red Dead Redemption 2– in my personal opinion- gets it just right. As I said, it uses the literary technique of beginning in the middle of the action to great effect. Straight away we’re thrust into this situation where we’re part of a desperate caravan of wagons trying to make its way through a mountain range during a blizzard without repeating the tragedy of the Donner Party. We know something big just went down because of references to gang members that had just died- so we’re already curious as to what just happened, but we can’t dwell on it too long because the danger isn’t over. We need to find food and shelter and locate any missing gang members. The immediacy of these problems is brought to life very well, and this is what makes the opening so immersive. To me, the true art of a video game is the art of illusion. If you find yourself invested in these characters and conflicts, and forget that what you’re seeing is just a few lines of code, some digitized images, then the game has succeeded. RDR2 uses authentic dialogue, beautiful graphics, and clever animations to make the struggle of these folks feel real. I was immediately hooked- I had forgotten I was even playing a game in fact. My sole focus was on taking care of the gang. And the art of illusion goes beyond the visual rendering of the world and its inhabitants- it extends to gameplay as well. RDR2’s Chapter One is a tutorial- but it doesn’t feel like one. In hindsight, I can see that it served to get the player used to various aspects of gameplay- you get to grips with horse riding, deer hunting, wolf-killing, area investigation, and inventory management. But I didn’t think that at the time. I was consumed with helping the gang out of its current predicament. It’s funny how, looking back, I know now that if I took my time, veered off-course, or simply met with the game over screen, nothing would have happened. The missions are linear and always follow the same path. But I was under the illusion that if I didn’t catch this deer, the gang would starve. That’s what immersion is- if a game puts its pieces together in the right way, it can make you feel that everything in front of you is real, that you have more agency than you actually do.
Chapter One exists as a kind of disguised tutorial. When I first looked back on the game and thought about my fondest moments, I actually picked out Chapter One as perhaps my favorite of the six chapters included within the main story. It’s certainly the chapter in which I was the most engaged- but I think that is undoubtedly because it’s the only chapter that is strictly linear. The gripping sense of immediacy that makes Chapter One so effective isn’t really there in the other chapters, because you’re free at any moment to abandon the gang and go hunt an albino moose in the woods. I stated in my gameplay review that the main story is RDR2’s greatest strength. It’s in my top 10 games of all time for its moments of high tension, its twists, its shocking revelations, its nuanced character development, and its scenes of intense drama. But that is not to say that the game is simply a few excellent cutscenes. I wholeheartedly believe that this story is best told through an interactive medium, rather than a movie or TV series. In my opinion, the gameplay informs the story. It exists to enhance our sense of immersion in both its world and its narrative, as opposed to being a set of mechanics that stand on their own. Without the superb writing, the gameplay would probably be considered functional at best.
I liked Chapter One so much because I was so engaged. Throughout the rest of the chapters, the main story is experienced in these isolated missions that can sometimes result in their events feeling diminished by the open world vacuum. A good example of this is the mission in which Arthur gets captured by the O’Driscolls and tortured. At first I was engaged and excited, wondering what would happen next. But the mission is completely self-contained, and has no real bearing on the rest of the plot. You begin the mission, go through some cutscenes, get captured, escape, go through some more cutscenes, and then you’re dumped back into the open world again. At first there are a few dialogue lines that refer to your capture, but the whole episode felt pointless. I want events to have lasting consequences, and I wasn’t sure what this mission meant in the grand scheme of things. I was hoping it would shake up gameplay or significantly alter the course of the plot. Maybe it will set up a future mission? I wondered. Maybe Arthur’s escape will lead the O’Driscolls back to the camp, and we have a limited time in which to prepare for the assault? Maybe Colm O’Driscoll will have some kind of secret to tell Arthur that brings his loyalty into question? Maybe Arthur overhears something important during his capture? Maybe they cut off Arthur’s hand and we have to play the rest of the game using only one-handed weapons like sawed-off shotguns and tomahawks? But no, none of that happens. Arthur makes his way home and sleeps off his injuries.
So what I’m arguing here is that the whole is greater than the sum of its parts. Don’t get me wrong though- a lot of those parts are fantastic, and in keeping with the quality of the overall storyline. Other parts feel like filler, or they just pale in comparison to the main narrative. My least favorite chapter is Chapter Five, where the gang is stranded on the island of Guarma. It’s like Chapter One in the sense that it’s linear, but unlike Chapter One it doesn’t feel very important to the plot at large. What’s great about Chapter One is that it’s this taut, tight narrative with no extraneous details. There’s nothing there for its own sake. You’re in the mountains and you’re trying to survive. Guarma, by contrast, feels like a contrived homage to John’s expedition to Mexico in the first game. I think it would have worked better as one mission rather than a whole chapter. That way it might have worked as this crazy, exotic interlude. But as a whole Chapter Five just isn’t that engaging. The main plot is put on hold while this new slave revolution storyline takes its place. The story of the islanders and their struggles is too far removed from the events of the main story for us to suddenly become invested in. If it was somehow more closely connected to the main story, and had featured an open world that we can revisit any time we want, that would have been much better. All they’d have to do would be to put a boat in the harbor of Saint Denis that takes us there for a fee (kind of like the way you can travel from Novigrad to Ard Skellig in The Witcher 3, or Windhelm to Solstheim in The Elder Scrolls V). Then we could have a port town (think Havana, or perhaps San Juan) that acts as a hub area and trading post, with unique laws, commercial goods, and amenities as compared to the municipalities of the mainland. Add to that a jungle for exploration, with rare flora and fauna- again, distinct from the mainland- and then Guarma would be a worthy follow-up to RDR1’s Mexico. It would also justify Guarma having its own entire chapter.
I will say though, that I liked the scene in the cave where the old crone pulls a shiv on Dutch and he smashes her face in. I know that sounds creepy, but the reason I like it is because it was a little character moment that highlighted Dutch’s growing appetite for violence. It’s an important scene because it seems to confirm Arthur’s fears that his best friend is not who he thought he was. If Arthur were in his shoes, he would have just disarmed the murderous grandma and told her to fuck off. He’s only as violent as he needs to be, and he doesn’t take pleasure in it. When he sees Dutch drown Angelo Bronte and feed him to an alligator, Arthur is a little disturbed by the savagery of it, but probably assumes this is due to the heat of the moment. Bronte was a revenge killing, and as a fellow criminal, more or less fair game. But the little grandma is different. Even though she’s channeling the foul witch Sycorax- who with age and envy was grown into a hoop- she’s not really much of a threat. Grabbing grannies by the hair and repeatedly smashing them nose-first into a wall until their faces resemble those of 90s polygon graphics seems wholly gratuitous. The way the scene is shot is superb- the claustrophobia of the tight cave and the way the characters’ sweaty faces and raggedy clothes are illuminated by the torchlight contributed to this feeling that our protagonists had crossed into a new realm, both literally and figuratively. They’re somewhere they don’t belong (Guarma) and this shift into unknown territory reflects the moral shift of the gang. As a general rule, the humidity of a tropical jungle is a great literary device to highlight a character’s deteriorating sanity. Jungles are wild and dangerous places, and have a way of pulling us back to our primitive roots. Oftentimes, a story’s protagonist has to become bestial and sacrifice their humanity in order to navigate such an environment. That’s kind of what happens to Dutch. Guarma is an unforgiving jungle, but in a metaphorical sense, so too is the mess the gang is in. And by the end of the game, it changes them.
There are several narratives at work in Red Dead Redemption 2, and one of the most important ones is that of violence. In a sense, this is the original concept of the game. The entire game is born out of a line from John Marston in RDR1 that he left the Dutch Van der Linde Gang when it became too violent. RDR2 is the story of that moral decay. In Chapter One we are given hints that Dutch killed an innocent woman during a botched robbery. Arthur doesn’t witness it, but the news disturbs him. Chapter Two sees the gang seemingly land back on their feet. At this point there’s a sense of hope and optimism. Everyone assumes life will go on as normal, and they get back to the business of making money from various schemes, be it rustling cattle or robbing banks. Classic outlaw stuff. I enjoyed this chapter because it’s the most classically western in tone. I’d say it’s my second favorite, after Chapter One. Chapter Three sees the gang flee to the swamps of Lemonye in order to lie low. The pressure is on, the mood is more tense, but we haven’t reached a boiling point yet. The Deep South seems like a good place for the gang to hide, so long as it earns its money quietly. Things get a little more desperate in Chapter Four- which for me is one of upheaval. It is perhaps the episode with the most significant changes. It begins with young Jack getting kidnapped by the Mafia, before a devastating assault by the O’Driscolls reveals that Kieran Duffy has been decapitated shortly after having his eyes gouged out, and ends with a disastrous bank heist that leaves Hosea and Lenny dead. A lot of fans consider the end of Chapter Four as a turning point in the gang’s history. It’s the most tumultuous period for the gang and establishes the dividing lines that will tear it apart later on. The death of Hosea is particularly significant, in that he represents the gang’s conscience. His presence had hitherto upheld this code that the gang only kills if it has to, and preys upon the rich. This strange sense of outlaw chivalry is actually rooted in real history, as the James-Younger Gang were known for checking the hands of those they robbed on train heists. If the person’s hands were worn and dirty, they left them alone as they were probably manual workers. If you had immaculate, dainty white hands with smooth, soft skin and slim, delicate fingers, you were buggered. Even though Dutch is the leader and face of the gang, Hosea is the co-founder and the decisions are often jointly-made between them. Hosea is the perfect counter to Dutch’s charisma and willpower, in that he is rational and even-tempered. Without Hosea in the way, the recklessly-violent Micah is free to influence Dutch’s decision-making. Chapter Five shows the effect of this a little bit with the aforementioned granny-bashing scene, but in my opinion drags on too long with pointless action sequences and tower-defense modes. Chapter Six is much better (in my humble estimation). Dutch becomes increasingly reckless as Micah gains his ear, and quickly starts hatching schemes that he never would have with Hosea around. The way Micah slowly emerges as the villain of the game is actually really interesting. Up until Chapter Six he’s a pretty minor character, one that seemingly serves as the token psycho of the group. But I like that his violent nature isn’t just to make him colorful or whacky. It’s a part of the moral dialogue of the narrative. His character is something that’s discussed throughout the game, and it affects the course of events. At first I wondered if he was just included in the game the way Trevor was in GTA V, whose immorality exists for entertainment purposes. But this isn’t the case- he’s a career criminal whose immorality is the product of a troubled upbringing. And what I find really fascinating about Micah is that he doesn’t want to be the leader of the gang- he wants to exploit Dutch’s creativity and charisma to make a big score. It shows how powerful Dutch’s name is- that even years later, when Micah has his own gang, he still wants a lone Dutch to come back and orchestrate things. His attitude toward Dutch is tantamount to a possessive child that wants to be best friends with the popular kid and remain the trusted number two.
In my previous post I talked about the characters existing as vessels for the themes Rockstar wants to explore. Dutch, as I said, seems to represent the theme of the changing times, as he hopelessly tries to fight a battle that he can’t possibly win. Micah, on the other hand, represents this theme of violence I’ve been referring to. He’s a testament to the brutality of the Old West, in that the source of his violence comes from the life of crime and struggle he was born into. He brings out the worst in Dutch, and his violent nature spreads like a poison, which dismantles the gang from within. All sense of family and loyalty is lost as several members flee for their lives.
Again, the themes are intertwined with the gameplay. Not only do the missions become more violent from Chapter Four onward, but they also become more senselessly violent. Perhaps chief among them is the armed conflict between the Wapiti Indians and the US military. It’s exciting stuff, but it’s also infused with this sense of tragedy. The whole situation feels regrettable and unnecessary, which adds some emotional weight to all the death.
But of course, the story doesn’t end with the breakdown of the gang and the death of the protagonist. There’s an 8-10 hour epilogue that bridges the gap between RDR2 and RDR1. This epilogue is so well-executed that it deserves its own post. It’s hard to separate the various parts of the story because they’re all so good in their own way. As I said, Chapter One was perhaps my favorite when taking into account each chapter as a working whole- but undoubtedly a lot of my favorite moments take place in Chapters 4 and 6. What about you? I’d love to get a discussion going in the comments! Let me know what your favorite moments were in the game and why you liked them. Thanks for reading!
One Reply to “Red Dead Redemption 2 Review Part 3 – Cruel, Cruel World (Spoilers)”