I mean there are some harder parts but that’s all, I rarely failed in my first playthrough and second now
Haha, currently playing rdr2 again right now. There are plenty of terrible missions in the game. Depending on if you’re talking regular missions or story missions, some of the story missions where you shoot up the whole damn town are stupid, and then you just go pay a bounty and it’s all okay. But, you can’t enter Blackwater under any circumstances or tye calvary comes in and shoots you up, dead within 10 seconds of stepping foot there.
Lots of essentially fetch quests, especially the ones where you go shake down people for loan money for strauss.
There are missions you can fail for venturing too far away from people, but you’re never told that until you’re too far away already. This is just what I could think of off the top of my head.
RDR2 is as close as it gets to a perfect game. Rockstar will never outdo it. And it’s unlikely anyone else will for a good while yet.
It’s a masterpiece.
Except… for the combat. By the end of the game, they need 50 bad guys to even pose a challenge to our Max Paine protagonist. But not in the cut scene, of course. By mid-game, you’ve killed more cowboys than cholera.
There is a beautiful quick-draw mechanic that’s only necessary in 2 (optional) side quests.
Loved the world, hated the story, so for me it’s clearly not a masterpiece.
But every tastes are in nature
The story is pretty dumb. I wouldn’t say it’s bad necessarily, I just think it’s dumb how often we get into whole town shootouts, amd then just pay 80-90 bucks to make it go away. Oh, and fuck Micah, that guy can get lost.
I consider any mission that starts with an unskippable cut scene, especially one that lasts several minutes, to be bad. Needlessly wasting the player’s time is unforgivable.
I consider any mission that instantly fails if you step outside an invisible and unstated boundary, especially in an open world game, to be bad. Punishing the player for creative thinking is unforgivable.
I consider any mission that presents a challenge, and then cheats to force failure when a skilled player is about to succeed, to be bad. Breaking the physics of the game world in order to artificially cancel excellent play is perhaps (barely) forgivable, but terrible game design.
So I guess I don’t get to be in your gang. But I’m glad you had a good time!
(P.S. The game world was beautiful, at least. Props to the folks at Rockstar who did that.)
I disagree. That was deliberate because you were meant to slow down and experience Arthur’s life.
Make your cut scene compelling, or at least interesting, and people will slow down and experience it willingly. Once.
Force players to slog through your cut scene whether they enjoy it or not, and you’re just being self-indulgent, ignoring the fundamental purpose of a game (entertainment) in favor of your own ego. If you want to do that, make a movie, not a game.
Forcing them to do it again after they’ve already watched it (during a subsequent play-through, or after your game crashed during the mission, or because they made a mistake and want to retry) is well beyond game designer arrogance; it’s just plain bad software design. How would you feel if you had to read and click through time-consuming new user help screens whenever you launched an app, and not just the first time you used it, but every single time?
Red Dead Redemption 2 is particularly bad in this area, as it has cut scenes as long as ten minutes, and not only forces them down the player’s throat, but also makes it impossible to save the game just afterward, so fully restarting a mission requires slogging through the cut scene again.
Note that the emphasis here is on unskippable. Cut scenes on their own are fine. Even slow ones.
I thought the game was pretty dull. Too much slowly walking/riding in what’s basically an interactive cutscene