“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

[et_pb_section admin_label="section"]
[et_pb_row admin_label="row"]
[et_pb_column type="4_4"]
[et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

[et_pb_section admin_label="section"]
[et_pb_row admin_label="row"]
[et_pb_column type="4_4"]
[et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

[et_pb_section admin_label="section"]
[et_pb_row admin_label="row"]
[et_pb_column type="4_4"]
[et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

[et_pb_section admin_label="section"]
[et_pb_row admin_label="row"]
[et_pb_column type="4_4"]
[et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

[et_pb_section admin_label="section"]
[et_pb_row admin_label="row"]
[et_pb_column type="4_4"]
[et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

[et_pb_section admin_label="section"]
[et_pb_row admin_label="row"]
[et_pb_column type="4_4"]
[et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section]

[et_pb_section admin_label="section"]
[et_pb_row admin_label="row"]
[et_pb_column type="4_4"]
[et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

[/et_pb_text] [/et_pb_column] [/et_pb_row] [/et_pb_section] [et_pb_section admin_label="section"] [et_pb_row admin_label="row"] [et_pb_column type="4_4"] [et_pb_text admin_label="Text"]

Yes, we mean ours.


Red Dead Redemption 2, like its predecessor, puts you in the middle of an enthralling quest shortly after the Wild West era. However, this prequel is a much more captivating and exponentially longer quest than its aforementioned predecessor.

RDR2 lets you take control of Arthur Morgan, a long-established Outlaw of the Van der Linde gang. The gang is amidst a long-lasting run from the law due to a robbery that went awry.

“They’re chasing us hard, because we represent everything they fear.”

Dutch Van der Linde

In the earlier stages of the game, Arthur Morgan feels slightly dull, on a linear yet stunning series of opening missions that take place in the midst of a  harsh snow storm. Although Arthur seemed to be an uninspired protagonist from the start, his charm slowly but surely began to grow on me.

There is a great deal to do in this game. Even after my 50+ hour main campaign play through, there are still towns that I’m yet to show face in and gangs that I’m yet to face-off with.

“We’re theives in a world that don’t want us no more”

Arthur Morgan

The world design is second to none. Every single place you go has a unique and intricate attention to detail that makes the world feel alive in a way that I’ve never before seen in gaming. Whether it’s admiring (or hunting) the sprawling wildlife in unestablished areas of the map, or just taking a stroll through your camp, ensuring that your fellow outlaws are keeping their heads through tough times, every bit of the map makes you feel like you’re actually living in it.

Even more than the main story missions, the world itself is what began to reveal Arthur’s more likable qualities for me. When slowly pacing through camp, you can choose to greet or antagonize your allies, and the way they react to Arthur is what gives the game a unique character- building technique. The game builds characters more through their relationships and interactions with their peers more than it does on their own individual merits. This only further builds the “gang mentality” that makes the game feel so real.

The random encounters and stranger quests also contribute to the world building. Although certain encounters have the same premise as others, the voice lines are so varied that you rarely feel that you’ve had this happen to you before.

This voice line variation extends to other parts of the game as well. For example, in one mission, an ally of mine was captured and taken prisoner. I then started another mission that was available both before and after my ally got captured, and Arthur and his comrade spoke about the capture on their horse ride. Things like this happen fairly frequently, and it leads to a sense of immersion that hopefully sets a new standard in gaming.

“Running scams, robbing banks, screwing over the rich and horrible” 

Karen Jones

The missions in RDR2 range drastically. There are some missions where you’re pulling off the heist of the century, and getting in shootouts that would make Django blush, and there are others that you’re simply harvesting medicinal plants for the sick, enjoying the beauty and brutality of the world.

That being said, some of the shoot-first and ask questions last missions can begin to feel repetitive and drawn-out, particularly in Acts 5 and 6.

“The amount of hell we’ve raised, we’re owed some back”

Charles Smith

Overall, Rockstar Game Studios once again outdid themselves with this title. The superb story-telling and outstanding attention to detail really blew me away. The game left an impression on me that no game has left before.

Even after the conclusion of such a lengthy campaign, I find myself wanting to dive back in as long as there are animals left to hunt, fish left to catch, and people left to rob.

I’d give the game a 10/10. Although a game can never be absolutely flawless, I think Redemption 2 is as close as it gets.

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