Sekiro: Shadows Die Twice Review – Our first impressions

Sekiro: Shadows Die Twice Review – Our first impressions

We’ve been able to get our hands on Sekiro: Shadows Die Twice for PS4… and so has everyone else. We don’t get advance copies of games for PS4 yet ;(

But anyway, the game is pretty amazing on all levels that I (Tom) can tell. Let’s break it down with a few categories:

Art

First things first, the art of Sekiro.

The game takes place in a feudal japan-looking, snowy, mountainous landscape. The buildings are very typical to those you would find in feudal Japan. The ridged rooftops you’ve seen 100 times in games that take place in this time period – one of my personal favorite historical eras.

The graphics go for a very realistic, somewhat gritty feel and i think they nail it right on the head. It looks good.

The graphics style kind of reminds me of Metal Gear if you wanted to compare it to something aside from Dark Souls. It’s kind of hard to describe. It’s stiff and rigid, but in a good way that helps it feel more realistic.

Overall gameplay

If you love getting fuckin absolutely destroyed over and over like the sick sadistic person you are then this game will butter your biscuit for sure.

You will fight your way to each checkpoint and when you finally get to it there is no feeling quite as good.

The punishing combat and stiff difficulty really make each fight feel like it holds weight. I really enjoy that kind of thing in my games so that works for me. If you’re more into the easygoing narrative type of game or like the idea of participation trophies, this game probably isn’t your speed.

Combat System

If you’ve ever played dark souls or any other game by this developer, you pretty much know the deal. Honestly, you can identify this combat system in a way more games than that. Seems every adventure game has pretty much been biting this the style of Japanese and super gangster developers From Software

Wielding the razor-sharp katana of a badass shinobi has never felt quite so good. Dodge, roll, jump and slash your way across feudal Japan fighting everything from samurai to some pretty friggin scary monsters if I do say so myself.

The last good ninja game we had was that game from like 10 years ago called “ninja” or something like that. Way too lazy to look that up right now but you know what I’m talking about…. That game was fire.

The fighting is ruthlessly punishing, as you’d expect from a game made by the guys who brought you dark souls.

Movement

One way that Sekiro is better than Dark Souls lies in the movement system. It’s never felt quite so good to jump in one of these kinds of games. You have control of your character in the air and can use aerial attacks and grapple to high places. The stealth of the game is one of the most viable ways to play, which is pretty awesome if you’re into stealth kills and sneaking around.

Stealth

The stealth gameplay in Sekiro makes for a pretty awesome change of pace when comparing to dark souls. You can move through bushes while crouched to remain undetected like a real shinobi would do it. You can also pull off some crazy looking kills on the people you pounce on, stabbing your katana through their throat or skull and watching the blood shoot out. Extremely satisfying.

The blood gets on you too and splatters on walls, etc. Im a big fan of violent games and movies, so this really did it for me.

More to come

If you’re into Sekiro and want to see more, lock in to Sweatpants Gaming and wait patiently for us to drop some new stuff. It’s always on the way.

We’ve been making tons of improvements to our platform in preparation for that sweet sweet viral piece of content we have coming pretty much any way now.

Stay rocking those sweats my guys.

[SPG] Tom

The only Red Dead Redemption 2 Review that matters

The only Red Dead Redemption 2 Review that matters

“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]

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.

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.

“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]

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.


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]

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.


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]

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.

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.

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.

“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]

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.

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.


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]

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.

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.


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]

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.

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.

“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]

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.

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.

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]

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.

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.

“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]

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.

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.