Minor details of Red Dead Redemption 2 mechanics, no real plot info
Well, the project I did yesterday, painting, turns out hurts your hands. A lot. By the end of the day I could barely pick up a glass.
So didn’t play.
But as the project is done, maybe I’ll day play.
Houses. Ruining free time and finances for us all.
Oh, houses. Ruining everything once again.
Although really, it’s not the house’s fault you wanted to save booze money–you could theoretically have hired someone else to paint.
I played some.
Oh, what did you want to say about fast travel? I finally got around to doing it, more so we could talk about it than because I really needed it. It’s fairly limited in value, isn’t it? You can only travel somewhere else from camp, and the times when I actually find myself WANTING to get somewhere in a hurry I’m usually already somewhere else far away from camp and wanting to either get back to camp, or get to some other location without bothering to go to camp first. But still, limited fast travel is more than no fast travel.
I kind of liked the way you get this slow montage of various bits of scenery you would have been passing by. “You might not be riding there, but we’re going to make sure to show you what you’d be passing by if you were.” Also, it’s certainly faster than riding all the way across the map, but not so fast that it’s at all worth it for short distances. You definitely won’t be pulling up the map to hop into town.
All in all, meh. It was fine, a nice option to have available (maybe I’ll use it to get to the bait shop in the middle of nowhere!…nah), but I probably won’t actually use it that much.
Hey, man. Booze money (and its vital importance) aside, another truth of home ownership is if you want it done right, do it yourself. Unless it’s outside your ability. Then don’t do it yourself.
Sadly, painting is in my realm of ability.
Mostly that second thing, is what I wanted to say on fast travel. Remember Mr. O’s observation that maybe the reason the game makes everything rather long is that it wants you to slow down, be part of the pace of the game at large? We’ve talked about how the slowness makes the faster, urgent bits feel faster and more urgent. Well, here, “fast” travel is once again falling into that mode. No quick loadscreen here. It doesn’t really take you out of that immersive, ponderous pace. I think it backs up what Mr. O said before, that the game just isn’t going to rush you, or let you really rush. That’s also probably why they made it so limited, so that you don’t just skip around Horizon style.
I also found it very interesting that you can travel FROM home, but GETTING BACK home is always going to be a slow affair during which you could get jumped by baddies, there’s peril, etc. Don’t think that you can just hop back to safety eat and heal if things get hairy. Safety, and all that entails, is never just a click away.
Good point about not being able to just dash off home to rest up (although after certain missions, you can choose to do that with a cutscene if you want to ride home with so-and-so instead of wandering off to do your own thing).
If you’re all wounded and your horse is hungry and tired and you just need a break, well, you’re going to have to deal with that. You’re out in the wide, unfriendly world and you have to manage on your own, or put in the time to get home.
Right. And that’s unlike most games. It’s much more common that, when you’re all messed up, low on health, whatever, that you just desperately look for a place to fast travel from, zoop back to Skyhold or Meridian or wherever and boom. Fixed. We’ve all had that “Phew! Fast travel point!” feeling. Certainly the developers at rock star have had that feeling, too, and leaving it out of this game must have been intentional. I think it fits in this game. I think it would be frustrating as hell in some other games, though. The trade off seems to be that, yes, there is danger in this game, but it’s limited. There’s a pretty decent chance you’ll get back to camp without too much trouble. If there were the equivalent of three charger areas, a couple of thunderjaw areas and a couple of bellowbacks between you and camp each and every time, and you couldn’t fast travel, that might get old quick.
Oh, absolutely. It would get very tiresome if you had to fight your way through a field of enemies every single time you needed to get back to camp. As it is, it’s not usually a big deal, other than taking some time.
I mean, I’ve definitely been attacked by randits on more than one occasion, but even if they kill you, they’re gone when you come back, so it’s not a repeated struggle to get by them. For the most part it seems that if something isn’t part of a quest, it will be extremely transitory: you kill it or it kills you, the game moves on. (If it kills you, you seem to lose a little money? We’ve seen that in games before, and I’m OK with it. Gives a little bit of an edge to the loss, but not enough to be really frustrating or to interfere with your progress.)
I also think it encourages more realistic magpie. You said it was great that they didn’t mark collectibles on the map (something that is de facto anti-immersion) because you’d be obsessed (which I believe…very much believe….), but it also means that you aren’t just drawn there and there and there. Without fast travel or map markers, you’re subtly encouraged (though not required) to explore, something I’ve found rewarding most of the time. It’s certainly more interesting going up to some rectangle on the map wondering what it is than just heading towards an icon on a map that you know is an animus fragment that you’re picking up for no real reason.
It’s true that not having many location icons on the map makes one explore more or less at random, rather than constantly dashing off after some shiny point over there. In practice, I think I cover a lot less of the map than I might under, say, Bethesda circumstances, where the whole horizon can be bristling with undiscovered location icons and I just have to go check them out!
On the other hand, maybe I see the parts I do explore a little more closely, or maybe the things I stumble across are a little more interesting because they’re just mysteriously, randomly out there rather than specifically inviting me to come look at them.
It’s a different feeling, for sure.
It is. I’m certainly glad that things are marked, at least vaguely, on the map. Little buildings, anyway. Usually. I went towards a rectangle and found a little graveyard. Couldn’t make anything of it, though.
It also adds some degree of uncertainty. When you’re riding at night and see lights up ahead, you never know if it’s something welcoming, like a new town, or something threatening. Or neither. Or both. There isn’t some icon where you can say “Ah, yes. That’s a trader’s caravan” or something. You’re left to wonder, and to decide if it’s worth it to explore.
I found a “tiny church” in the swamp the other day. It was just a classic church building, with a steeple and everything, but barely taller than Arthur. I like how you can “inspect site” and he’ll make a little sketch in his journal, and then you feel you’ve officially made note of it in some way…and yet you still know nothing about it, really.
Because isn’t the world kind of like that?
Weird. I haven’t found that yet. Mostly because I have spent practically no time in the swamp. I’m still traumatized by Mafia 3.
I do seem to be good at finding houses full of dead people.
And a treasure!!!!!
Look for “face rock.”
I saw a poster for face rock last night. Close enough.