It’s all hinting at how fragile Dutch’s mental state is. He has his charisma going for him, but that only gets him (and the gang) so far. When the walls start closing in he becomes increasingly volatile and in a way unpredictable. There’s this exchange between Dutch and Arthur in Chapter 2:Finished chapter 3 of RDR. That was quite a finale.
The assault on the plantation house was nicely done, and leaving Catherine Braithwaite to watch her house burn after her family had been gunned down is arguably worse then killing her. Not that she didn't deserve it.
So as far as I can tell from chapter 3, Dutch has a "Plan" and it goes something like this.
1.Roll into town and set up camp.
2. Find out both families hate each other and one of them may be sitting on a bunch of civil war gold. It's unkown which one has the gold, if either of them do.
3a..Antagonize the Braithwaite by attacking their operations while pretending to be the friends of the other family.
3b. Antagonize the Grays by attacking their operations by pretending to be the friends of the other family.
4.???????
5. Gold!!!!!!
6. Ride away with both sides none the wiser.
As you can see, there are literally no problems with this plan. NO PROBLEMS!
And it certainly wouldn't result in both sides figuring out that the new group of outsiders coincides with the recent attacks against both their operations and thus coming down HARD. It's kind of justified that Dutch underestimates both families due to his low opinion of Southerners, despite having no evidence to back up his and Hoseas belief that they're "Stupid Hillbillies". It doesn't change the fact his "Plan" is poorly thought out and relies on both sides being unrealistically stupid, despite any and all evidence to the contrary.
Somehow I never saw that but yeah, I've been noticing Dutch is prone to making some poor decisions, it's just difficult to see at first and everyone seems too afraid to call him out on it. The fact even early on Dutch seems to get overly irritated by the idea someone could be doubting him is a red flag that only stands out if you know what's coming(such as knowing Dutch will eventually end up a violent, crazy man living in a cave).It’s all hinting at how fragile Dutch’s mental state is. He has his charisma going for him, but that only gets him (and the gang) so far. When the walls start closing in he becomes increasingly volatile and in a way unpredictable. There’s this exchange between Dutch and Arthur in Chapter 2:
Could explain why he leaves him after that ambush later (or before? Can’t recall exactly when that happened). That damn Micah never helped matters either. The fact Dutch actually lets himself be influenced by such a character reinforces how vulnerable he is. I think the Blackwater heist was when the ball really started rolling downhill for him.
It tried it but it was a bit bland, like it was just a banished skin with one or two minor features added. Some sort of story mode would really help, but story in city building game are really hard to do since you need to constantly give the player a timer or force them to start afresh for every new mission, neither mode which is particularly interesting. Frostpunk essentially used the first technique but it got a lot of flak at release due to that while tropico tried the second but I found the campaign very repetitive for that reason.Been playing Surviving the Aftermath a lot lately. It's a fun game, I love some post apocalypse city builders. I wish there would be some that actually had a story. Frostpunk was fun in that way, in that there was an actual objective you were working towards, survive the Big Freeze coming. Most other survival city management games just sort of go on in perpetuity. Which is fine I guess, but it does get a bit tiresome, once you hit a good bit of equilibrium. It's just watching the little ants scurry about.
To me it just feels like an apocalyptic version of their other game Surviving Mars. I only dabbled in Banished for like 20 minutes, just didn't like it. But Aftermath doesn't make me think of that one.It tried it but it was a bit bland, like it was just a banished skin with one or two minor features added.
I don't think a story mission is difficult in a city builder, as I don't see why you'd have to start afresh for each new mission. Just have objectives that are based on timers, and outside factors.Some sort of story mode would really help, but story in city building game are really hard to do since you need to constantly give the player a timer or force them to start afresh for every new mission, neither mode which is particularly interesting. Frostpunk essentially used the first technique but it got a lot of flak at release due to that while tropico tried the second but I found the campaign very repetitive for that reason.
Well frostpunk was brutal because it had timer. The objective in surviving mars never really worked for me because they were far too generous, I didn't even see them as timer because I'd usually complete them without even pushing for them just as a I was naturally expanding.To me it just feels like an apocalyptic version of their other game Surviving Mars. I only dabbled in Banished for like 20 minutes, just didn't like it. But Aftermath doesn't make me think of that one.
I don't think a story mission is difficult in a city builder, as I don't see why you'd have to start afresh for each new mission. Just have objectives that are based on timers, and outside factors.
Surviving Mars dabbled a little with this, with the discovery events that could happen, that would radically change the game. It would usually have a very generous timer, like several in-game years, or along those lines. I think that could work with Aftermath just fine. Like, you learn of the various quests by participating in the random events, and depending on how you complete them, you unlock other story quests. Like, for example, you decide to let a wandering, rambling drifter into your camp, find out his terminal, but you choose to make him comfortable in his final hours, sacrificing medicinal supplies. As a reward, he is lucid for a short time, and gives you a warning about a looming threat, and you now have the starting knowledge to further investigate. Like, pretty much what Frostpunk did now that I type that out.
My issue with Frostpunk was it felt just a bit too brutal, which I get is the point, but...eh.
I'm glad you enjoyed it. I guess I only didn't feel like all the side stuff was frontloaded because I didn't try to do everything possible before advancing the story, so I didn't really think about the side content's pacing. As for the spoiler part, if 'it's a prequel' isn't a good enough answer, then I guess both of them still have certain ideals about the business that managed to survive the emotional beatdowns of the plot. And that reminds me, I really need to go back and finish Shenmue...Finished Yakuza 0 this weekend. Had a good time with it. One nitpick tho is that a lot of side content is frontloaded. Those small vignettes are some of the most fun stuff in the game, but the majority of them are in the first chapters, whereas the side quests in the later chapters tend to be rather grindy. Also kind of confused why both main characters would choose to stay yakuza, even tho both have now seen how dirty things can get, and the game seems to make it clear neither are on board with it. Still, I'd recommend it to anyone hankering for something similar to Shenmue, cuz Yakuza is similar in many ways, but arguably better.
If you do, let us know if you enjoyed it. Around the time Shenmue 3 came out, I remember not a few jokes that Yakuza does what Shenmue wants to do but better. Not having played either, I can't say if it's actually true.And that reminds me, I really need to go back and finish Shenmue...
I was gonna mention that about chapter 4. The proverbial shit really starts getting real, real soon. It kinda makes the epilogues a breath of fresh air. Glad the compendium stuff can all still be done there.If you do, let us know if you enjoyed it. Around the time Shenmue 3 came out, I remember not a few jokes that Yakuza does what Shenmue wants to do but better. Not having played either, I can't say if it's actually true.
Anyway, Maybe halfway through Chapter 4 of RDR2. So far chapter 4 seems the most focused chapter yet outside of the first, though being generally confined to St. Denis and presumably set over a few days helps a lot here. I gotta admit, there are some great setpieces in this game, like the Riverboat Job, amongst others, or maybe it's just pandering to me in all the right ways I want in a Western game.
Also, some props for depicting the Mafia's historically accurate establishment inNew Orleans...St. Denis during the period. Yeah, using the mafia in general is a cliche but rarely in a Western.
Yeah, definitely starting to see Dutch lose his cool here, especially after The Disastrous Trolley Station Robbery. I mean, Jesus Fucking Christ, it seems every chapter seems to involve something going wrong and the a running gunbattle raging through the main street of whatever town they happen to be in. No wonder the Pinkertons want to take the gang down so bad(though the stolen Blackwater Money has plenty to do with this as well, I'm sure). Dutch has developed this newfound obsession with getting "Some Money" and "One Decent Score" so they can go to TAHITI(or Australia), but it's clear it's a result of the pressure of the Pinkertons and the O'Driscolls closing in and the man is grasping at straws.
I also appreciate how each chapter is showing the good times are slowly ending. Leaving out chapter 1 basically being an tutorial and an obvious low point, Chapter 2-4 have shown a increasing storyline focus, but also shows the gang being increasingly pressured and cornered while their campsites became less and less ideal(the one in chapter 3 isn't really a downgrade compared to chapter 2, but the one is chapter 4 is a decaying mansion in the middle of a swamp). Chapter 2 lacks focus but at the same time, there is little pressure on the gang and everything seems almost idyllic in New Hanover. There's also the fact two gang members have been killed in fairly short order over Chapter 3-4(and Arthur was badly starved and beaten), whereas Chapter 1 and 2 involved adding a number of members to the gang(or recovering lost/captured ones).
I've been knocking out the side content along the way and some bounties as well, because I've heard Chapters 5 and 6 are somewhat more restricted and tense for various reasons. Chapter 5 because you're cut off from the main map and Chapter 6 because Arthur is essentially under a death sentence.
I'm kinda eh on the compendium stuff. I appreciate the game doesn't do many fetch quests(I don't think I ever finished the "Collect the flowers for my dear wife" quest from the first gamer but I do know how it ends). I kinda like how the bounties in this game actually have a little story, like the one that is a mirror of John's Story from the first game(with a guy named Mark Johnson, rather then John Marston).I was gonna mention that about chapter 4. The proverbial shit really starts getting real, real soon. It kinda makes the epilogues a breath of fresh air. Glad the compendium stuff can all still be done there.
It’s one of those things the game doesn’t bother explaining and kinda leaves up to a personal judgment call. Like you say it’s so easy staying on top of things and there are far better ways to get cash anyways. Hell there really isn’t much in the game that requires cash outside of camp donations and upgrades, since so much else is available via looting and exploring. Outside of a special quest I only bothered hunting 3 star pelts for the the perks you get from the trapper. Thankfully the legendary animals only require the kill, and many of the better perks can be crafted from them via fences.I'm kinda eh on the compendium stuff. I appreciate the game doesn't do many fetch quests(I don't think I ever finished the "Collect the flowers for my dear wife" quest from the first gamer but I do know how it ends). I kinda like how the bounties in this game actually have a little story, like the one that is a mirror of John's Story from the first game(with a guy named Mark Johnson, rather then John Marston).
I kind of gave up on hunting because of how little the pelts pay and how hard getting perfect ones are. Even the special items require A LOT of perfect pelts. Even the food thing doesn't seem that important because I have more food then I can eat right now and I find provisions everywhere when I'm looting. Even killing alligators looses a little of it's appeal when good skins aren't more then $20 when I have thousands in my wallet.
I also keep bumping into the creepy serial killer crime scenes who for some reason keeps leaving map pieces in the victim, because...yeah.
Yeah, the sidequest quality feels a lot better written than most games tend to do and it feels like it does help me get a better feel for these characters.
I don't begrudge the game at all for all the extra stuff you can do. It's got a lot of thought put into it and I've enjoyed engaging in it on occasion. I normally tend to skim the extra content in these games and engage on and off, but damn if I'm a lot more intrigued for a lot of the extra activities in Red Dead Redemption 2 then like 95% of these types of games. Black Flag would be the only other one I can think of where I wanted to do almost everything at least once and not just felt I had to for goodies and XP.It’s one of those things the game doesn’t bother explaining and kinda leaves up to a personal judgment call. Like you say it’s so easy staying on top of things and there are far better ways to get cash anyways. Hell there really isn’t much in the game that requires cash outside of camp donations and upgrades, since so much else is available via looting and exploring. Outside of a special quest I only bothered hunting 3 star pelts for the the perks you get from the trapper. Thankfully the legendary animals only require the kill, and many of the better perks can be crafted from them via fences.
I think it’s mostly the lived-in feel and general quality of the game world that compels me to do the extras. Can take or leave the fancy outfits and crap like that (although I have grown fond of my ghost bison coat and hat, and it was a trip running into Mary Beth later while wearing it. “You’re looking good, Iohn!”) but the stuff counting towards 100% has so far been varied enough and manages to avoid feeling too gamey. There have also been a lot of random surprises even in the epilogue to hold up the illusion that life goes on after the Van Der Linde gang.
The most critical, missable mission for narrative impact would be Strauss’s money lending that carries on across all chapters (except 5 of course). Not sure about the one with Sadie in chapter 6, but just in case be on the lookout for it as it’s another must. Fortunately pretty much all the side content worth checking out is available in free roam afterwards, which is kinda mind boggling because it means they recorded tons of dialogue for Arthur and John.I finished the intro to the Island and don't really have much of an opinion about it, other then how different it feels. Like somehow the game has become uncharted now(partially due to the tropical setting). I've heard chapter 4 is fairly short and linear, so are any of the side quests worth taking the time to do or should I just press through to get back to the main game?
I have been doing the money lending missions despite how icky they feel at times....or how Arthur clearly despises doing them. It is incredibly skeevy what Strauss does, but the gang routinely steals by violent means, even if you only do the story crimes. Not to mention literally leaving dozens of bodies in their wake every time they pull a major heist(and sometimes even if they aren't). If you play arthur as a psychotic mountain man who robs random people on the street and steals from beggars and charities, it's even worse.The most critical, missable mission for narrative impact would be Strauss’s money lending that carries on across all chapters (except 5 of course). Not sure about the one with Sadie in chapter 6, but just in case be on the lookout for it as it’s another must. Fortunately pretty much all the side content worth checking out is available in free roam afterwards, which is kinda mind boggling because it means they recorded tons of dialogue for Arthur and John.
For stranger missions which you’ve probably already done a few of, the best from my experience would be:
1, 6, 7, 8 (especially if you’re familiar with GTAV), 13, 16, 17, 22, 24 (apparently it’s not available after chapter 6), 25, 26
15, 19 and 23 are ok but mostly for humor’s sake.
I need to amend my previous statement about missable story stuff, which is more specifically pointed out here -I have been doing the money lending missions despite how icky they feel at times....or how Arthur clearly despises doing them. It is incredibly skeevy what Strauss does, but the gang routinely steals by violent means, even if you only do the story crimes. Not to mention literally leaving dozens of bodies in their wake every time they pull a major heist(and sometimes even if they aren't). If you play arthur as a psychotic mountain man who robs random people on the street and steals from beggars and charities, it's even worse.
It reminds me of the first game where John would call certain people out for their shitty behaviour, and they could easily retort "How many people have you shot down, John?"
I have done, or at least started a number of those so far. Notaly, did the Serial Killer one and stumbled into two of messages organically, but the third I had to use the web to locate. That was creepy.
I actually haven't met any of the Nite Folk yet, and i'm kind of surprised. I've been ambushed by every other weird and creep so far(including a couple of people pretending to need help only to attempt to rob Arthur).