An excellent read. I too only tend to play as an honourable John Marston, although the only time I have shot at lawmen was because of mistaken identity. However I didn't really feel much for his family, apart from maybe Rufus the dog.
No, it was not just you. I thought that was one of the most touching and genuine moments ever depicted in a videogame.Derelict Frog said:Was it just me or was one segment near the end where Bonnie bids you a final farewell quite touching (the one where she melancholically watches you ride off with your wife, awkwardly shuffling her feet)?
Good point. Well said.NpPro93 said:I think the ending of Red Dead Redemption is very interesting when you consider the three main characters: Marston, Ross, and Dutch.
Marston believes (perhaps naively) that he can redeem himself for his past sins. He works for the government to try and get his family back. If you play the game honorably, he really is turning his life around. If you play it dishonorably, you see he can't really change. But either way, he is trying, and after killing Dutch, who was your friend, you feel he really has redeemed himself in some way.
Ross does not believe that anybody should be forgiven. In Ross's mind, Marston gave up his life long ago, and so it is Ross's duty to finish him off. Ross has no problem manipulating Marston because he sees him as less of a person. And then he betrays him to fulfill his vision of what is right, and then he gets medals. In this way you see that Ross is the true villain--traitorous, cruel, and destructive--but his actions are based in his belief in the law, a law that isn't ready to apply out west.
Dutch understands the situation best of all. He sees that Ross is evil, that Marston is being used, and that they will never be forgiven. Although he is violent and insane, his words ring true. In the end, everything that he predicted comes to pass. The law wins and the west comes to an end. In the meantime, all that Marston succeeded in doing as killing an old friend.
While I agree with you that Jacks voice was terrible compared to what we were used to. I think you may have missed the point on John walking out into a hail of bullets. He understood that the govt would never let him alone and he would always be hunted. By sacrificing himself like that, he saved his wife and son from a lifetime on the run and more importantly tried to save his son from becoming like him.Corpse XxX said:Well said, i wholeheartedly agree..Generic_Dave said:I have to wholehearted agree. As a role to play, Marston was one of the first characters that guided my actions, rather that the game guiding my actions. I constantly found myself trying my best to do what that dang cowboy would do.
I found myself grudgingly fighting for the Mexican army, even though I despised them. And I found Liza's story-line heartbreaking and was deeply affected by how it ended. I would say it was the first time I genuinely cared about a character's life. For me, NPCs are normally just targets.
It kind of forces you to play a role in an extremely subversive manner. Even little things like the character fobbing off the hookers because he has a wife at home. The nobility and determination of the character drags you into his role, while very much glossing over the fact that you can only play the pre-defined role. The bars are there, they are just well hidden.
When compared to something like [Prototype] that encouraged you to kill anything that moves, innocent or otherwise (those weapons were NOT designed with an eye to reducing collateral damage) but then tries to paint its character as a noble and torn wronged man.
Of all the games I've play I'd think only Bioshock was as engrossing and immersive an experience.
I was really sad when John died at the end, why did the stupid flocker have to run out of the barn into a hail of bulletts?? What was he thinking? I could have easily killed them in normal matters if he had decided to stay in the barn..
Was real annoying to play as his son afterwards, Jack, with his puny little voice.. You cant be gangstah when sounding like that..
It kinda made me not want to play the game after this cause it was not the character i had come to know and care bout..
I have to be honest with you, I've been playing videogames for so long that I don't think it even registers for me anymore when a character dies. It's just such an inherent part of the experience that it neither adds to nor subtracts form the experience. It's just a part of it. I imagine playing any Lara Croft game would be impossible without that remove.TheBluesader said:I think an important thing to keep in mind about RDR is how often you can die. Especially after you do terrible, terrible things. Sure, your stats remain unchanged by your death. But when you die, you respawn at the last save point - many times BEFORE you did the terrible things you did to get achievements or just to have some nasty fun. While this is a standard aspect of games, it also has an interesting impact on the story. Sure, John kidnapped a woman, let a train explode her, and then killed half a dozen people trying to get away with it. But then he got killed.Russ Pitts said:Smile and Nod: I, John Marston
A profound RPG experience isn't just possible in Red Dead Redemption, it's unavoidable.
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But oh wait, no he didn't! Because suddenly he's back to the point BEFORE he acted like a sociopath. Now you can certainly go back and do the same terrible things again, and avoid getting killed. But why would you? You've already gone through that. It doesn't matter that John himself no longer has those memories. Only you do, and they're your problem.
This almost makes the game an "all possible worlds" simulator. You can go out and see what will happen if John is terrible. But then you can get John killed, he goes back in time a few minutes, and now he's not terrible again.
I guess this doesn't do anything for people who think the narrative and gameplay are morally inconsistent. But if you pay attention only to the "real" John - the John as he keeps respawning - both aspects can be completely consistent.
As long as you don't make John a terrible person and survive it, at any rate.
Yeah, that hit me harder than any game has ever hit me. Such a powerful ending.Tode333 said:I actually had a hard time finishing this game because of that, John never wanted his son to become him, yet the only way to actually finish the game, is to take the first step down that road.
Only, there is a Redemption. It is the most classical of all redemptions in litterature even. By dying, John Marston redeems himself from his previous life as an outlaw. It is not a redemption in the eyes of the government, his family or the bureau but before God. By stepping out of the barn and accepting what is coming to him, John is redeemed. To me at least, that seemed like the very obvious reference in the title.SpiderJerusalem said:The main problem with RDR is that there is no Redemption. The game ends with the cheapest possible conclusion that might make for tragedy, but offers ultimately nothing more than a cheap FU to the player with no satisfactory resolution to any of the threads that the game left hanging outside of a lame newspaper article that can be read if the player chooses to.
Who in the hell things Zelda is an RPG?subtlefuge said:Your own definition is also only half true. If RPGs required stat growth, then Legend of Zelda would not be considered an RPG. While you may personally believe that, you would have a hard time convincing very many people.
Whoa whoa calm down. Allow me to explain my statement.Woodsey said:Who in the hell things Zelda is an RPG?subtlefuge said:Your own definition is also only half true. If RPGs required stat growth, then Legend of Zelda would not be considered an RPG. While you may personally believe that, you would have a hard time convincing very many people.
It's an action-adventure; there's not a single RPG element in it.
OT: Although not as bad as Niko Bellic, Marston is still rather conflictingly written and - mostly in Mexico - a massive hypocrite.
The guy's got no qualms about shooting either the rebels or the soldiers, yet he lets the leaders of each push him around forever before telling them how it is - and this is the guy that's so impatient he snaps at Uncle every 5 seconds for being a bit old.
Then there's the treat of women by each leader. You can see throughout that Marston's respectful of women - he has a massive *****-fit when the Mexican girl gets shot, and he's very polite/respectful to Bonnie - yet when the rebel and military leaders get ready to rape a couple of peasants (and on more than one occassion) he ignores it and lets them use him some more.
I dunno, R* are now getting so much praise for their story and characters when they can't write a protagonist consistently or have a story that's paced well.
I also have to agree with this. Take that stranger mission with the cannibal. It was so flippin' obvious I was being tricked. Come on Marston, you're seriously going to believe the crazy old hermit over the well-groomed man who keeps screaming "Don't take me back there, he wants to eat me!" If the game had let me, I would have untied him and put a bullet in the old man's head right then and there.pneuma08 said:For me, the game simply didn't allow what I wanted to do with it. I couldn't go tell the Mexican Army to screw itself, I couldn't deny the strangers' request even though it is clear that I am being scammed, can't disarm a guy in a duel if he is meant to die - sure, I could ignore them, but then I had already agreed to help, and there's always that little note in my to-do list nagging at me.