Red Dead Redemption 2 is still creaming it and José Barbosa is still playing it and loving it. But the developer behind it is fast losing its sparkle.
Rockstar decided RDR2 was going to be more of a smell-the-roses do-as-you-will experience. But it's hard not to think that maybe they pulled back at the last minute and decided to have it both ways, doing real damage to the final product in the process.
A YouTube video by my hot boy Jacob Christensen (NakeyJakey) lays this out pretty well. He argues that Rockstar can't seem to let go of this idea that their games should be more like movies. It's a familiar Rockstar trope by now: you're told to go somewhere and talk to someone, which sets off a cutscene where you have to go get something and you have to do it in a completely linear fashion. If you move outside the predetermined area you're told to go back. If you don't place a wagon or horse in exactly the right place the mission doesn't progress and so on.
For Christensen the linear, rail-like missions fly right in the face of the sim-like open worlds. You can't have it both ways – one approach will ultimately suffer. The player is denied the joy of finding their own path to mission completion, which wouldn't be such a problem if the game didn't seem to be offering the player that freedom.
Beyond that Rockstar still needs to overcome the repetitive nature of missions. Everything seems to be a variation on a cluster of mission formulas: go shoot him, go get that, collect these etc etc. You know the drill by now.
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I haven't completed the game yet, but I have of course complained about the game's repetitive nature, as well as how its linearity in its storytelling seems to be at odds with the systemic world that the game otherwise offers, leading to the illusion of the systems only being there when Rockstar wants them to be, which makes them feel inconsistent, hostile, and there to only inconvenience the player. Rockstar could (should, IMO) have either gone for purely prescribed gameplay, like in The Witcher 3, or purely systemic gameplay, like in MGSV and BotW. Trying to have their cake and eat it too didn't work as well as it could have.
It's still a great game. I am enthralled by it and keep returning to it where other games would have long lost my attention by now. But it's clear that Rockstar's mode of game design feels increasingly outdated in a world where other developers have caught up and even surpassed them in terms of offering compelling takes on open worlds.