Goofy cowboy game with fuckable sharkboys and anime sweatdrops where you freeclimb everywhere in a Guns N' Roses bandana and there's no need for horses.
10/10 good shit
Attached to the RDR1 map for comparison (it seems to be a continuation of that map).
Leaked here on GAF no less.
I want more of a Red Dead Revolver feel (maybe multiple characters, more spaghetti western style).
Stuff that RDR could realistically take from BOTW (e.g. it doesn't necessarily need all the physics based puzzles):
- Fire propagation
- Quests that don't just have markers
- A more distinctive landmark filled world that is easily navigable with a map
Godammit, in some alternative universe I have this mod installed and favorited through the Steam Workshop for my RDR PC release.The protagonists should be cuter. And able to crossdress.
I can't parse what you're getting at
Do we know if it's legitimate? How was it discovered?
A jetpack
Hotness and a total fit for RDR tone wise. You're hired!I've wanted more intense, gritty survival mechanics for a long time. Like not just temperature and hunger, but also infection, thirst, wounds (with locational healing ala MGS3), and all of these impacting gameplay in an active way.
I've wanted more intense, gritty survival mechanics for a long time.
Like not just temperature and hunger, but also infection, thirst, wounds (with locational healing ala MGS3), and all of these impacting gameplay in an active way.
Of course R* won't do this. Way too complex and with too many systemic ramifications.
A western that's nothing like Zelda.
I've wanted more intense, gritty survival mechanics for a long time.
Like not just temperature and hunger, but also infection, thirst, wounds (with locational healing ala MGS3), and all of these impacting gameplay in an active way.
Of course R* won't do this. Way too complex and with too many systemic ramifications.
Those are the very things that the original game lacked. I would love to see Rockstar implement those features in Red Dead Redemption 2.
Also, more outfits inspired by classic westerns, like Clint Eastwood's The Man With No Name outfit, famous Western villains, etc.
No POI markers / checklisty stuff.
Just let me walk around and explore and then do whatever I stumble into. Don't make me feel like I have to go to all these points on the map.
This has to be one of the most ignorant things I have heard. "I hope no game is as good as this one. It should just all be downhill from here, that's what I want"
You know that mission design where you ride across the map to get a mission, and then ride across the map to do said mission, and said mission lasts for less time than it took for you to ride there? Please get rid of that.
There was a thread about it, OP got it from a friend i think? Either way, me and others called bullshit on him, but then some other site corroborated, and he tried to take down the image (but internet being the internet, it was too late).
Not officially confirmed or anything though.
I can try and look for the thread.
There was a thread about it, OP got it from a friend i think? Either way, me and others called bullshit on him, but then some other site corroborated, and he tried to take down the image (but internet being the internet, it was too late).
Not officially confirmed or anything though.
I can try and look for the thread.
That sounds crazy, in a good way. It won't happen though.
pretty much. no campfire cooking neither.
Anything but cooking. Fuck that shit.
Why all the campfire/cooking hate? I think it would add a lot to the atmosphere and realism within a Western-themed game. Also I would find it fun.
I've wanted more intense, gritty survival mechanics for a long time.
Like not just temperature and hunger, but also infection, thirst, wounds (with locational healing ala MGS3), and all of these impacting gameplay in an active way.
Of course R* won't do this. Way too complex and with too many systemic ramifications.
Cooking is by far one of my favorite aspects of BotW. Doesn't mean it needs to be in RDR2 (though I'd personally welcome it), but it's awesome and I look forward to see the concept added to and improved on in future Zelda titles.
A decent frame rate.
Yeah it looks very "90s PC" in terms of graphical fidelity - just the way the fonts look in the general and the washed-out look of the entire design. I just wouldn't think after all the dev stations that I've seen, that Rockstar would have a setup that looks like that.
I've been thinking about this gen's premiere open world titles and I think for my taste, it's going to come down to how they tackle the dynamic events that occur within the map versus the more refined set piece mission encounters. Zelda and Horizon have very strong mechanics to approach unscripted combat - enemies patrolling wildly or in a Moblin camp can be approached at any time, with endless possibilities of approach. I think for me, the dynamic events that occur randomly in the open world without combat are more intriguing - do you remember the first time an NPC tried to steal your horse after asking for help? How cool that felt, how believable - and then it occurred again and again to the point where you'd just avoid it completely.
I feel like RDR2's shooting combat should be as refined as Max Payne 3 in the open world. That type of precision makes combat really exciting, so even if the most derivative side missions are mow down waves of enemies, at least it'll feel solid to execute. I don't want the open world to be marked by combat encounter camps to discover- only when it makes sense, an abandoned encampment or bandit settlements. But most importantly, the missions driving the narrative have to be strong and unique. More than just marker to marker to kill or fetch a unique target- the more variety the better.
I don't want an expanded loot system that slows the game to crawl. I don't want in depth survival mechanics. I want the best TPS gunplay mechanics in an open world, I want narrative missions that drive the story forward and that have a ton of variety. If there's a sprawling open map, don't rely on taking over pieces of it by clearing out camps - it's the most tedious and derivative gameplay ever. Instead, focus on creating a compelling story, and offer more than a handful of scripted events or dynamic interactions in the open world.