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Red Dead Redemption 2 delayed until October 26th, 2018

https://www.rockstargames.com/newswire/article/60435/Screens-From-Red-Dead-Redemption-2

Stay tuned for more Red Dead Redemption 2 info next month including first details about the game's special editions and more.


I'm pre-ordering the best edition possible...
7875244d61b44c30b3b219b1b7ed7a24e0d1ff0e.jpg
 
Not preordering anything, because 1. you never know with the new 2k/Rockstar and their focus on MP 2. Never preorder.

So we shouldn't preorder because of....what? "New 2k/Rockstar" makes zero sense. 2k has nothing to do with this game and Rockstar is still the same Rockstar.

Rockstar is one of the few companies you should preorder their games. Their singleplayer games are 20+ hour campaigns and much longer if you're a completion-ist. They don't charge for multiplayer and provide way more free updates than most online-only games. More importantly, Rockstar puts out games that are of the highest quality. Their titles are among the best selling, highest reviewed, and continue to chart for years after release.
 
Noone is exempt from the don't preorder rule.


Unless they're giving out John Marston hats or something. Promos they used to have in the 90's and 2000s like a Sonic hat for Sonic Colors....those were the good days.
 
Noone is exempt from the don't preorder rule.


Unless they're giving out John Marston hats or something. Promos they used to have in the 90's and 2000s like a Sonic hat for Sonic Colors....those were the good days.
I'm also very reluctant to pre-order. Too much risk. For this game though, if they have a decent pre-order bonus I will likely pre-order. They have the track record to trust them on my end.
 
Why pre-order when I can just buy a copy on launch day. What's the deal? You won't get the game earlier when pre-ordering, won't you?
 
Why pre-order when I can just buy a copy on launch day. What's the deal? You won't get the game earlier when pre-ordering, won't you?
In some cases thats true but in other case like Xenoblade Chronicles 2 special edition and upcoming Octopath Traveler Wayfarer's Edition that gets sold out as soon as goes up for pre-order.
 
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In some cases thats true but in other case like Xenoblade Chronicles 2 special edition and upcoming Octopath Traveler Wayfarer's Edition that gets sold out as soon as goes up for pre-order.
yeah, but RDR2 is not an obscure niche title lilke XC2 (no offenese). There will be more then enough copies around on launch day. I'll just casually walk into the next vidya game store and buy the game.
 
yeah, but RDR2 is not an obscure niche title lilke XC2 (no offenese). There will be more then enough copies around on launch day. I'll just casually walk into the next vidya game store and buy the game.
I don't know, I think if RDR2 gets collector's edition it might also gets sold out fast but if you only interested in regular edition then you are right there is no need to pre-order.
 
I don't know, I think if RDR2 gets collector's edition it might also gets sold out fast but if you only interested in regular edition then you are right there is no need to pre-order.
I'm more like a minimalist guy. I don't want to litter my place with plastic figurines and stuff. I'm good with the game alone I guess.
 
I worked for GameStop when GTAIV launched and we were sold out of all our copies. The District Manager had to bring some from another store. This was back when there were multiple GameStops next to one another.

I have only seen it happen with GTA. It was also the only time I saw GameStop have a security guard show up at midnight for a launch.
 
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I never get collector's editions of games.
But for RDR2 I will absolutely pre order it as soon as it's available.

I get so much out of Rockstar open world titles, might aswell pay a bit extra to show my appreciation.
Also I think the collector's edition will be sold out really quick.
 
I don't think this game will be as successful as take two is betting on it to be. After reading how much simulation is in it. I don't think it will be the GTA5 of the wild west. Made a nice avatar from the screen shot on the OP though.
 
Has anyone else seen how terrible the pre order versions of this game are on the PSN. The standard edition is £10 more than most games. The two deluxe versions are the worst since Rainbow 6 Seiges release. They don't include a season pass and are extra money for basically nothing, just tiny bits and bobs😂 Leaves a sour taste in the mouth tbh, disappointing from a prestige studio.
 
Every time this topic is bumped I get a slight heartattack cause I think there is a new delay until I realize it's a bump of the last delay topic. Curse you GAF...
 
Dat port begging clickbait article.

As if Take Two needs to be begged to have truckloads of cash dumped at their doors.

PC version is inevitable, and before anyone says "but Redemption 1!", that game was held together with string and tape, there's a reason it hasn't been ported to anything.

I seriously don't understand the benefit of keeping a PC release secret unless it's to encourage people to double dip. That would be really shitty.

Like, in my case, I either buy a PS4 just for RDR2 or wait for the inevitable intentionally delayed PC version. I will not double dip!

Oh 100% they're banking on impatient people picking up the console versions and double dipping later.
 
New Information from a GameStar Interview about the Open World-Philosophy of Red Dead Redemption 2 from the GTA forums. One of their users translated it.

- Since having an Open World is nothing special today and size doesn't make a game great (No Man's Sky), Rockstar Games set out to make their Open World different from any other. With Red Dead Redemption 2 they want to create the deepest, most detailed, believable and interactive Open World they have ever built. Everybody and everything needs to be believable, from the Barkeeper of the local saloon, to the pebble that descends a slope or tiny frogs hopping around. Small details, big difference.

- Rockstar's philosophy is that players in their open worlds are increasingly likely to lose themselves, distracted from their real tasks, but not torn from the gaming experience. Barrier-free games, you could say.

- If you set up your own personal camp in a dangerous area (for example near groups of people that don't like guests in their area), you will experience very different situations than before, because you are just in the wrong place, even if you thought you have been everywhere and seen everything

- Next to smaller buildings like a barn (that is in the building process on first sight, but will be finished when you come back later), villages and even towns will change over time

- If you complete a mission (for example with your gang members), you will see them returning to their daily schedule instead of just disappearing or walking nowhere with no specific destination. Every major character exists in the world, not just in missions. This is inspired by Michaels house and the life of his family, you could see your family in-game, not just in missions. In Red Dead Redemption 2 they are expanding on this idea.

- The transition from free-roam open world gameplay to mission and cutscenes will be even more fluent and seamless than in GTAV. All types of missions, cutscenes and the general open world should feel like organic parts of the same thing, there is no clear distinction between them like in other games.

- NPCs are unpredictable and believable in their actions and reactions, they have different temperaments. There will be shy people, who will give you their money without you even drawing a gun but also more aggressive people that will immediately attack you if you just antagonize them also without you drawing a gun. Some confident NPCs may ride just past you and ignore you, if you try to rob them. Some may shoot you, while others will first threaten to harm you. R* wants you to feel like you never know how this certain NPC will interact with you and with that R* wants to encourage you to test out different playstyles. You can be an honorable thief or a violent psycopath and the world will react accordingly, but you just never really know how they will react.

- R* doesn't want to call the world of Red Dead Redemption 2 a sandbox. Because in a sandbox, you can do whatever you want. Sure, R* wants to give you a lot of freedom, in their Open World you can do whatever you want, but only as long as it makes sense for Arthur, his story and the world itself. Nothing should break the immersion.

- There will be no "checklists-type of missions" like in Ubisoft games or Mass Efffect Andromeda. R* doesn't think in categories like 'content' and 'prefabricated content', they want to blur the lines between everything the player does in order to increase immersion. R* doesn't necessarily want you to know when you are doing a main or a side mission or when you are interacting with a main character or just an NPC, but they will inform you in a very subtle way about it.

- There will be many optional things to do, but R* wants them to be just as high-quality, engaging and fun as the main missions and you should feel like you never know what to expect. This will cater to all kinds of players: Those who want to rush the main story and those who want to do everything and still have a great experience.

- "Random sh*t that doesn't fit the context will not happen [in RDR2]": Random encounters aren't really random, there is a certain system in place that ensures those encounters make sense in terms of how far the players have progressed in the story, what they are currently doing and where they are heading to. The changing surroundings and random encounters provide content for the players that makes them loose themselves in the world in a very organic way and naturally provide gameplay for them (in contrast to the very forced 'checklists-sidequests' in other games).

- The areas in the game not only feel different because of the looks but also because of the different gameplay-mechanics only possible in that area (like different animations for traversing different terrain and flora or different objects to interact with). Since animations influence how connected you feel with the world, R* focuses on making them as believable and fluent as possible in every situation. For example there is an animation for Arthur stowing his weapons, which he had previously strapped on his back, in the halter of the saddle. And there are different skinning animations for different animals.

- Things you should do in the missions can be done in the open world: For example in Trailer #2 we see Arthur pushing a bank manager through the door. You can do exactly that with every other NPC in free-roam.

- The world is as realistic as possible, as long as it is still fun

- Even outside of missions and cutscenes you can listen in on conversations in your gangs camp - or approach them more closely so that the other outlaws can include Arthur in their chat. The camp, the atmosphere and the conversations should change noticeably in the course of the story.

- Instead of slaughtering animals (that are degraded to polygon objects) without hesitation, in order to be able to craft a larger wallet, the creatures in Rockstar's western game are living beings with - simulated - feelings. This should always be aware of the players when they press the trigger or let the arrow zoom. To kill animals quickly without much suffering you need to take your time to learn the right techniques.

- If you commit a crime and the lawmen have a hunch that you are the offender, they will first talk to you instead of shooting you instantly, and you can talk yourself out of the situation

- You can modify your weapons to enhance their stats
 
New Information from a GameStar Interview about the Open World-Philosophy of Red Dead Redemption 2 from the GTA forums. One of their users translated it.

- Since having an Open World is nothing special today and size doesn't make a game great (No Man's Sky), Rockstar Games set out to make their Open World different from any other. With Red Dead Redemption 2 they want to create the deepest, most detailed, believable and interactive Open World they have ever built. Everybody and everything needs to be believable, from the Barkeeper of the local saloon, to the pebble that descends a slope or tiny frogs hopping around. Small details, big difference.

- Rockstar's philosophy is that players in their open worlds are increasingly likely to lose themselves, distracted from their real tasks, but not torn from the gaming experience. Barrier-free games, you could say.

- If you set up your own personal camp in a dangerous area (for example near groups of people that don't like guests in their area), you will experience very different situations than before, because you are just in the wrong place, even if you thought you have been everywhere and seen everything

- Next to smaller buildings like a barn (that is in the building process on first sight, but will be finished when you come back later), villages and even towns will change over time

- If you complete a mission (for example with your gang members), you will see them returning to their daily schedule instead of just disappearing or walking nowhere with no specific destination. Every major character exists in the world, not just in missions. This is inspired by Michaels house and the life of his family, you could see your family in-game, not just in missions. In Red Dead Redemption 2 they are expanding on this idea.

- The transition from free-roam open world gameplay to mission and cutscenes will be even more fluent and seamless than in GTAV. All types of missions, cutscenes and the general open world should feel like organic parts of the same thing, there is no clear distinction between them like in other games.

- NPCs are unpredictable and believable in their actions and reactions, they have different temperaments. There will be shy people, who will give you their money without you even drawing a gun but also more aggressive people that will immediately attack you if you just antagonize them also without you drawing a gun. Some confident NPCs may ride just past you and ignore you, if you try to rob them. Some may shoot you, while others will first threaten to harm you. R* wants you to feel like you never know how this certain NPC will interact with you and with that R* wants to encourage you to test out different playstyles. You can be an honorable thief or a violent psycopath and the world will react accordingly, but you just never really know how they will react.

- R* doesn't want to call the world of Red Dead Redemption 2 a sandbox. Because in a sandbox, you can do whatever you want. Sure, R* wants to give you a lot of freedom, in their Open World you can do whatever you want, but only as long as it makes sense for Arthur, his story and the world itself. Nothing should break the immersion.

- There will be no "checklists-type of missions" like in Ubisoft games or Mass Efffect Andromeda. R* doesn't think in categories like 'content' and 'prefabricated content', they want to blur the lines between everything the player does in order to increase immersion. R* doesn't necessarily want you to know when you are doing a main or a side mission or when you are interacting with a main character or just an NPC, but they will inform you in a very subtle way about it.

- There will be many optional things to do, but R* wants them to be just as high-quality, engaging and fun as the main missions and you should feel like you never know what to expect. This will cater to all kinds of players: Those who want to rush the main story and those who want to do everything and still have a great experience.

- "Random sh*t that doesn't fit the context will not happen [in RDR2]": Random encounters aren't really random, there is a certain system in place that ensures those encounters make sense in terms of how far the players have progressed in the story, what they are currently doing and where they are heading to. The changing surroundings and random encounters provide content for the players that makes them loose themselves in the world in a very organic way and naturally provide gameplay for them (in contrast to the very forced 'checklists-sidequests' in other games).

- The areas in the game not only feel different because of the looks but also because of the different gameplay-mechanics only possible in that area (like different animations for traversing different terrain and flora or different objects to interact with). Since animations influence how connected you feel with the world, R* focuses on making them as believable and fluent as possible in every situation. For example there is an animation for Arthur stowing his weapons, which he had previously strapped on his back, in the halter of the saddle. And there are different skinning animations for different animals.

- Things you should do in the missions can be done in the open world: For example in Trailer #2 we see Arthur pushing a bank manager through the door. You can do exactly that with every other NPC in free-roam.

- The world is as realistic as possible, as long as it is still fun

- Even outside of missions and cutscenes you can listen in on conversations in your gangs camp - or approach them more closely so that the other outlaws can include Arthur in their chat. The camp, the atmosphere and the conversations should change noticeably in the course of the story.

- Instead of slaughtering animals (that are degraded to polygon objects) without hesitation, in order to be able to craft a larger wallet, the creatures in Rockstar's western game are living beings with - simulated - feelings. This should always be aware of the players when they press the trigger or let the arrow zoom. To kill animals quickly without much suffering you need to take your time to learn the right techniques.

- If you commit a crime and the lawmen have a hunch that you are the offender, they will first talk to you instead of shooting you instantly, and you can talk yourself out of the situation

- You can modify your weapons to enhance their stats

Damn i cant wait for this game , when this game comes out , i might even take a week off work for it , take my time and do everything , talk to everyone , Hunt everything and shit tons of gambling and my Arthur Morgan is going to use prostitutes to the full extent and and die of gonorrhea

Id buy the collectors edition to , if it wasn't so shit. I mean a tin box with some playing cards and a bandanna for £89 get the fuck outta here ,
 
Guys I swear I had no idea, when I said I feel that we get something tomorow. HOLY SHIT!!!!!!

 
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New Information from a GameStar Interview about the Open World-Philosophy of Red Dead Redemption 2 from the GTA forums. One of their users translated it.

- Since having an Open World is nothing special today and size doesn't make a game great (No Man's Sky), Rockstar Games set out to make their Open World different from any other. With Red Dead Redemption 2 they want to create the deepest, most detailed, believable and interactive Open World they have ever built. Everybody and everything needs to be believable, from the Barkeeper of the local saloon, to the pebble that descends a slope or tiny frogs hopping around. Small details, big difference.

- Rockstar's philosophy is that players in their open worlds are increasingly likely to lose themselves, distracted from their real tasks, but not torn from the gaming experience. Barrier-free games, you could say.

- If you set up your own personal camp in a dangerous area (for example near groups of people that don't like guests in their area), you will experience very different situations than before, because you are just in the wrong place, even if you thought you have been everywhere and seen everything

- Next to smaller buildings like a barn (that is in the building process on first sight, but will be finished when you come back later), villages and even towns will change over time

- If you complete a mission (for example with your gang members), you will see them returning to their daily schedule instead of just disappearing or walking nowhere with no specific destination. Every major character exists in the world, not just in missions. This is inspired by Michaels house and the life of his family, you could see your family in-game, not just in missions. In Red Dead Redemption 2 they are expanding on this idea.

- The transition from free-roam open world gameplay to mission and cutscenes will be even more fluent and seamless than in GTAV. All types of missions, cutscenes and the general open world should feel like organic parts of the same thing, there is no clear distinction between them like in other games.

- NPCs are unpredictable and believable in their actions and reactions, they have different temperaments. There will be shy people, who will give you their money without you even drawing a gun but also more aggressive people that will immediately attack you if you just antagonize them also without you drawing a gun. Some confident NPCs may ride just past you and ignore you, if you try to rob them. Some may shoot you, while others will first threaten to harm you. R* wants you to feel like you never know how this certain NPC will interact with you and with that R* wants to encourage you to test out different playstyles. You can be an honorable thief or a violent psycopath and the world will react accordingly, but you just never really know how they will react.

- R* doesn't want to call the world of Red Dead Redemption 2 a sandbox. Because in a sandbox, you can do whatever you want. Sure, R* wants to give you a lot of freedom, in their Open World you can do whatever you want, but only as long as it makes sense for Arthur, his story and the world itself. Nothing should break the immersion.

- There will be no "checklists-type of missions" like in Ubisoft games or Mass Efffect Andromeda. R* doesn't think in categories like 'content' and 'prefabricated content', they want to blur the lines between everything the player does in order to increase immersion. R* doesn't necessarily want you to know when you are doing a main or a side mission or when you are interacting with a main character or just an NPC, but they will inform you in a very subtle way about it.

- There will be many optional things to do, but R* wants them to be just as high-quality, engaging and fun as the main missions and you should feel like you never know what to expect. This will cater to all kinds of players: Those who want to rush the main story and those who want to do everything and still have a great experience.

- "Random sh*t that doesn't fit the context will not happen [in RDR2]": Random encounters aren't really random, there is a certain system in place that ensures those encounters make sense in terms of how far the players have progressed in the story, what they are currently doing and where they are heading to. The changing surroundings and random encounters provide content for the players that makes them loose themselves in the world in a very organic way and naturally provide gameplay for them (in contrast to the very forced 'checklists-sidequests' in other games).

- The areas in the game not only feel different because of the looks but also because of the different gameplay-mechanics only possible in that area (like different animations for traversing different terrain and flora or different objects to interact with). Since animations influence how connected you feel with the world, R* focuses on making them as believable and fluent as possible in every situation. For example there is an animation for Arthur stowing his weapons, which he had previously strapped on his back, in the halter of the saddle. And there are different skinning animations for different animals.

- Things you should do in the missions can be done in the open world: For example in Trailer #2 we see Arthur pushing a bank manager through the door. You can do exactly that with every other NPC in free-roam.

- The world is as realistic as possible, as long as it is still fun

- Even outside of missions and cutscenes you can listen in on conversations in your gangs camp - or approach them more closely so that the other outlaws can include Arthur in their chat. The camp, the atmosphere and the conversations should change noticeably in the course of the story.

- Instead of slaughtering animals (that are degraded to polygon objects) without hesitation, in order to be able to craft a larger wallet, the creatures in Rockstar's western game are living beings with - simulated - feelings. This should always be aware of the players when they press the trigger or let the arrow zoom. To kill animals quickly without much suffering you need to take your time to learn the right techniques.

- If you commit a crime and the lawmen have a hunch that you are the offender, they will first talk to you instead of shooting you instantly, and you can talk yourself out of the situation

- You can modify your weapons to enhance their stats


OMG they should've released that list closer to release, they killing us with that man.
 
I'm definitely watching the video, so I'm not disappointed by the actual gameplay on October 26th.

The hype is too great for this, so I'd rather adjust my expectations now. :)
 
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