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Rockstar Games has shared somes screenshots of Red Dead Redemption 2 on its official site that you might have seen already in some previews plus some new ones from the studio's twitter channel.

17 screenshots

  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
  • Red Dead Redemption 2 new screens - 17 screenshots
SplitTongue
SplitTongue
Commented on 2018-05-06 20:31:23
In reply to
Rivroner
Rivroner
Commented on 2018-05-07 01:32:34
Stunning game!
In reply to
This message and account have been deleted at the user's request
AnthonM2
AnthonM2
Commented on 2018-05-07 11:04:20
I hope RDR2 devs play Far Cry 5 and avoid everything that game did
In reply to
Seth
Seth
Commented on 2018-05-07 12:47:23
Posted by droezelke
Looks great, but if the game is as much hunting and fetch quests as the first one, I'm not buying it. I'm not going to care about the reviews as all R* games get overrated scores.
more hunting and even fishing this time is pretty much confirmed for rdr2 ;p

I'm trying to not get hyped so much though. Some of the previews sounded quite good, but we all know previews and sometimes early reviews for big AAA games are full with hyperbole.
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Seth
Seth
Commented on 2018-05-07 15:34:01
Posted by droezelke
Really? More hunting and fishing? Great Scott. Or how to fill your game with meaningless bs to extend the length and to have an excuse for a large map.
Why can't they make an open-world with the thing that is fun: missions, shootouts, robberies, ...
All that useless and frustrating filler.
The Witcher 3 also had that element, but wasn't intrusive and the world was filled with story missions, even the side-missions had a story with branches
There are plenty of robberies if previews are anything to go with- you can rob trains, banks, random npc's, which could lead to consequences after that.

But yeah, i would like to see all of this how it works. Hopefully soon they will do these gameplay series videos.
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b0vril
b0vril
Commented on 2018-05-07 19:03:21
Posted by droezelke
The preview I read was mostly about keeping your camp gang happy, daily tasks, etc...
Only at the end they mentioned a bank robbery. If it was up to me:dump the whole camp management and replace them with cutscenes that lead to new missions.
From what I've read there isn't really a "camp management". You can do things to help your camp if you want, or not. And I mean, of course there is hunting, it's an open world western game.

I dunno, I think it sounds excellent thus far.
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nostradamus
nostradamus
Commented on 2018-05-07 22:50:12
This message is in "Boulet Time" (TM), If you still *really* want to see it, click here
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b0vril
b0vril
Commented on 2018-05-07 23:59:27
Posted by droezelke
It is about camp management. You have to keep your gang happy and well fed.
IGN coverage literally says that you do not have to though...
In reply to
KORNdog
KORNdog
Commented on 2018-05-08 00:24:08
The camp stuff sounds like typical open world busy work. Like the base in mgsv. Stuff to stop you beating the game in a weekend and selling the game the day after.

Not heard anything compelling about the game thus far tbh. Still auto aim. No euphoria engine. A bizarre emphasis on scripted civilian actions like sweeping porches and building houses. Sounds like a bad dream tbh.
In reply to
AndreasZ94
AndreasZ94
Commented on 2018-05-08 12:14:36
It's not mandatory though. It makes sense if you don't do stuff for the camp like hunting for food etc they will be displeased with you but it's not all on you either, they just gonna do that stuff themselves if you dont. The whole game seems to be about Arthur and his relationship with Dutch's gang so the game having mechanics and consequences to make that bond feel real without making it too much of a chore either sounds great to me. Also there is gonna be plenty of action as the gang needs money obviously.
In reply to
AndreasZ94
AndreasZ94
Commented on 2018-05-08 12:21:34 In reply to KORNdog
There still a ton of things we don't know about but the previews did had a lot of info. Gtaforums has all the details in one page and there are a lot of interesting stuff. The AI interactions stuff even for just the random npcs sounds exactly what i wish had been done more of this gen.
I really want to know core gameplay stuff like if there is still regenerating health, bullet hit reactions like rdr1 but improved, gunplay changes like the dualweilding, mission design etc. As far as euphoria not in the game is not confirmed and also Rockstar had been developing their own physics tech on top of euphoria for a while now so i ll wait to see gameplay before i make judgements
In reply to
AndreasZ94
AndreasZ94
Commented on 2018-05-08 12:41:15 In reply to KORNdog
If they have made their movement responsiveness finally more acceptable and lowered the ridiculous frequency of killing waves of enemies then lock on aim should be fine to disable.
Hopefully they will find a better middle ground between responsiveness and animation priority in rdr2. Similar to games like U4 or horizon who have great fluid animations but with also responsive controls
In reply to
KORNdog
KORNdog
Commented on 2018-05-08 13:33:40 In reply to AndreasZ94
Posted by AndreasZ94
If they have made their movement responsiveness finally more acceptable and lowered the ridiculous frequency of killing waves of enemies then lock on aim should be fine to disable.
Hopefully they will find a better middle ground between responsiveness and animation priority in rdr2. Similar to games like U4 or horizon who have great fluid animations but with also responsive controls
Exactly. R* games tend to go for the "i feel like i'm controlling a tank with auto-aim" character controls, which i understood auto-aim back on the PS2 days, devs barely knew how to use analogue sticks properly so it was a period of experimentation. but it's 2018! open world games have been and gone with proper aiming and they make R* games look archaic as hell. there really isn't any excuse for human characters that weigh 10 tonnes and move like you're wading through molasses anymore either. hopefully that isn't what RDR2 is like. max payne 3 had a fairly decent compromise, but that was still a sluggish game compared to the competition.

i don't know if euphoria was the cause of that? but star wars force unleashed used euphoria and never had a slow feeling protagonist, so i'm guessing the blame is on the way R* used it.
In reply to
Seth
Seth
Commented on 2018-05-08 13:52:16 In reply to AndreasZ94
Apparently the cinematic kill cam which activates sometimes is back, so they will include some things from max payne 3, which had by far much better shooting mechanics than any other Rockstar game.

Is auto aim really confirmed? I haven't read yet, but if so this would be really disappointing...
In reply to
AndreasZ94
AndreasZ94
Commented on 2018-05-08 14:24:57 In reply to Seth
Its not whether it has auto aim or not because it could be just an option in the menus, the real disappointment would be if the game is designed again with auto aim as the default. You can tell that maybe with the exception of Max Payne 3 their previous games are very much designed with auto aim despite having free aim and soft lock options. If rdr2 has more precise controls then hopefully they will move on from auto aim and it should also make some welcoming changes to their mission design, enemy ai etc
In reply to
AndreasZ94
AndreasZ94
Commented on 2018-05-08 14:35:24 In reply to Seth
Killcams are a great addition, from what i ve read and i could be wrong it doesn't work exactly like mp3 where it was only for the last enemy but instead it seems that it activates for some long distance kills. It could be a nice way to make long range kills satisfying. I hope its customizable and there are still killcams for the last enemy kill
In reply to
KORNdog
KORNdog
Commented on 2018-05-08 14:43:28 In reply to AndreasZ94
Posted by AndreasZ94
Its not whether it has auto aim or not because it could be just an option in the menus, the real disappointment would be if the game is designed again with auto aim as the default. You can tell that maybe with the exception of Max Payne 3 their previous games are very much designed with auto aim despite having free aim and soft lock options. If rdr2 has more precise controls then hopefully they will move on from auto aim and it should also make some welcoming changes to their mission design, enemy ai etc
this is the issue i have with them. GTAV for instance has a few systems to choose from, from hard locks, to soft locks, some requiring full trigger squeezes or partial ones. but the default is a lock-on system.

it's controls and combat scenarios have all been designed with this snap-to lock on system in mind. turn it off and you're at a huge disadvantage to the point of it feeling unfair because you cant manually aim fast enough to keep up with the enemies being thrown at you.

they want that sense of overwhelming odds in combat, so they let you auto-aim to them. it works from a visual standpoint but it's super unsatisfying. and it's been there since R* went 3D. they sometimes get called out on it, but a lot of the time they get a pass because they're R*.

i think things need to evolve quite a lot for RDR2. it's taken all their resources and 8 full years, if RDR2 is still relying on crappy auto-aim it's just embarrassing. it really should have been phased out the moment saints row was released.
In reply to
Seth
Seth
Commented on 2018-05-08 15:44:02 In reply to AndreasZ94
Posted by AndreasZ94
Its not whether it has auto aim or not because it could be just an option in the menus, the real disappointment would be if the game is designed again with auto aim as the default. You can tell that maybe with the exception of Max Payne 3 their previous games are very much designed with auto aim despite having free aim and soft lock options. If rdr2 has more precise controls then hopefully they will move on from auto aim and it should also make some welcoming changes to their mission design, enemy ai etc
I know, ofc the game will have free aim anyways, but as you mentioned if they still have lock on it's pretty sure the aiming is based on that at first. I hope they finally get rid of that. As you guys mentioned the ear is 2018 and they have no excuses if come up for this again.

Shooting was damn good in MP3 tho, so that's why i'm hoping the game is based on that and improve the formula.
In reply to
AndreasZ94
AndreasZ94
Commented on 2018-05-08 15:50:11 In reply to KORNdog
My main issue with it is that in combination with the health regen system it results in constantly throwing waves of enemies at you in order to make it challenging and they have to be kinda dumb too so it's not too hard either. I would much rather have missions with less enemies that are smarter and if auto aim is not default it should be possible to do that because it would balance the difficulty. Still have waves of enemies type missions but less frequent please. Oh and since you are a part of a gang this time i really do hope ai companions are much more capable. I don't want to have 6 other people with me and yet i still have to kill pretty much everyone. In fact making ai more useful could also fix my enemy waves complain. Some command options like recently gow or fc5 would be great too
In reply to
AndreasZ94
AndreasZ94
Commented on 2018-05-08 16:12:01 In reply to Seth
One aspect of the shooting that was better in rdr1 compared to max payne 3 was enemy reactions to bullet hits. Just a few examples in rdr1 if you shoot at their arms or gun they drop it, if you shoot the legs they limp etc. There are a lot more behaviors like that in rdr compared to other rockstar games It's really impressive, even today not many shooters do that stuff. This is something that im gonna be very disappointed if they don't have that
In reply to
KORNdog
KORNdog
Commented on 2018-05-08 16:17:23 In reply to AndreasZ94
Posted by AndreasZ94
One aspect of the shooting that was better in rdr1 compared to max payne 3 was enemy reactions to bullet hits. Just a few examples in rdr1 if you shoot at their arms or gun they drop it, if you shoot the legs they limp etc. There are a lot more behaviors like that in rdr compared to other rockstar games It's really impressive, even today not many shooters do that. This is something that im gonna be very disappointed if they don't have that
i put a lot of that down to euphoria. GTA4 had it but since RDR was essentially an empty world with a few horses and people they could really ramp up the effects of the euphoria engine. then GTAV came out, it pushed things a lot further computationally and so euphoria was dialed back entirely if not removed (people seem to think so). it just feels like a bog standard ragdoll engine now. i'd be surprised if euphoria is even in RDR2. and i'd be even more surprised if R* have managed to build their own physics system that behaves as well as euphoria did in even GTA4.
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