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Now onto the actual game, as I said before I personally do not understand why people think this game has such an incredible story, it is barely even a story at all. Full disclosure, at the time of this review I haven't finished the story, so you may think I'm missing a crucial part or plot point that gets revealed later on, I don't care. Right now I am at 66% of the story, and I am not invested whatsoever in any of the characters or any of the events of the past, present, or future involving these characters. From the very first cutscene I could tell Dutch was the villain. Egotistical psycho who groomed a bunch of lowlife thieves into thinking he's the smartest most compassionate person, all while he convinces THEM to kill, steal, and pillage for the sake of "the group", which is just them making sure Dutch has what he needs. I generally disliked most of the gang at camp, majority of them are obnoxious ♥♥♥♥♥♥♥♥, the few characters that were actually likeable ALL got killed off, yea seriously. ::SPOILER:: Keiran who earned the gangs trust, and was a genuinely good dude, got ♥♥♥♥♥♥♥ decapitated and his eyes scooped out, Sean who was a piece of ♥♥♥♥ but he was a funny interesting side character, got ♥♥♥♥♥♥♥ domed (during Dutch's plan), Hosea who wasn't a saint but had a clear head and was the voice of reason for the group, got shot (during Dutch's plan), and Lenny, who we probably spent the most time with early on, got shot (during Dutch's plan).
So where I'm at in the story all I have is a group of selfish, psychotic, lowlifes with a complete dependence on "the group" to survive. Everyone always looks to Dutch for a plan to get them out of the mess that Dutch just put them in. These plans always being entirely reliant on the group's errand boy Arthur (that's you). The game starts with us running from Blackwater, because Dutch botched the job and lost 150k. Then we hide out near Valentine after Dutch robs the Cornwall train, because now agents from Blackwater AND Cornwall are after them. They get shot out of Valentine and need to run again, this time to Rhodes. Now Dutch has a genius plan to play both sides of the century long feud between the two most powerful families in the city. This plan goes extremely well, getting Sean killed and Jack (John and Abigail's son) kidnapped! So Dutch decides were all gonna murder one of the families, then we get Jack back from the new psycho that the old psycho gave him to. Now Dutch being the genius that he is decides were going to work with this rich powerful psycho who just kidnapped a child, because "he has a plan". This goes wonderfully and Dutch has us act on some totally not bogus info for a heist, which we then get ambushed by the entire city police force (who would've known?). After barely making it out alive, Dutch is now mad with revenge and has us go and kill the enormously powerful crime boss, who has control of an entire city but somehow gets taken out by a group of lowlifes. Of course though Dutch still has a perfect plan to rob the bank of the city we literally just got shot out of, so back we go because Dutch said so. Oh look another trap! Hosea and Lenny both die in this botched bank robbery. The 4 men left (Dutch, Arthur, Javier, and Bill I think) then decide they're just gonna sneak onto a boat with the money and sail away, ♥♥♥♥ the rest of the crew they left behind. Boom our enormous cruise ship just happens to crash, and all that money we just worked for, the money that Hosea and Lenny died for, at the bottom of the ocean. It was at this point where I genuinely just did not understand the point of this story. 50+ hours of just doing what this guy tells you for absolutely nothing. Half way through the story and Dutch has stolen and lost probably close to $300k. Yet every character is still dead set on following him no matter what. How am I supposed to be invested in the story or the characters when I think every single one of them is a complete ♥♥♥♥♥♥♥ idiot? I don't care about any of them, nor do I even care about the main character Arthur. Because this game has built him up to be just like the rest of the gang, just does whatever Dutch says. Yes he has his own opinions on stuff and speaks his own feelings, but the game just forces you to do whatever he says anyway. Maybe if the game allowed the player to have some individuality and make decisions for himself, I would care more.
Continuing on with the story it decides to put you on this tropical island in the middle of some random conflict which of course now you have to resolve. This whole section destroyed my urge to play the game. We went from an old west bank robbery, to not even an hour later in gameplay we are now fighting off a warship with cannons on the top of a castle, and fighting off invading infantry from the beach. This was so out of place and unnecessary, took me out of the game completely. This game tries to hammer in immersion and realism adding slow animations to everything, making you cook individual pieces of food and craft individual bullets (yes one at a time, like 6 seconds each), minimal fast travel, making you eat and sleep, etc, and then says ♥♥♥♥ it man the cannon you're gonna take out this Cuban warship real quick. Absurd game design by all means.
You know maybe the story wouldn't be so bad if the gameplay in between all the cutscenes was good, but it isn't. Almost every mission follows this pattern: Meet npc, they ask you to steal something/kill someone, you ride your horse for 10 minutes to location, shoot person/steal thing, ride 10 minutes back to npc. 20+ minutes of traveling for 5-10 minutes maximum of "gameplay". I use gameplay in quotations because there really isn't much you are doing. Shooting is pretty good, feels satisfying when you drop people, but its fun for about 20 minutes. With only 3 legitimate ways to fight enemies: Pistol, Rifle/Repeater/Shotgun, combat gets old very quickly. I've used the same pistol/shotgun/repeater combo the entire game with no increase in difficulty. Guns don't really get better, so no point in buying new ones, that is if the game even lets you. Most guns are locked from purchasing until later on in the game, when you're already used to the old ones and have no need for them anymore.
So if guns aren't worth spending money on, what is? Nothing. Once you have the like 3 upgrades on each of your guns, and the upgrades for your horse, which most people will have in chapter 2 probably, there is nothing else to upgrade. All of the food and medicine you need can be looted, so the only things left to spend money on are cosmetics, gun paint, horse designs, and new clothes. All of which majority of players probably don't care about, myself included. So if after chapter 2 there is nothing to spend money on, why the ♥♥♥♥ do we need it? Literally in the second chapter of the game I had everything I needed, Arthur could have just left the group and went to live in the woods and would have survived perfectly. Why the need to keep robbing and stealing and going through all the trouble of getting the law on us, when the player character has absolutely no use for it? Seems like the way they designed the game completely undermines the entire reasoning or need for the main story.
Putting all of this together, in my time playing this game I have primarily been frustrated, annoyed, and disappointed at everything this game has to offer. Maybe I just think too realistically, or maybe the devs of this game don't think at all. I wish I could have enjoyed this game more, maybe I just missed the hype and couldn't enjoy it properly, but personally I would not recommend this game.
It does have an incredible story (which you didn't like).
Dutch is a narcissist and a hypocrite. But apparently wasn't always like that, or at least concealed it better in the past behind his charisma. The events you see in the game are the sunset of the gang, Dutch's original ideals and way of life in general that made the forming of such gang possible in the first place. Dutch refuses to settle or go down, and like a cornered animal becomes unpredictable and dangerous. Later, after a loss of a lifelong friend he puts his trust into an even more dangerous person who is a sociopath through and through (Micah).
While you describe his schemes, machinations and psychosis as something annoying or bad in the story, it is what makes his character believable and story feel real. If Dutch was cool headed he would have realized how hopeless the situation is and disbanded the gang after they get of the mountain, or at the latest when the Pinkertons visit Arthur and Jack while they're fishing. At that point they made it plainly clear that they want Dutch and they will not back down (because Cornwall is bankrolling them and won't let them back down after the train robbery).
The game doesn't have a revelation in the form of "I'm your father", so there's no massive plot twist that you're missing. However, there are some revelations, which are not very surprising by the time they happen, and it as it should be.
Arthur and most of the gunmen members of the gang are outlaws of the worst kind. There is no happily ever after for them. At least some of them feel it in their bones and cling to Dutch to save them (for as long as they can). The exception is Arthur, the reason he sticks to Dutch is that Dutch is like a father to Arthur and the closest thing to family that he has left, even though the feeling is not reciprocal anymore.
Long term, only two gunmen members make it out. And my personal opinion, is that one of them shouldn't have Sadie. This is one of the only places where the story falters a little.
PS. High honor Arthur does antagonize some NPCs, or just shoots them. And even gets honor for that.
PPS. Guarma chapter should've been entirely cut or significantly extended. As is, it's the weakest part of the story.
The actual gameplay consists of a large group of people putting all of their work onto the player character, while being completely insufferable. Really hard to care about any future personal developments of characters that you don't like. I find it similar to the second half of TLOU II. Nobody wanted to play as Abby, nobody liked her, nobody liked the characters around her, and everyone hated being forced to play in support of characters they don't like; although at least TLOU had slightly better, more enjoyable gameplay and combat. My gripe is that I am finding it very hard to suffer through the repetitive and boring gameplay just to see what the story may or may not offer, especially considering it hasn't offered much up to this point.
Though I think the pace is right. I can't imagine how this kind of story can be told in a fast paced game and retain its impact.
Note, there is fast travel in the game (which is hidden) which can hasten the game by a LOT. All things outside main story are optional. Though there are several strangers that advance the character development significantly, and missing them means missing important parts of the story. Unfortunately, the game doesn't telegraph this well and in a couple of cases even completely hides the stranger encounters.
I won't contest the point that the gameplay is outdated. And I didn't do much of the sandbox part of the game (hunting, fishing, robing outside of story), but many people say it's good, so it can't be all bad.
I also have more attachment to my RDO character than I do Arthur or John (despite having the social skills of Link, among other things).
On the other hand, finding perfect pelts is very time consuming. There are rewards for them, but lets put it this way, I didn't like the clothing from the trapper. I suppose you do it only if you like the hunting activity.
On mission variety, there are many types of missions. Not just regular outlaw stuff. Being an outlaw in a gang will require many outlaw type of missions, but there are others too. Also, even outlaw missions have variation in them it's not just ride -> shoot -> ride.