Join Date: Jun 2006
Location: Illadelph live 215
Re: red dead redemption
* Marston is the only character you play as
* Marston's health recovers
** Marston's health is represented by the amount of blood on the screen.
* There is some customization in Marston's appearance
** Various outfits can be unlocked or bought
** Marston may be able to get his hair cut
** There are accessories that Marston is able to wear for a gameplay benefit
*** The only confirmed one is a bandanna, which helps Marston evade capture if he commits a crime while wearing one
* Owns a campsite. This is the saving system
** Can set up camp anywhere in the wilderness
*** Can upgrade the campsite from a simple fire and poking stick to more luxurious conditions, such as a tent
**** Upgrades can play a part in gameplay.
* Marston has an inventory
** His inventory has at least three categories: Consumables, Kit and Provisions.
*** His kit seems to be his equipment. What his Consumables and Provisions are is unknown. A guess would be Consumables are things meant to be bought and sold and Provisions are things that he has a finite amount of.
* Marston controls and feels very similar to Niko, though he moves a little faster and a little more fluidly
** In combat scenarios Marston runs at the push of the analog rather than walking as usual.
* Marston can drink in saloons and bars and can get so drunk he passes out for a few hours
* Marston can sleep with prostitutes
* To an extent, weapons and ammunition are represented on the character model.
* Carries a journal which lists current challenges.
* Cannot swim. Water kills Marston.
The World and Everything In It
* The game map is a large and expansive world
** The World is, in total, roughly twice the size of San Andreas [source]
*** The World is split into three large regions, each larger than GTA IV's Liberty City [source]
**** Port Elizabeth is the northern-most region, featuring large mountains, forests and snow
**** New Austin is on the border (on the American side) and features grassy plains
**** Nuevo Paraiso is in Mexico and is the southern-most region, featuring dry, dusty deserts
** There are a variety of settlements and towns
** There is a working commerce system
** Caves and mine shafts are confirmed
** Weather is present.
*** Rainy weather can form puddles, while exceptionally dry whether can leave the ground dusty
*** Dust devils occasionally kick up
** Crescent moons have been seen, leading to a possibility of moon cycles
** There are rivers, lakes, ponds and waterfalls
** Full day and night system
*** One full cycle = 25 minutes
** There is an active railroad
** Every building is enterable
*** No load times during transition from exterior to interior or vice versa
* There is an active ecosystem within the game
** There are forty animals in the game
** Every animal has its own AI
*** If a pack animal is alone it might run as you approach, but if you approach a pack they will attack
** The predators will hunt the prey, including humans
** Vultures will eat the remains of fallen foes
* NPCs populate the world and behave realistically
Each NPC follows their own routine and way of a life. For example,
one spend all day working in a blacksmith, then at closing time head
off to the saloon for a couple drinks before going home.
NPCs will converse with each other
You can converse with NPCs yourself
NPCs can hold grudges. A man you beat up in the saloon may come back later with a gun.
NPC houses can be broken into and robbed
NPCs store possessions in boxes and trunks in their houses.
NPC towns can be wiped out and made into ghost towns
Ghost towns will revive in 2-3 in-game days
In the wilderness rarely a minute passes without seeing some indication of an NPC
NPCs play an important part of free roaming, through random encounters
NPCs can be found doing a large assortment of things, from ambushes to gunfights to hostage scenarios to simple things like sitting around a campfire telling stories of Marston's earlier exploits
Its possible to join a group of NPCs around a campfire and hang out and enjoy a narrative set-piece, but theres also the risk of them being dangerous bandits.
Allied NPCs are marked with blue markers on the minimap
Enemy NPCs are marked with red markers on the mini map
Lawmen are marked with a red or blue marker (depending on your current standing) but with a white star in the middle
Gangs have their own markers as well, which lets you track them down
Wiping out a gang has no bearing on your Wanted level
The corpses of NPCs can be looted
A wide variety of NPC personalities, including savage cannibals and killers
NPCs will offer your random missions
All NPC encounters depend on the time of day, location, your Honor and Fame and what you're wearing
Indians are present, though not uncivilized.
Marking a way point destination draws a path on the mini map
There are also arrow signs pointing towards various destinations
Three main methods of transport: Horseback, stagecoaches and trains
Passing stagecoaches can be flagged down.
Stagecoaches and trains allow you to take a nap while going on the destination, allowing you to bypass the trip time.
Horses have personalities
Wild horses have to be lassoed, broken and saddled before riding
If you're unsuccessful at this the horse will buck you and you can get dragged
Any horse that isn't yours or hasn't been yours for very long will be a little wilder and more difficult to control
A horse thats unfamiliar to you won't respond to a whistle call. A horse you've spent time with will come to you when you whistle, and will even buck off a thief.
When dismounting a horse you have to tie it up at a post. If you don't it will continue to follow you.
Horses have their own health/energy meter, which is Blue and on the Left side of the mini map
Spurring a horse too much will agitate it enough to buck you
The horse will automatically jump over any obstacle it can
Riding a horse in rough terrain is slower than riding on a trail or road
If you ride too fast in the rough brush it can get agitated and buck you
Theres also a slim chance it can injure itself and become lame
No matter where you are, you can summon your trained horse with a whistle
If your horse dies and you got more than a few minutes without a steed the game will present an opportunity to get one
From a standstill, turning a horse around takes around 10 seconds.
Besides train and stagecoach, you can also fast travel from your campsite to any town you have visited.
Weapons are period accurate
Uses cover system similar to GTA IV
Can snipe while in cover
Can blind fire while in cover
Guns are categorized by the following criteria:
Category, Damage, Fire Rate, Range and Overall Score
Ammo is based not on the model of weapon but on the category (Shotgun, Revolver, Rifle, etc)
Guns have limited ammo capacity
Guns have lower accuracy due to the time period
Gunplay mimics that of Western movies, including exaggerated “stunt man” physics and ultra-precise hat and gun shooting
Different weapons have different firing options
Hold down the trigger on the Mauser pistol for rapid fire
Double tap trigger on the sawed-off shotgun to fire both barrels
Gun play is weightier and more satisfying than GTA IV
Melee, both armed and unarmed
Thrown weapons are lobbed and the arc they follow is used to determine targeting
The lasso has various uses including:
Tying up NPCs
Pulling NPCs from horses
Dragging NPCs behind your horse
Lassoing wild horses to break them and make them rideable
Lassoing bulls for bull riding.
Pulling an NPC towards you and disemboweling them with the knife
Dead-Eye Targeting is a three-level system that allows the player to slow or stop time and more accurately place shots
The first level is a simple slow-down bullet time mode
The second level automatically places targets when aiming at enemies, which then fire off at once
The third level allows the player to place targets wherever he pleases with full control
Dead-Eye has its own meter which drains when used but regenerates by killing foes. The meter is Red and is positioned on the right side of the mini-map.
Dead-Eye can be used with weapons outside of guns, such as Throwing Knives.
Dead-Eye can be used on horseback.
Weapon Specific Executions are present
Revolver: Close range shot to the chest.
Rifle: Shot from under the jaw.
Shotgun: Shot from under the jaw.
Shooting dynamite barrels causes an explosion
Shooting oil lanterns causes a burst of fire
Shooting hanging lanterns causes fire to fall
Shooting hanging lanterns also darkens the area, if they're the only light source.
NPCs react to gunshots and attacks in various ways
Location based damage. Specific reactions to gut, back, leg, arm and torso shots.
A gut shot will make the NPC crawl on the ground and slowly bleed out
Horses will spew a jet of blood when shot due to higher blood pressure
Horses will rear up if a fire starts beneath them, possibly dumping their rider.
Horses will get spooked by gunshots and might dump their rider.
Their rider's foot may get caught in the stirrup and they might be dragged off.
Shooting from horseback is possible but is less accurate
Aiming is primarily a lock-on system.
When your weapon is drawn a crosshair is on screen, except when reloading. This allows for free-aim
* Slightly fewer than a GTA game
** Missions are longer than those of a GTA game
*** Mid-mission checkpoints
* Story path is similar to GTA IV
* Game progresses through the three regions in the following order: New Austin, then Nuevo Paraiso, then Port Elizabeth.
* Set in 1908, during the death of the Wild West
* Marston is tasked by the Bureau, the shady organization that will
become the FBI (or possibly the FIB, if Rockstar wants to link it to
GTA IV) to hunt down his old gang, particularly the leader Bill
Williamson. If he fails his mission they will harm his family
Before the game's story, Marston was a murderous outlaw who was left
for dead by his gang. This inspired him to leave a life of crime and
make an honest living and start a family.