BACK TO THE FU­TURE

Why we’re all par­ty­ing like it’s 1899

PlayStation Official Magazine (UK) - - RED DEAD REDEMPTION 2 -

For Rock­star, turn­ing back the clock to 1899 wasn’t a dif­fi­cult de­ci­sion. “The premise and con­cepts for RDR2 sprang very nat­u­rally out of the events of the orig­i­nal game,” says Nel­son. “Even be­fore the last game was fully fin­ished, a small team of peo­ple in San Diego that had worked on the orig­i­nal game, in­clud­ing Dan Houser and the writ­ing team, Josh Bass and oth­ers, could see the pos­si­bil­i­ties in tak­ing the char­ac­ters and set­ting back in time.” That first game took an un­usual ap­proach for sto­ry­telling in games where so much was left un­spo­ken and only hinted at, but by the time all was told at the end it was too in­trigu­ing to not want to ex­plore fur­ther. “Dutch was such a com­pelling char­ac­ter and seemed to loom over the events of the first game, so we were all cu­ri­ous as to what kind of life the van der Linde gang had lived be­fore the events of the first game, what choices they made and what might have led to their dis­in­te­gra­tion.”

It’s not all about our new hero Arthur Mor­gan be­ing a bad guy, though. It’s shades of grey. “While there’s an over­ar­ch­ing story, the game is filled with choices for Arthur to make that will al­low you to de­cide what kind of out­law Arthur is – whether he’s an hon­ourable out­law or some­one less hon­ourable is up to you,” Josh Bass, the game’s art di­rec­tor tells us. “The world will re­spond to those choices in ways both big and small, and hope­fully when play­ers be­gin to share their ex­pe­ri­ences they’ll start to re­alise just how dif­fer­ent they are from one an­other, de­pend­ing on the hun­dreds of de­ci­sions they made across the course of the game.”

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