Chaos, Thy Name is Red Dead Redemption 2

Open world games are all but defined by their potential for chaos. After all, it was for them that the term “sandbox mischief” was coined. But with their celebrated and illusory “freedom of choice” comes a caveat: sometimes there’s just too much to do. It’s a pattern we’ve seen play out recently (Assassin’s Creed Odyssey comes to mind) and even in games not defined as open world.
As I’ve discussed in other articles, the player response to the first several hours in any open world game can best be described as tentative. It’s a trial period of testing their surroundings while adjusting to new mechanics, control schemes and environment factors that will require a conditioned response over time. As such, it requires a bit of structured limitation to offer incremental acclimation, so the player is not overwhelmed.
As far as that goes, Red Dead Redemption 2 is a bit of a disaster. From its opening moments it seems to both depend upon and expect a certain level of foreknowledge on the part of the player. And while this is somewhat of a reasonable expectation given that the game is a sequel, it’s also contradictory and conflicting if you consider the general goal of any series is to sell more copies with each installment (and it has, after all, been eight years since the last game). If you haven’t been keeping up with Red Dead, the story and gameplay (despite any heavy familiarity with Rockstar’s other IPs like Grand Theft Auto and LA Noire) will not be as familiar to you as the designers seem to expect them to be.