The Most Historically Accurate Video Games Ever Made, Ranked
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World War 2 serves as a great background for games to take place in, and Red Orchestra: Ostfront 41-45 is no exception here. This first-person shooter puts a greater emphasis on tactics, and players will be mowed down in no time at all if they try to be a one-man a
This one brings Arthur Morgan into conflict with the Night Folk, a faction of serial killers with voodoo influence. They set traps in the swamps, often stringing up other dead bodies to use as bait. "A Fine Night for It" teams Arthur with a Cajun man looking to hunt the Night Folk and retake his homestead. This one is particularly strange due to how unnerving the Night Folk and their macabre practices are.
John, however, is much more effective at fulfilling one specific archetypal role within Western fiction, meaning that though Arthur serves a wider variety of purposes, John Marston is still superior depending on who is making the decision. Subjectivity, then, cannot be entirely excluded from the situation. However, if one had to recommend one of **Red Dead Redemption ** 's __ two protagonists under the pretense that they might fulfill a particular fantasy, then the safest recommendation would be for Arthur. His versatility means that even if a player wants to be a good cowboy or The Man With No Name, then Arthur can still fill that role for them. He may not be able to do it as well as John, but the player will still leave the game feeling as if their Western fantasies had been fulfil
Early on in red dead redemption 2 Tips Dead Redemption 2 , Arthur Morgan meets up with a writer named Theodore Levin who is looking to write a book about a legendary shootist named Jim "Boy" Calloway who has become a drunken lush that Levin can barely get a word out of. This prompts Levin to urge Arthur to talk to other legendary duelists of the era about Calloway and get a picture with them, but he knows that they probably won't be willing participants.
The main problem with selecting the superior Red Dead protagonist is that both of them share similar values as characters while serving similar roles within their stories. Both John and Arthur are motivated by their sense of loyalty and responsibility to a family, and as rough-cut, grit-lined cowboys it's their job to use whatever means necessary to secure their family's well being. They're cut from the same cloth, and it's pretty clear that this was an intentional decision from Rockstar, as John Marston and Arthur Morgan each serve as members of the same family for much of their lives. As such, they even influence each others' characterization throughout the games. In the end, if a person likes one of them, there's a good chance they'll feel a similar way about the ot
Javier's role in Red Dead Redemption is again similar to Williamson, although in Escuela's case he now works for the Mexican Government . When facing his own capture (or possible death) at the hands of John, his last ditch effort for freedom is to offer to give both Williamson and Dutch's locations to John. Considering these are the same people that he sided with years prior, it demonstrates that Javier would sell out anyone if it meant he could survive. Since Javier remained selfish throughout his life, he was never able to find redempt
Arthur Morgan has immense talent, and it’s a shame that he detests himself too much to realize it. What makes Arthur so compelling is his fragile nature and pure masculinity. Roger Clark’s portrayal is incredible, and the layers of Arthur can be felt within his words and emotions, but even more so when it comes to Arthur’s drawings and feelings that he puts to page in his jour
Unfortunately, her desire to snap Dutch out of his paranoia leads to a mistake that not only harms herself, but the Van der Linde gang as a whole. In Chapter 6 of Red Dead Redemption 2 she returns to camp still drunk from Saint Denis. She then begins berating Dutch, claiming that she isn't like " any of your stooges, " a reference to the gang's blind faith in Dutch. She eventually "admits" to ratting the gang out to the Pinkertons, a reveal that players later find out is a lie. While O'Shea likely told Dutch she ratted in a desperate attempt to anger him, or at the very least grab his attention, it ended up costing her her life. In addition, it protected the actual snitch, which lead to further misfortune for the rest of the gang. Despite being a sympathetic character, her final action hurt the people she cared the most ab
John's story also provides less incentive for the player to do some of these activities. In both games, John is trying his best to be a reformed outlaw-turned-family-man. Assuming the player is in a mood to have a conscience, robbing strangers and heisting the local bank is less attractive of an activity. They become especially unattractive when both games track the player's honor level. It's harder to be no-good when you can see just how bad you really
The downside to being Arthur, however, is that those minute details are only fun to play through if the player wants a realistic depiction of the Old West . If they just want to cheat at poker, break horses, and put holes in people then they'll have to trudge through 10-15 minutes of excess time before anything interesting happens. Other systems, like Arthur's various cores, make it difficult to maintain these activities for extended periods of time. Keeping Arthur's cores up means participating in other, much slower activities (like hunting and crafting) that detract from the intense, cinematic violence many cowboy fans crave. Ironically in this case, more content means less fun for some play
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