Whoever wrote the ending to Red Dead Redemption is one dumb cowpoke

Red Dead Redemption

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In which Rockstar chooses to whistle Dixie.

I finished Red Dead Redemption and it was a fairly fun game. Despite excessive horse riding, I enjoyed myself. Then I got to the end and I never wanted anything to do with the game again. This is why.

Below are spoilers, so if you intend to play through Red Dead yourself do so and come back.

Rockstar has a tendency to write reluctant protagonists. Manhunt dealt with a main character forced into action by a threat to his family. San Andreas’s CJ Johnson falls into working with an antagonist to help his own family. Niko Bellic, from GTA4, wouldn’t stop whining about how he wanted to live the American dream in peace, even while he was shooting people. Red Dead is no exception. The main character, John Marston, is so eager to be done with his mission he practically gets killed in the first 30 minutes of the game.

Unlike previous Rockstar protagonists, Marston is justifiably reluctant to go on an armed rampage. Our player character is an ex-outlaw and the FBI is holding his family hostage to get him to kill off his old running buddies. He tried to get out and his past, not his present, has put him in a bad situation. Overall, the game is well written; the characters seem fairly three-dimensional; the narrative thread is coherent and enjoyable; and the game mechanics make it just fun to play.

If you rode through the first 95% of the game, it would be valid to think it was one of the best games you’ve played.

Then came the end.

Red Dead contains a great deal of homage to the old Wild West films and stories of its genre, but it is rarely predictable. However, about 35 hours into the 38 hours I spent playing the game, I had beaten everyone. All the bosses were dead, I’d cleaned up most of my little corner of the west and completed many of the side quests. Marston’s family and I went through a series of farming quests. I had to go hunting, pick up supplies, hang with Marston’s son and round-up cattle. I got a taste of the idyllic life of the Marston family farm. Of course, I knew what was coming. They were flattening me for the slaughter.

In this case the ‘they’ is the FBI, who had decided that, despite you having followed their orders and saved their lives throughout the game, you are clearly too much of an outlaw to live.

Now, you can play the game as a good or bad Marston but, no matter what you do, Marston is perpetually talking about his desire to just go home and settle down. You spend somewhere between a few days and a few weeks just moseying around and building up a non-outlaw life for yourself. Despite this, the FBI send what is apparently an entire regiment of the American army to wipe out your farm. After killing what has to be a good 40 or 50 people, you and your family retreat to a barn. You make your wife and son go out through the back while you, in dramatic slow motion, push open the barn doors and confront about 12 enemies. You’re given the opportunity to kill some of them, but in the end they shoot you down.

This is not a bad concept. It’s easy to see that Rockstar was trying to emulate the old Westerns. In the typical Western style it wasn’t entirely uncommon for the hero, running from a past he couldn’t escape, to die to protect the ones he loves. If that had been the case, the death scene and corresponding interactivity would have made a lot of sense. However, that scene, and indeed the whole final mission, did not fit in the existing narrative or character.

There is just no real reason for the FBI to wait a week or two after letting Marston have everything back before hitting him. It’s even more foolish to try to do so while he’s staying in a highly defensible position which he values. They could have just shot him in the back. Honestly. There are sniper rifles in the game, someone could have taken a head shot. The agents could have just walked in the front door.

Ignoring that stupidity, there was no reason for the FBI to come after him to begin with. Marston had settled down. He’d spent all game talking about how much he wanted to become a farmer. If he had wanted to be an outlaw he could have gone off and never came back. He had just finished discrediting himself to the entire outlaw community by hunting down his brothers-in-crime. He was not a threat.

Then there is Marston’s behavior. They shot his uncle, they shot up his farm, they tried to shoot his family. While you play John Marston, you kill a fort filled with armed men, ride west, and start a Mexican revolution. You have friends and back-up all over. If the game hadn’t stopped me, I could have easily taken out all of those enemies. Marston, as a character, could fall back and gather friendly forces. He could even retreat to Mexico, where he’d be free from the FBI and probably able to put together a decent life.

There is another completely illogical element; that Marston would take a chance on a threat to his family continuing to exist. Marston is so in love with his wife that he refuses to have sex with the many prostitutes littered throughout the area, a serious act of self-control in a Rockstar game. He’s been focused on his family this whole time. The game makes it abundantly clear that the West is still not a kind place to women, especially those who don’t have men. The strongest female character in the game still gets kidnapped and raped before you can save her. Why, in god’s name, would Marston want to leave his family alone instead of going on the run with them? Isn’t that the opposite of what he’s been fighting for?

John Marston’s actions are essentially suicide without reason. It goes completely contrary to his character. Rockstar just wanted to shock you by killing off your character at the end of the game. It’s a cheap shock, one existing outside of everything already established in the game and because of that it cheapens the whole game.

This article is adapted under a Creative Commons Attribution 3.0 licence from an earlier post on my personal blog.

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