That's 'critique' as in 'bitches about' really, but I ran out of room in the title.
I'll start by saying that I loved this game... but I really didn't like the ending all that much. John's death just felt cheap and pointless to me, rather than 'shocking' - I'd just killed about 50 soldiers and now all of a sudden I'm being forced to die in a cutscene to about 10 guys who I knew were there? After his family had already escaped? If I was trying to buy them time I must have bought them about 4 seconsd. If Rockstar had to go that route, it could have been handled better I think. This just felt forced, and that bit right before John died just confused the hell out of me; instead of thinking about how powerful the scene was (wasn't), I was wondering whether the game had frozen or if I was supposed to be doing something.
A 'shock' ending was unnecessary for this story, and it wasn't even that shocking in truth, because Rockstar overuses 'shock' to the point where you are always expecting it (they are guilty of this with their 'zany' characters as well). Once you start doing mundane farm shit it's entirely obvious that either John or his family is going to be killed, and then the kid flat out tells you that it's going to be John when he's reading his book.
By the end of the story it was just feeling aimless to me. The whole thing was a tale of redemption -it's right there in the title and John says so at every opportunity- as opposed to Niko's tale of revenge in GTA 4. They're both "looking for somebody", but with very different motivations: redemption and revenge. Then at the last possible moment they snatch an (entirely unearned) revenge story from the jaws of the redemption story. So what is the point? Redemption is impossible after all? Everything was pointless? That's kinda the exact same thing that GTA 4 was about - and for most of the game it was looking like they had managed to avoid that trap.
Also, given that they eventually fleshed out Abigail and Jack so well and made them really solid characters, I feel like it would have made a lot more sense to introduce them to us and have most of the 'husband and father' missions at the start of the game. It's a slightly more conventional structure perhaps, but there's good reason for that - it's because John's motivation to save Abigail and Jack would have felt a lot stronger to the player than his motivation of saving nameless and faceless wife and child. Actually I kinda got the impression that this order was perhaps chopped and changed late in development, just by the way it was handled - a lot of the end game felt like textbook tutorial content which had just been repurposed to me, whilst the whole Bonnie McFarlane section (whilst still enjoyable) felt largely superfluous in the scheme of things. It was a duplication of everything you end up doing at the end, except it doesn't really have any bearing on John or the story as a whole. The main theme of that section seems to be Bonnie's unrequited love, which goes precisely nowhere and doesn't really affect John one bit. Ditto the scene at the start where you get shot - pointless. Well, it introduces Bill Williamson I suppose, but the story doesn't really benefit from introducing him at that point - he's a dick, sure, but that isn't why you're doing this, you're there to save your family, yet they go unintroduced.
I'd have preferred they stick to the slightly more conventional order. Finishing up the tutorial stuff around the farm, before having Abi and Jack snatched from you by the Agents in the dead of night (stormy, natch... then a late title card). This would have been no less powerful an opening imo. The ending could have played out roughly the same as it does, but after the failed military attack at the end, Ross could have Abi in a Gun-To-Head scenario or some such and straight up offer the player a choice (a little like the 'stop the outlaws or save the herd' choice, which could have been at the start instead, as foreshadowing), with you choosing between:
- Sacrificing yourself to save Abigail and Jack, meaning Jack grows up with a mother and ends up becoming a writer or something at the end, but Agent Ross escapes unpunished. John's redemption is complete, but he has to forfeit revenge.
- Trying to kill Agent Ross, which results in Abi and Ross being killed. You have your revenge but it is deeply unsatisfying. Jack runs away and grows up to be a POS outlaw just like his father, so there is no redemption for anybody. Instead of becoming a writer, Jack could later hunt down and kill John , who he blames for his mother's death.
Moral of the story? Redemption is possible and it's a purer motivation than revenge. Not everything has to be as bleak as Niko Bellic's story.
This isn't intended as a full review by any means, but if I had to score this game I would give it a solid 9/10. The world is phenomenal, but I feel like they weren't quite sure what they were trying to achieve with the story and it becomes a little aimless toward the end as a result. I haven't touched on the theme of modernity encroaching on and destroying the Old West, because I felt like that was handled about as well as it could have been - I felt suitably bad when I was mowing down Van Der Linde's completely helpless gang of natives with the Vickers (?) machine gun.
(One last thing: Wtf happens to Abigail to die so young? I felt that probably deserved at least some explanation.)
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