Red Dead Redemption Multiplayer
Tight posse.
There's being down and out in the Wild West, and there's being down and out in the Wild West. John Marston, the protagonist around whom Red Dead Redemption's story revolves, may start the game wounded and homeless, but he is still a man with a purpose, a few friends, a handsome face and, most importantly, a narrative trajectory to climb up and out of poverty.
Conversely, the first time you set hoof in the multiplayer States, your character is an undesirable picked randomly from a clutch of lowly vagabonds, militiamen or Mexicans, your transport a plodding donkey, and your only weapon a rusty six-shooter. There's little doubt that now you are at dusty rock bottom.
But with destitution comes a rare type of freedom. While progressing through the single-player campaign is a case of patiently following the breadcrumb trail of capital letters laid down for you by Dan Houser and the other scriptwriters, here you really are left to your own devices, presented with a clutch of places and tasks to engage in, but with no promise of success beyond that of your own skill and ability. In that sense, Red Dead Redemption's multiplayer is where the game's real open world exists. When playing as John Marston you are only ever free to tell Rockstar's story; here, for the first time, you are free to write your own.

In a technical achievement that boggles the mind, the game's slow-motion Dead Eye state is present in all multiplayer modes.
Neither approach - the set narrative or the free-form playpen - is wrong, of course. But as one of our concerns with the single-player game was that, in this world of endless horizons, freedom was curiously curtailed, to see the other half of the whole does makes Rockstar's vision seem more balanced and rounded.
Unfortunately, we weren't able to test Red Dead Redemption's multiplayer in the version of the game supplied for our review - hence this revisit. System link was available, but Rockstar's frugal dissemination of carefully protected copies of the game meant there was only one in our possession. Besides, the reality is that there are some things you just can't know until they fully exist. "As hopefully you can appreciate… there are unfortunately a few things that only really rear their heads once the game is on public servers and lots of players are online," wrote Rockstar last week concerning the bugs that have crawled out of their code since the game went live. Well, indeed.

Abandoned camp fires in Free Roam mode allow you to restore your Dead Eye gauge fully. Otherwise, you'll need to amass kills for the privilege.
Select multiplayer from the main menu screen and you'll be deposited in Free Roam mode, a rock-for-rock replication of the single-player world, albeit one that can be inhabited by up to 16 players. Ostensibly, this acts as a giant lobby leading off to Deathmatches and Capture the Flag games. But there's far more to do here than merely access the other game modes.
It's in Free Roam mode that you can posse up with other players, sending invitations to anyone else on the server to join you and ride together. Once you have some backup, you're in a good position to engage in some of the structured play offered by Free Roam, taking on one of the eight bandit encampments scattered around the map. Here you'll face overwhelming numbers of outlaws as you try to flush them out, blow up their supplies or complete other tasks.
Aside from the loosely-structured play offered by Free Roam mode, you're also free to engage other players in battles around the world in even more loose terms, and it's here that the purely player-driven stories begin to emerge. For example, I engaged in a protracted 20-minute shoot-out with another player with a high wanted level who had climbed onto the roof of a bank, and from that position was terrorising the area. Climbing the side of the building and timing runs between cover in order to inch closer to his position was a taut, exhilarating experience, as memorable as any of the set-pieces laid before John Marston.
In another moment, a friend and I tracked a solitary player high into the snowy mountains, dismounted and found the spaghetti western turned Enemy at the Gates, as we sniped and flanked him from behind trees. At one point my companion, lining up a 20-metre headshot, was attacked from behind by a mountain lion, displeased at our disturbance of his hibernation.
These memorable moments, cultivated in the sandpit of Red Dead Redemption's endlessly compelling world, provide the unique, player-specific talking points largely missing from the set narrative of the single-player game. Only the restrictive 16-player cap grates, as you'll need to make a concerted effort to encounter other players when so few are scattered across such a huge expanse of land. Raise this and Red Dead Redemption's Free Roam mode would feel every inch the MMO.

The hunting and gathering challenges from the single-player game are present in multiplayer variants, albeit with extra XP rewards.
Clearing bandit camps and tracking and killing other 'wanted' players earns your character experience points, which feed into a Modern Warfare-style ladder of levels and unlocks. As you increase your online level, so you unlock new modes of transport, weapons and avatars. As with Infinity Ward's hugely influential multiplayer structure, there are 50 ranks to climb, along with Prestige-style bonuses if you choose to start again from Level 1 once you reach the top.
While you'll gain handfuls of experience points in Free Roam mode, most levelling will be done in the combative modes proper: Deathmatch, Goldrush (in which you grab bags and return them to your base) and Hold Your Own, a variation on Capture the Flag. These are available for single players or teams and can be accessed at any time simply by hitting the back button and selecting one from a drop down menu.

In Gold Rush mode it's possible to carry two bags of gold to a resource point at once, but at the risk of vastly reduced speed, leaving you open to attack.
Every competitive match starts with a Mexican stand-off, with the last man standing free to run off and take up a strategic position while the rest of the players respawn. Our fear was that the poor cover mechanic and snap-to-aim system would result in unsatisfying combat, but in reality each competitive mode is tight and rewarding, with thoughtfully-constructed maps (pulled from the main world) with excellent cover and choke points and design that encourages player flow around each.
The only complaint at the moment is that there aren't dedicated rooms for players using Expert Aim mode (which requires the player to track enemies with the analogue stick, rather than simply have the reticule stick to them) so everyone is better off using Casual Aim scheme for an advantage.
But with Rockstar's promise of Expert Aim-only rooms, new modes, maps and an extensive co-op campaign on the horizon, Red Dead Redemption's multiplayer is a triumph, bettering that of GTAIV in almost every regard (aside from breadth). Well-balanced between structured play and free-form playpen, the multiplayer offers a perfect counterpoint to the single-player story.
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Comments (54) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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What do you mean with "Very unPC"?
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Wow, the wild west is cruel.
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Do you mean, 'my companion', or have I missed a beat?
"Only the restrictive 16-player cap grates"
I disagree. The fact there is a lot of wilderness is what makes the game world feel authentic. No MMO landscape feels vast or exhilarating when there are dozens of players hoarding around a certain region.
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Free roam really is a mess sometimes. Just people shooting whatever.
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You are not alone. During the first few days I had a pretty faultless experience but I've not been able to connect to a multiplayer game for nearly a week now.
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Ultimately I found multiplayer a terrible bore and bereft of many things that I enjoyed about the single player. The impending arrival of co-op missions may make me pick up the game again but having dealt with the single player to 100% completion the game now offers very little appeal.
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Is it true that in free roam the game world is completely devoid of any NPCs outside of those involved in missions? As much as I enjoy the lonely wilderness in RDR, passing NPCs on horses and in coaches on your way between destinations does add a very welcome feeling of life to the game. Just as I'm having a hard time imagining Armadillo as a ghost town.
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Also, like other gentlemen have already mentioned , the public free-roam in this is just a grief-a-thon , sorry but...
While the Single player in this may well be a 9/10 the MP unfortunately is almost a mess due to bad world-sync (blame lag), glitchy "get stuck in almost every piece of the geometry" affair , shonky aiming speed/mechanics and so on so forth.
R* along with many other companies have to learn that not every element of the single player translates well into the multiplayer part.
Again , the single player is sublime so...
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I still need a couple of outfits and bounty missions before I can tick of 100% and head onto the happy hunting grounds but I sure am looking forward too it!
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Expert aim only rooms aside, if R* managed to up the number of players in multiplayer to 32, even 50 odd, that would really make the multiplayer game. Still, it's good that R* have announced a host of extras for the game already.
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First time i tried to get the infamous 1000$ bounty only to be shot in the back by a so called friend who was sat waitng picking us all off one by one. NOT amused!
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Accessing Free Roam alone was laughable, catch sight of another player dot on your map and almost without doubt get embroiled in yet another tit-for-tat shoot out. As stated by others I thought there would be a PvP flag or designated PvP areas to prevent this boring, repetitive situation from happening but sadly not.
Add to that the truly awful lag that makes the Deathmatch shootouts utterly unplayable and I doubt I'll bother again until the co-op DLC is released.
I also nearly forgot the truly ridiculous friendly fire that means if you're stood too close to a team mate and want to gun down a NPC/opposing team player you start screaming at your screen as your character merrily melees them to death just because they're the closest target even though your aiming well away from them!
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Does an expert aim free roam mode unlock? I find I keep getting 'griefed' when I spawn by auto-aim peeps and it's harder to defend oneself with expert aim
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MrMonkey you must be new in these parts. Folks round here have their own way of doing things. They like what you said they press "+", they don't like what you said they press "-". Now sure I've heard you perfumed city types talk of the proper way of using them buttons; to ignore spam or filter out trolls, whatever that is. But you see our comments-folk 'aint got no use for proper and I suggest If you are of a mind to be wanting to do such things, you just turn around and mosey on back to your high falutin' friends, 'cause we don't take too kindly to folks poking their nose into our business. *Puts hand on gun*
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Where you occasionally meet another soul, who shoots you to get +10 XP.
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"Puts paw on hand gun" surely?
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Unless I'm mistaken, I think you can start a private free roam mode if all you are after are the achievements?
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I tried a few of the Free roam tasks, but found it as dull as WoW, wandering around looking for a particular plant / animal for 20 minutes then getting shot in the back the moment you find it.
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Ah OK, as you were then.
Edit: message meant for whizzo
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You'll believe a man can fly when you hit him with a cannon ball. His horse too.
The challenges can be completed in private games at least so if you want to do some hunting or finding plants without being shot in the back by some muppet you can start one up and invite some friends along.
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Like TF2 achievement servers.
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This gets a good, hearty "lol" from me.
It's the sad truth, though. Often, instead of posting a reply discussing what people disagree on, it's all negnegnegneg.
Even sadder is that there was nothing to disagree with in my post. It was a simple, honest question. :S
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I think I'll have a look and see what all this reported mayhem is like!
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There are snowy mountains in single player too!
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The online play is a massive part of the game, and extends its playability, so how Eurogamer in all its wisdom could just review the singleplayer.
Is it any wonder that your review score came in so "controversially" lower than any other site.
It's pathetic.
I used to come here because I was sick of Gamespot's americanised attitude, but this place is no better.
For the record, and I think this goes for many of us, I'd rather read a review of a full game, judged on its full merits - even on the day of release, rather than half assed review a few days early.
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I think that adds to the whole Wild Wild West experience.
I've been in rooms where everyones capping everyone, and when everyones just doing there own thing.
It is annoying to get picked on by a band of players, but just switch up rooms if its that bad.
I wouldn't say its a fault of the game.
People are idiots wherever you go, and sometimes being that idiot is just as much fun.
And for the record, I've never had lag, glitch or anything like that, and I've put 20+ hours into multiplayer, possibly more.
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And... it's a shame about the PS3 version
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Online play is a badly-planned little extra thrown in for kicks, not anything critical to the title in the form it exists now.
Don't be butthurt over the game scoring 'only' an 8. Having played the game, it's about an accurate score - it's a good game, but also tiredly sticking to the usual GTA format.
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In my case I would connect to multiplayer, get kicked from the first free roam and end up on an endless loading screen.
I just deleted my multiplayer save game and now it works flawlessly. The downside is I lost all my multi player progress and ranks.
It might also be relevant that I ran a connection test from my Xbox but my money is on the save game delete being the fix.
Gang shootouts are epic.
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hope they fix it before I run out of single player.
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Clear your cache.