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What to do after the ending...


PunkBuster
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I finally beat the game, omg this was so good. But now I don’t really know what else to do. I mean there’s bounties that I plan on doing but I heard they’re limited, gang hideouts don’t seem to respawn either, and I kind of want to keep my honor at max. Aside from doing the challenges, what else can I do to have fun?

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Dunno what to tell ya. Unfortunately Rockstar made this game soooo good that any other game is going to seem like "meh". I hate when things like this happen. A game comes out that literally breaks the mold and when it's over you don't know what to do because all of the other games don't come close to capturing the magic of the game that "broke the mold". So... What do we do? We wait! We wait for another game to break the mold! It's what I have been doing ever since I played the first Zelda many, many years ago!

Edited by empathyKILL
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Replay the game, partake in some of the other activities you may not have during the first playthrough (those that are still available), etc.  If you're hung up on keeping your character totally "good", create a save and then start trying some of the activities that this game is all about (outlaws for life).  .....try robbing stores, trains, people, etc.  Try getting better at those activities so you're ready for online.

RDO is on the horizon so that will also have things you can do solo, coop or against other players in the game world.  It's not as if the game dies after the campaign.   .......unless you're completely against the online experience before we even have details of what it will consists of. 

IMO, my friends and I can't wait to play together (co-op) when RDO arrives.

Quote

IGN: What can players expect from Red Dead Online? Will we have as much open-world freedom as we do in the single-player component?

Imran Sarwar: Of course. Red Dead Online will use the world and gameplay mechanics of Red Dead Redemption 2 as a jumping off point for a new world of cowboys (and cowgirls) and outlaws that combines multiplayer and cooperative gameplay and narrative components in a huge open world. Players will be able explore alone or easily join with friends or other players to compete or work together. We’ll take full advantage of the entire world, as well as all the aspects of a 19th century setting that make Red Dead Redemption 2 unique and fun.

 

IGN: What do you want players to get out of Red Dead Online? What ambitions does Rockstar have in terms of evolving their idea of online open worlds?

Josh Needleman: Red Dead Redemption’s multiplayer was a real leap forward for us at the time. It was the first game that hinted at the real opportunities for open world multiplayer beyond cities, where the world was open as a place to create your own freeform gameplay, while at the same time was as a sort of living lobby for other, more structured kinds of game modes. Red Dead Redemption 2 will take those ideas much further and combine that with everything we’ve learned in the years since then with our favorite elements from Grand Theft Auto Online about how to make really fun and complex competitive and cooperative experiences in open worlds, and how to introduce narrative elements into multiplayer.

 

IGN: Why aren't you releasing Red Dead Online alongside Red Dead Redemption 2’s single-player experience?

Imran: There are a few reasons for this. The first is that even though Red Dead Redemption 2 and Red Dead Online share the same gameplay mechanics and geography, we see them essentially as separate products that will grow and evolve independently of each other.

We love story-based, single-player games and they are the foundation of everything we do. Red Dead Redemption 2 is an absolutely massive story-based game that we hope people will be lost in for a long time and we want people to experience everything that world has to offer before we build on that with the Online experience. Not to mention, playing through the story and getting to know the controls and mechanics of the game is the best way to get ready for playing inside the world of Red Dead Online.

Also, as we have learned from experience when launching Online games at this scale, there are bound to be a few issues and we want to ensure that we have time to gradually roll out the game and make the experience as smooth as we possibly can for everyone. We believe this way of rolling out will give people the best overall experiences with both single player and multiplayer.

 

IGN: Aside from the obvious - the 21st-century setting/vehicles/tech/etc - how will this experience be different from Grand Theft Auto Online?

Josh: One of the biggest differences between GTA and Red Dead universes is that you’re often speeding through or flying over a GTA world, whereas in Red Dead Redemption the change of pace elevates the intimacy of the overall experience. Like the single player game’s story of Arthur Morgan, we want people to settle into their online characters and feel like every activity makes sense for the character, the setting and the time. This should feel intimate and personal while still feeling fun and action-packed from moment to moment.

We’ve tried to take the best elements and best content packs from Grand Theft Auto Online and use them for templates for what we are making here. We feel Grand Theft Auto Online really only found its feet creatively with Heists. That pack, along with After Hours, The Doomsday Heist, Gun Running and a few others represent the best of Grand Theft Auto Online, and provided the template for what we wanted to use here, (not in terms of content, obviously, but how they combined narrative, gameplay, modes and other content into a cohesive thematic whole) alongside all of the elements we liked from the old Red Dead Redemption multiplayer.

 

IGN: What have you and the rest of the team learned from your experiences launching / designing / updating / supporting Grand Theft Auto Online?

Josh: The biggest problem with the original Red Dead Redemption's multiplayer was that every update we released fractured the audience. As the game got bigger, we separated our player base. Avoiding this was the inspiration behind Grand Theft Auto Online – we are obsessed by keeping the audience complete and experience beyond perpetual. Beyond this, after lots of trial and error (!!!), we feel we have found a way to make multiplayer games that feel like Rockstar experiences, combining personality, gameplay, style, narrative and variety into the packs. That did not really begin to happen until we released the first Heists pack. Our aim this time is to hopefully get there a bit more quicker, but still be responsive to what people enjoy playing and evolve as we go.

 

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