MULTI Red Dead Redemption II - New gameplay trailer shows off heists and other ‘nefarious activities’

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Salvation

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Dec 5, 2010
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One thing I didnt pay much attention to in my first playthrough of the game 8 years ago was how John Marston admires Dutch as being their leader, mentor and how they shared the same ideals as you can see in the video above.

I played the game from a different perspective back then like as if I was playing just another gta wreaking havoc across the west. Wont be doing this again this time.

With Red dead Redemption 2 I believe that it is going to be much more immersive in character development, it is going to focus much more on building certain connection between the player and in-game characters. By the end of the game we would surely be in for an emotional roller coaster ride just like RDR 1 but this it is going to be mu h more intense.
 

NaNoW

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Guys - MUST - READ :

Its almost historic when Dan Houser or either Houser brother speaks to the media. They do that maybe 1-3 times per game release if that.

http://www.vulture.com/2018/10/the-making-of-rockstar-games-red-dead-redemption-2.html

MY GOD ..this workload is insane :
"Bringing the script to life meant 2,200 days of motion-capture work — compared with just five for Grand Theft Auto III — requiring 1,200 actors, all SAG-AFTRA, 700 of them with dialogue."

p.s we are getting a developer who worked on Rdr 2 soon on our podcast...after talking to him personally, and it will be super super interesting


 

Salvation

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Man this article may have possible spoilers. It details from where the game begins and association of arthur with the gang. Should have warned in advance ��
 

NaNoW

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Man this article may have possible spoilers. It details from where the game begins and association of arthur with the gang. Should have warned in advance ��
I think this they have talked about previously aswell and is only an introduction to our protagonist

an update to the posted article : http://www.gamasutra.com/view/news/...s_crunching_100hour_weeks_says_Dan_Houser.php




I dont know what to make of this..if its real or just hyperbole that Rdr2 have 60 hour story https://www.forbes.com/sites/insert...-produced-by-100-hour-work-weeks-at-rockstar/
 

manigamer

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[h=1]Rockstar responds to blowback over Red Dead Redemption 2 team’s ‘100-hour’ workweeks[/h]

[h=2]‘We obviously don’t expect anyone else to work this way’[/h]



Rockstar Games renewed the ongoing conversation of game industry crunch after co-founder Dan Houser suggested in a New York Magazine interview that the development team worked multiple 100-hour weeks on Red Dead Redemption 2. In response to the backlash, Houser sought to clarify his comments, although those concerned about crunch at the studio may not be satisfied.
New York Magazine’s story about the making of Rockstar’s new Red Dead noted that writing and edits on the game’s script were “immense,” with Houser explaining, “We were working 100-hour weeks” earlier this year.
Houser told the magazine that the entire script of Red Dead Redemption 2, if stacked, “would be eight feet high,” and that the game features 500,000 lines of dialogue. The game’s NPCs have 80-page scripts, said writer Lazlow Jones.
Game developers, writers and others criticized what read as a flippant, even boastful admission of overwork at Rockstar.
“If you are crunching, the people above you are not doing their job correctly or are incapable of doing it correctly at all,” tweeted Adam Orth, who developed the VR game Adrift. “They are the problem, not you. You can usually spot them a mile away, before you even set foot in the studio.”
Dylan Wildman, who worked on Grand Theft Auto 5 before leaving Rockstar Games, wrote, “The only way to fix the problem is from the very top. We need to move away from traditional release calendars and hype.”
Reached for comment, Houser explained that he was only referring to some of the game’s writers when discussing 100-hour weeks. Here’s Houser’s statement:
There seems to be some confusion arising from my interview with Harold Goldberg [in New York Magazine]. After working on the game for seven years, the senior writing team, which consists of four people, Mike Unsworth, Rupert Humphries, Lazlow and myself, had, as we always do, three weeks of intense work when we wrapped everything up. Three weeks, not years. We have all worked together for at least 12 years now, and feel we need this to get everything finished. After so many years of getting things organized and ready on this project, we needed this to check and finalize everything.
More importantly, we obviously don’t expect anyone else to work this way. Across the whole company, we have some senior people who work very hard purely because they’re passionate about a project, or their particular work, and we believe that passion shows in the games we release. But that additional effort is a choice, and we don’t ask or expect anyone to work anything like this. Lots of other senior people work in an entirely different way and are just as productive – I’m just not one of them! No one, senior or junior, is ever forced to work hard. I believe we go to great lengths to run a business that cares about its people, and to make the company a great place for them to work.



Even with that amount of writing, and even if the team did so as “a choice,” working upward of 100 hours a week sure sounds a lot like crunch. And with numerous studios and staff members subjected to tight deadlines, extreme hours and disproportionate pay, that kind of behavior will never be taken lightly by industry members further down the chain of command.
Hearing people in game development talk proudly of the number of hours they averaged a week, as if it was a badge of honor and they were admirable survivors, is not totally uncommon. What it is, though, is dangerous — an implication that spending almost all your waking hours working is something worth bragging about.
As for Red Dead Redemption 2, the game finally ships Oct. 26. Meanwhile, Red Dead Online, its multiplayer mode, remains in the works for a November beta launch.
 

Chandoo

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RDR 2 is 88 GB on Xbox One/XBX and 89 GB on PS4/Pro.

So ..

it's either 2 discs, or a single 50GB Dual Layer BD disc with 30+ GB content download on day 1 for physical disc owners.
 

manigamer

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fake news.

XB - 88GB
PS - 89GB, probably the extra 'month 1' exclusive content causing the little extra space.


Lets see and i already said it that the extra stuff apart from the 50gb BD would be to dld ofcourse. it's a bit excessive if they add in another bluray though.. its the digital era it would be to download... all were assuming two discs LOL let's see
 

Muaaz

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I would be surprised if it ships on 2 BDs. Has there ever been a game on more than 1 BD so far? I don't think so.
But then again, they can't force people to download a gigantic update/extension in case someone doesn't have Internet or slow Internet.
 
Dec 9, 2007
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There should be an option to download games you wish to buy at some later time. I'm not sure if I'll pick up RDR2 at launch but I'll surely play it within a month after launch. I don't mind downloading the game today and be ready for it instead of waiting after getting the game. :p
 

NarutimateTaha

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Japanese boxart might have confirmed the game ships in two discs.

Also, pre loading begins on Friday.

 

Chandoo

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^ I would rather take 2 discs than having a mandatory download of 30+ GB if I'm buying a physical disc.

Also, there's already a confirmed day 1 *MANDATORY* patch for 3.6 GB.

They really are working on this game right down to the release date. The crunch is real.
 

M777

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Any retailer in Pakistan/PG premium seller I can order RDR2 from for ps4 ? I think retailers here normally receive disks before the launch date.
 
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NaNoW

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@CerebralTiger :

https://www.gamesindustry.biz/articles/2018-10-18-rockstar-allows-employees-to-speak-out-on-100-hour-week-controversy



Rockstar allows employees to speak out on 100-hour week controversy

Tools programmer Vivianne Langdon kicks things off with assurances she's never worked more than 50 hours a week, with paid overtime


Rockstar Games is continuing its efforts to assure that it does not enforce 100-hour weeks on its workers by encouraging its current staff to weigh in on the issue.
The controversy arose from an interview with studio co-founder Dan Houser, claiming people were working 100-hour weeks at various times in 2018. He later issued a statement clarifying that his comments had referred to a small team of senior employees,
including himself, and that anyone working this extensively did so voluntarily.

Nevertheless, it has sparked a debate across the industry as to whether such intense working conditions are necessary to create a title as ambitious in scope as Red Dead Redemption 2, with developers earlier this week sharing their own crunch experiences.
Now Rockstar has allows its staff to offer their own thoughts on the matter, giving their perspective on the company's treatment of its staff.

Vivianne Langdon, a tools programmer from Rockstar San Diego with three and a half years at the studio, seems to have been the first to speaking out, saying in a Twitter thread: "Rockstar has granted permission for us to speak frankly about this issue on social media.
I want to stress that this is is my uncurated personal opinion, I am not being compensated for this post in any way and am making it voluntarily. I'm only going to speak to my personal experience.

"I have never worked more than maybe 50 hours a week (and that's a rare occurrence), but I generally work about 2-6 hours of paid overtime per week. I'm 'non exempt' so my overtime pay starts at 1.5x salary and scales to 2x after 8 hours of OT in a week or
12 hours in a single day, in accordance with California law. Also, I have only been asked to work on weekends once or twice in my entire time at Rockstar on the Tools team."

Langdon notes that the few occasions where she has worked late are "generally because I'm in the 'zone' and don't want to stop until I finish some tricky problem", stressing it is "not the result of anyone forcing me to stay later or giving me impossible deadlines."

She adds that Rockstar has been "incredibly kind and supportive", and that she as "always felt listened to, valued and respected by the team and this was not changed by my transition."

Finally she reiterated that this Twitter thread was solely to share her personal experience and she doesn't want to "diminish any others' stories should they arise" or "imply that this industry is perfect."

"This project has of course been a lot of work for everyone," she said. "I am extremely proud of the work that I and the rest of the team have done and am incredibly excited for release day."
Elsewhere, Rockstar North environment artist Wesley Mackinder tweeted: "This week my Twitter timeline has been full of guff. I've been at Rockstar for six years and I have never worked, or been asked to work, anywhere remotely close to 100 hours in a week.
"It's been surreal to see people share their crunch stories with the conclusion being, 'Rockstar needs to change'. When I've just been reading them thinking, 'I'm so glad I work at Rockstar and haven't done anything they have'."

Mackinder recalled that he would sometimes work 50-hour weeks during the development of the first Red Dead Redemption, but notes this was "on and off for a few months", with some 40-hour weeks in the mix and "zero issues with me."


"No one is pretending that working extra hours is fun/desirable," he finished. "Everyone tries their very hardest to avoid this. And in my experience it has gotten better over time."

With Rockstar granting permission to employees to have their own say, expect more to discuss the working conditions behind Red Dead Redemption 2. GamesIndustry.biz will endeavour to keep this article updated with their experiences.
 
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