Red Dead Redemption 2 Entire Game Length Revealed

Oct 16, 2018, 00:55
Red Dead Redemption 2 Entire Game Length Revealed

With Red Dead Redemption 2's gameplay trailers giving us an idea of what to expect and developer Rockstar Games announcing crucial details such as how Red Dead Online will function, it seems that Red Dead Redemption 2's gameplay length has also been revealed.

What's missing from Red Dead Redemption 2 are any big-name stars. "We have really pushed ourselves as hard as we can".

While 100-hour work weeks are definitely not a good thing.

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But, it's understandable why many were quick to criticize Rockstar as a whole for Houser's initial comments.

Houser explained that this specific group felt it had to work those long hours "to get everything finished" but that "we obviously don't expect anyone else to work this way".

In a recent interview, Rockstar's Dan Houser noted that the team has been "working 100-hour weeks" several times.

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Rockstar Games are known for their lengthy games. The letter claimed employees were expected to work 12 hours a day six days a week and were reprimanded if they fell short, which had led to mental and physical health problems among Rockstar's staff. And if it does anything like as well as its developer's most recent release - Grand Theft Auto V - it stands to make an terrible lot of money.

Publisher Rockstar Games has revealed some interesting statistics about its upcoming action-adventure game Red Dead Redemption 2.

But as it normally does in the games industry, all of this dedication took a serious toll on the studio, and the team worked intense periods of crunch than once during RDR2's development. Last year, Destiny developer Bungie made headlines when it ended its own crunch development process, something which had been in place since Halo 2.

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Players will not only be able to mark target to execute quickly but, Dead Eye system also reveals enemy weak spots and more. Red Dead Redemption 2 was built from the ground up for the Xbox One X and PlayStation 4 Pro generation of systems, and console optimization probably kept getting more and more complicated as the team added more content to the game itself.

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