: RDR2 is noted for addressing historical stereotypes and accurately representing people of color as cowboys, offering a more nuanced look at the "found family" dynamic within the gang [23]. III. Intertextuality and World-Building
: Players are active participants rather than mere spectators [12]. The length of play and character attachment create a "safe experimental space" for experiencing empathy for characters different from the player [12].
: Articles in publications like the New Hanover Gazette [11] or Saint Denis Times [8] change based on player choices [10]. For example, sparing or killing witnesses in the "Who the Hell is Leviticus Cornwall" mission directly alters the subsequent news report [2, 30]. Redemption 2
: Arthur’s personal journal serves as a secondary narrative layer, documenting his internal thoughts and sketches of the world [25].
: The world contains nods to Cormac McCarthy, such as a possible Blood Meridian reference [22]. : RDR2 is noted for addressing historical stereotypes
: Beyond lore, newspapers provide access to side missions [10] and contain cheat codes that are only unlocked as the story progresses [1, 31].
The game’s depth is enhanced through references to broader literary and cinematic traditions. The length of play and character attachment create
: The presence of newspaper boys in towns like Valentine [3, 33] grounds the game in its historical setting, where printed news was the primary source of information [1, 32]. II. Performance and Player Empathy