Red Dead Redemption 2 On Xbox: 88.57GB

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Peter Stewart, a writer and narrative designer at Creative Assembly, pointed out that "crunch", the practice of working long, often-unpaid hours of overtime to wrap up a game, is often glamorized and shouldn't be.

In a new article on Vulture based on the development of the game, Rockstar Games' co-founder Dan Houser revealed that the game had a lot of cut content as well. "I don't want devs to work 100-hour weeks, even if the end result is a game of the year". "We decided one of [the love interests] didn't work", says Houser.

Rockstar has also bolstered the game's cast in other ways.

"There seems to be some confusion arising from my interview with Harold Goldberg". "The studio bigwigs will come out and sing praise about their product, but they won't be the people putting in the soul-destroying hours to make the masterpiece games". "But that additional effort is a choice, and we don't ask or expect anyone to work anything like this", he continued. The wide-ranging interview also noted that the game will include "300,000 animations, 500,000 lines of dialogue, and many more lines of code". Houser said Rockstar focused on using "talented actors whose voices you don't recognize" in Red Dead Redemption 2 in order to provide "a better sense of immersion".

"We don't bring in name actors anymore due to their egos and, most important of all, because we believe we get a better sense of immersion using talented actors whose voices you don't recognise".

"More importantly, we obviously don't expect anyone else to work this way". No one, senior or junior, is ever forced to work hard. The first Red Dead Redemption could be finished in under 13 hours. A staggering amount of work from a writing and capture perspective that involved 2,200 days of motion-capture work - highlighting the fact that Red Dead Redemption 2 has been in active development since 2011. 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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