Epilogues and Satisfaction in the Old West

There184
Tuesday, June 01, 2010

There will be spoilers. You have been warned.


You saved the world. Thanks -- you can go now.

Is it just me, or does that seem abrupt? I appreciate the effort developers put in, but too often their credits scroll by too early. Do you remember the last time a film or book ended with a boss fight?

Star Wars: A New Hope gave us our big explosion then ended satisfyingly with hugs and medals.

Harry Potter allowed us to tend to the wounded and survey the aftermath of the series' climactic battle, before showing us what the surviving characters did with their lives. I don't think J.K. Rowling handled the epilogue well, but when a good story ends I want to stay in that universe for a short while.

Games, though, usually end with a slain opponent or big explosion. Maybe there'll be a clumsy attempt at setting up a sequel. (I'm looking at you, Halo.)

Red Dead Redemption doesn't do this. It ends with your opponent's surrender -- an anticlimax by the standards of faster, more action-obsessed games. Then you mount up and ride into the sunset, accompanied by a pensive acoustic ballad. After this, though, you get an epilogue.

The obvious ending would be for you to shoot Dutch as expected, board the train you rode in on, see your wife and child, roll credits. Instead, you get to do what Marston has been saying he will do for the entire game -- tend his farm and see his family. I'm surprised Rockstar, of all people, shied away from letting John make love to his wife though.

I wish more games would do this -- show me Earth being rebuilt after I've saved it from the Covenant, or let me come home to a parade in Call of Duty. Every game doesn't have to end happily, but more need to give us emotional satisfaction as well as gratification through action. I had fun herding cattle, breaking horses, and shooting crows before Marston's time in the West came to an end. I'll remember it better than any explosion or shootout.

 
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Comments (9)
Twit
June 01, 2010

I was really surprised by the ending sequence. It makes me regret writing my earlier piece talking about Marston's rather one sided personality from early in the game.

The last segment, which may have been an hour long, really got me attached to Marston better than the first 20 hours of the game. Here's a man who thinks he's finally put his past behind him and trying to rebuild his life of peace. He and his wife have come to terms with their past and Marston is trying to close the distance between him and his son.

Then it all comes to an abrupt close as Marston goes out in a reckless, blaze of glory. His final end echoing what Dutch told him before his own death: you can't fight change. The world around them is changing and they're relics of the old west.

Simply put, I was so tired of the game by the time I entered Blackwater, and was tired of hunting for Dutch. And Marston's simple pleasure of bonding with his family after everything made it all worth it.

N752290354_2283
June 05, 2010

I liked the ideas behind the end section of Red Dead. The last 3 or 4 hours really seemed to drag on though, the whole Blackwater section seemed unncessary to me.

That being said my main issue with the end was the just the odd and unexplained aspect of them taking down Marston. I get that the government lot would want to clean up the loose ends but I would rather have had a bit more explaination to it, why even give him his life back if they were just going to take him out? I mean I must've killed like 50 guys in that last section, they could've just shot Marston in the back once he'd killed Dutch.

I did think letting you play as Jack after the ending was a nice touch though. Ultimately though it the end section was just too drawn out for me to feel satisfied.

There184
June 07, 2010

Yeah -- they could have better explained why they killed him then and not earlier. Perhaps those two agents that were left didn't think they could take him on their own.

Maybe I'm weird, but I liked cow-herding. I would've preferred that to horse shoes as a mini-game.

Brett_new_profile
June 07, 2010

The problem is the game still ends with a shootout -- and a not-well-explained one at that. I can see the various Western homages in the endgame (Butch Cassidy being the biggest one), but I wish it had ended more peacefully, with John riding off into the sunset. He deserved it.

75724_10100140677637689_837643_55234568_7953868_n
October 13, 2010

Though I agree with you, I think the epilogue in which you play as Marston's son creates a distracting preservation of continuity. With that jump forward in time, one would expect the world to change. Why are all of these strangers I met as Marston still intent on solving the same problem of theirs?

Years later, Grace is still crying over her missing son? MacKenna still needs the missing Spatchcock to return to the movie set? Most everything is static, and it's not just characters, the world is the same. It's as if time stopped and resumed just for you.

Not to mention, for all intents and purposes, you practically are Marston. Same dialogue in stranger missions and the same exact equipment (the excuse being it was inherited).

I'm not saying the team needed to spend another year and a couple million dollars more on creating such wide-reaching change in the epilogue, but some meaningful change would be nice. However, since there is no such change and season to speak of, I'd almost rather the game end after Marston is laid to rest.

I felt something for a moment when Marston is gunned down, some pale, inarticulate shadow of tragedy or loss, but then I realized that nothing is lost. Marston never left, never died, he simply jumped out of his body and inhabited his son's, with all of his loot and unfinished business preserved. This superficial epilogue is bizarre, jarring, patronizing, and it saps Marston's death of any potential potency or finality it may have had. 

There184
October 13, 2010

And all the meat you had in your pack was still good after all those years. I just saw everything after Marston's death as a convenient way to stop you from having to reload your save to keep playing. I just saw it as a horde mode -- something just barely within the main game's fiction that allows you to pick flowers to your heart's content.

Enzo
October 13, 2010

I couldn't agree more with Evan about putting John in Jack's skin -- but the final objective of using Jack to hunt down Ross was innovative and extremely satisfying.

75724_10100140677637689_837643_55234568_7953868_n
October 13, 2010

Yeah, it was a blunt and unapologetically stupid device for you to continue playing and bypass a final end state. Who knows, maybe if the Fallout 3 ending debacle hadn't happened, Rockstar may have included a progression-terminating ending. Personally, by the time I entered Blackwater, I was already disenchanted with all of the uncompleted game left for me outside of the main narrative. It was different with Fallout 3. I NEEDED that game to continue past the ending ... I was very much in the throes of all matter of addiction with that game.

75724_10100140677637689_837643_55234568_7953868_n
October 13, 2010

@Ben

I agree, the hunting of Ross was pretty grand, but it still wasn't enough to justify the entire continuation for me. 

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