![]() Instead, all of that is resolved with the final mission and I feel that's a wasted opportunity. If I'd been able to actually pay off John's bank loan little by little with all the bounties or robberies I could do, it might have been a more engaging story. It was nice to be able to build John Martson's dream house for his wife but the game actually prevented me from having the same sort of investment that I had with Arthur Morgan earlier. I felt the same way about Far Cry 3 and Hoyt Voker's island. They really do feel like a DLC Expansion and I feel like cutting them would have actually benefited the pacing of the main game. I'm not going to be alone, I suspect in thinking that as entertaining as John Marston's two epilogues were, they were also completely unnecessary to the game. Certainly, the ending was one that was established as unavoidable and powerful right up until Arthur breathes his last. The Wapiti tribe missions was a good bit of writing and had some great moments but it was a struggle to continue to play through because it grew so depressing. I have mixed feelings about that since I'm inclined to think the game should have probably ended by that time. By the time the Guarma mission happens, the game has removed a lot of your motivation for trying to make the gang function and things only get worse from there. Later, the game tears that away from you as Arthur's family self-destructs little by little. My immersion was intense for much of the game and I loved roleplaying Arthur as a provider for his large extended family, even though that required him to shoot a lot of people in the face. Providing motivations for characters to do things is something that I feel a lot of games fail to do and it hurts immersion. I enjoyed the game's systems of justifying all the hunting and crime I did.
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