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Red Dead Redemption

Ch. 1 of 8
— CH. 1 · INTRODUCTION —

Contents

Red Dead Redemption

8 sections
  • Red Dead Redemption is a 2010 Western from Rockstar San Diego, and it opens with a man who has run out of choices. In 1911, federal agents take the wife and son of a former outlaw named John Marston. The price of their freedom is his skill with a gun. He must track down three men from his old gang and bring them to justice. The frontier he rides through is in decline, and the game treats that decline as its real subject.

    Three questions run underneath the story. Why would a studio set a Western so late in the life of the frontier? Can a man with Marston's past earn the redemption promised by the title? And what does it take to build a game like this one? Development ran for over five years, and the result became one of the most expensive video games ever made.

  • Fort Mercer, in New Austin, is where Marston's mission goes wrong. He rides in to persuade Bill Williamson, his former ally, to surrender. Williamson now leads a gang that terrorizes the region, and he answers by shooting Marston and leaving him for dead. The agents who set the mission in motion are Edgar Ross and Archer Fordham of the Bureau of Investigation, and neither of them is there to help.

    A local rancher named Bonnie MacFarlane finds Marston and nurses him back to health. He repays her with jobs around her farm while he plans an attack. His allies include U.S. Marshal Leigh Johnson, the con artist Nigel West Dickens, and the grave robber and treasure hunter Seth Briars. An alcoholic arms smuggler known as Irish joins them too. Together they storm the fort and kill every one of Williamson's men. Williamson, however, has already fled to Mexico to find another former gang member, Javier Escuella.

    In the Mexican state of Nuevo Paraíso, Marston meets the legendary gunslinger Landon Ricketts, who helps him sharpen his shooting. He is soon caught in a civil war between Colonel Agustín Allende, the state's tyrannical governor, and Abraham Reyes, who leads a rebellion. Marston works with both sides until Allende turns on him. Reyes rescues him, and a raid on a Mexican Army fortress delivers Escuella. Marston can hand Escuella to Ross and Fordham alive or kill him and give them the body. Reyes then leads the assault on Allende's palace, and Marston helps chase down and execute Allende and Williamson as they try to flee.

    Blackwater is where the agents send Marston next, after Dutch van der Linde. Dutch is a charismatic anarchist who led and mentored Marston's old gang. He has gathered disaffected Native Americans who share his hatred of the government and of modernization. Marston helps Ross and Fordham stop a robbery of the Blackwater Bank, then joins the U.S. Army assault on Dutch's mountain stronghold. Chased to a cliff, Dutch admits defeat and warns Marston that the government will never give him peace. Then he dies by suicide. Ross keeps his word and releases the family.

    Back on his ranch, Marston tries again at an honest life with his wife Abigail, his son Jack, and his old friend Uncle. Ross betrays him anyway. A U.S. Army unit attacks the ranch, and Uncle is killed. Marston helps his family escape and stays behind to face the soldiers, who kill him and leave. Abigail and Jack return to bury him. In 1914, Jack buries Abigail beside him, then tracks down a retired Ross and kills him in a duel. Whether anything was ever redeemed is a question scholars have argued over since.

  • New Austin and West Elizabeth are the two American states on the map, both fictionalized versions of the Western United States. The Mexican state of Nuevo Paraíso completes the open world. Players control Marston through missions, which are linear scenarios with set objectives. In the epilogue they control his son Jack. Between missions, horses are the main way to travel, and each breed has different attributes. A horse must be tamed in the wild, stolen, or purchased. Trains and carriages offer quicker travel.

    Random events fill the space between towns. Players may come across public hangings, ambushes, pleas for help, ride-by shootings, and dangerous animal attacks. Optional activities include dueling, bounty hunting, herb collecting, gambling, and hunting.

    An Honor system tracks Marston's character. Capturing an outlaw alive or saving a stranger raises it, while murder lowers it. A separate Fame system decides how non-player characters react. With high Honor, strangers greet Marston and some stores give discounts. With low Honor, people act insecure and establishments may close their doors. A bandana lets him disguise himself during crimes.

    Dead Eye is the mechanic most tied to the gunslinger image. It slows time and lets the player mark several targets. When the sequence ends, Marston fires at every marked spot in quick succession. The system upgrades and gains abilities as the game goes on. Elsewhere in a gunfight, players can take cover, blindfire, free aim, or shoot individual body parts to take down targets without killing them. Weapons range from revolvers and rifles to knives, explosives, and lassos.

    The bounty system was inspired by the wanted system of Grand Theft Auto. After a crime, witnesses run for the nearest police station, and the player can bribe or kill them first. Once the law is alerted, a bounty appears and grows with each new crime. Enough crime brings the U.S. Marshals or the Mexican Army. Players escape by leaving a circular zone or by killing every lawman in a town. The bounty stays until it is paid at a telegraph station or erased with a pardon letter.

    Online multiplayer supports up to 16 players in a recreation of the single-player world. Every match begins with a Mexican standoff. Modes include deathmatch and capture the flag variants. Players can also form a posse of up to eight and hunt or attack rival gangs and posses. Leveling up and completing weapon challenges earn golden weapon skins, new titles, and new breeds of animal mounts.

  • Matt Margini reads the story as a tragedy in the classical sense. He cites Aristotle's idea that "tragic heroes are tragic because they bring about their own fall, despite having good intentions." Reid McCarter of Bullet Points Monthly called the word redemption "bitterly ironic", because neither the characters nor the country can reinvent themselves. Margini adds that the final chapter lets the player feel redemption has been achieved, only for the ending to take it away. Kotaku's Heather Alexandra disagreed. She felt Marston did find redemption when he sacrificed himself for his family. Gamasutra's Richard Clark found the depiction of redemption "cynical and overly simple".

    Violence is the thread that connects Marston to his son. Jack continues his father's failures by becoming an outlaw himself. NPR's Jason Sheehan described a tale of "the senselessness of violence used to solve violence begetting only more violence". Critics split on whether the game's violence is justified. Margini thought it was, because "violence means something". Christopher Bartel hesitated over the moral justification of virtual murder and warned that "even hard-core gamers might balk at virtual sadism".

    Freedom and control shape the layout of the world itself. The journey from open fields to the city of Blackwater stands for civilization's grip on the natural world. In the opening sequence, the player has no control while Marston leaves Blackwater, and only gains it on returning later. Nick Robinson saw Marston's horse as a sign of his freedom. Traveling by car with government agents shows him, in Robinson's words, as "literally and figuratively trapped by technology". The same idea reaches the player, since "being free to do things is not the same as being able to change things". Sara Humphreys connected MacFarlane's ranch to the class conflict of Johnson County, Wyoming, in the late nineteenth century.

    Marketing presented Marston as a traditional cowboy, isolated and violent. His behavior in the story is less conventional. His internal conflict leads him to show what one analysis calls "weariness more than manliness". Margini blames his downfall on "the false promises of a world built on hypermasculine ideals". Female characters draw a mixed verdict. Bonnie is described as insightful and resourceful, yet she still defers to domestic tasks around her father. Abigail is framed first as "the good prostitute who serves as a handmaiden" and later as "the nagging wife".

    Native Americans receive the harshest criticism. McCarter called the story's rationale for killing them "a shaky rationale meant to echo the rhetoric" around genocide and forced relocation. Dr. Esther Wright argued that Marston's part in an attack on an Indian reservation implicates him in a small-scale recreation of racist, genocidal violence. Margini asked whether the portrayal is dark satire or a crafty way of excusing genocide at Marston's hand. Writer Dan Houser said the story was never meant as satire of contemporary America, though parallels were inevitable given the similarities of the time period.

  • Capcom's unfinished Western, Red Dead Revolver, is where the series began. Rockstar Games acquired it in 2003 after years of development there and published it within nine months. After its release in May 2004, Rockstar wanted to make its own Western from scratch. Early work began in 2005, and full development started in 2006 once a core team was formed.

    Rockstar San Diego had a team of 180 people. It drew on Rockstar's Leeds, New England, North, and Toronto studios, which brought the full team to over 1,000. The new power of the PlayStation 3 and Xbox 360 helped inspire the project, since earlier hardware could not fully render a countryside. Rockstar North, the Grand Theft Auto developer, advised the San Diego team on open worlds. The studio kept Dead Eye and the dueling from Red Dead Revolver and overhauled almost everything else.

    The 1,500-page script took two years to write. The team looked to The Wild Bunch (1969), High Plains Drifter (1973), Unforgiven (1992), and The Proposition (2005). They felt most Western fiction is set between 1840 and 1880. A 1911 setting offered a more interesting look at the old West turning into the modern world. The developers wanted violence to "feel slightly raw and unpleasant", with realism but no exaggeration. Research took the team to Washington, D.C., where they visited the Library of Congress and the National Archives Building and took many photographs. They also studied classic Western films, television shows, and novels. Filling the world with enough to interest players proved one of the most technically demanding parts of production.

    The Rockstar Advanced Game Engine, known as RAGE, handled animation and rendering. The Euphoria and Bullet engines supported further animation and environment work. Horse movement was a stubborn problem, so the studio brought in a stunt horse to show the designers how a real animal moves.

    Around 450 characters populate the game, and they needed a great deal of dialogue. Researchers wrote a style guide built from real sayings of the period. Rod Edge was hired as full-time director to guide the actors, who performed on a motion capture stage in Santa Monica, California. Professional actors supplied the body movements, and additional dialogue and sound effects were recorded in a studio. Rob Wiethoff won the role of Marston after an audition process. The writers shaped Marston as a nuanced "family man" rather than a plain hero or villain.

    The working conditions behind the game drew controversy. Accusations of unethical practices at Rockstar San Diego included twelve-hour workdays and six-day weeks, with a pay raise below the industry average. Staff voiced public complaints about the hours and the managerial style.

    The actors helped define the old gang. Steve J. Palmer, who played Williamson, felt Marston and Bill were like siblings in the gang, with Dutch more of a parent. Benjamin Byron Davis was told that Dutch was well read and charismatic, and that he had "lost his mind".

  • Ivan Pavlovich, the music supervisor, saw a problem in the game's sheer size. Earlier Rockstar games leaned on licensed music, but a world this big could not run on licensed songs alone. Red Dead Redemption became one of Rockstar's first games with an original score. In 2008 the studio engaged the musicians Bill Elm and Woody Jackson. Over 15 months, the pair composed approximately 200 tracks.

    Jackson's research turned up a surprise: there was no "Western sound" in 1911. He decided the soundtracks of 1960s Western films were more representative of what people expect. Ennio Morricone's work on the Dollars Trilogy was his main reference. The score and the later album were recorded and mixed at Jackson's own studio, Electro-Vox Recording Studios in Los Angeles. They were mastered at Capitol Studios. Rockstar also consulted players of traditional Western instruments, such as the harmonica player Tommy Morgan.

    Vocal performances came from Ashtar Command, José González, Jamie Lidell, and William Elliott Whitmore. González's song "Far Away" plays as Marston rides into Mexico. GamesRadar's Matt Cundy called that scene "beautiful".

  • A technology demonstration at Sony's E3 conference in May 2005 gave the first hint. It showed an untitled Western running on RAGE for the PlayStation 3, and observers guessed it was a sequel to Red Dead Revolver. Rockstar announced Red Dead Redemption on the 3rd of February 2009. The debut trailer, released on the 6th of May, introduced Marston.

    The marketing campaign was extensive and expensive. Rockstar partnered with IGN, GameSpot, LoveFilm, Microsoft, and YouTube. Pre-order bonuses included exclusive in-game items and a special edition with a copy of the soundtrack. PAX East in late March 2010 offered a playable demonstration of 15-30 minutes. Rockstar released a Facebook application, Red Dead Redemption: Gunslingers, in April 2010. In May, the machinima short film The Man from Blackwater, directed by John Hillcoat, aired on the Fox network in the United States. The game slipped past its projected late 2009 and April 2010 dates, citing the "optimal time frame". It arrived in North America on the 18th of May 2010 and internationally on the 21st.

    Downloadable additions followed, focused on maps and game types suggested by the community. Outlaws to the End arrived on the 22nd of June 2010 with six cooperative side missions. Legends and Killers, on the 10th of August, brought characters from Red Dead Revolver and a Tomahawk weapon. Liars and Cheats followed on the 21st of September with competitive modes and minigames. Hunting and Trading, on the 12th of October, added a jackalope to the world. Undead Nightmare came out on the 26th of October. It is a non-canonical zombie apocalypse in which Marston searches for a cure to the outbreak. A standalone version followed in late November. Myths and Mavericks was free on the 13th of September 2011, and a Game of the Year Edition collected everything on the 11th of October.

    Microsoft added the game to the Xbox One backward compatibility list in July 2016. It had been one of the most requested titles, and its sales position on Amazon.com spiked after the announcement. In April 2018 an Xbox One X update raised the resolution to 4K from the original 720p. Sony put the game on PlayStation Now in December 2016 and removed it in October 2022.

    Industry sources said Rockstar shelved a remaster after the poor reception of Grand Theft Auto: The Trilogy - The Definitive Edition (2021). In August 2023, Rockstar instead announced single-player versions of the game and Undead Nightmare for Nintendo Switch and PlayStation 4, developed by Double Eleven. They launched on the 17th of August. Reactions were mixed. Some players were glad to see the game on modern consoles, while others lamented the missing multiplayer, the price, and the lack of visual upgrades. The Windows version arrived on the 29th of October 2024 with native 4K support, ultrawide monitor compatibility, and DLSS upscaling.

    Premature store and ESRB listings on the 13th of November 2025 preceded the announcement of Android and iOS versions for the 2nd of December. They came through a Netflix Games subscription. New console versions followed for Nintendo Switch 2, PlayStation 5, and Xbox Series X/S, developed with Double Eleven and Cast Iron Games. They run at 60 frames per second, and the Switch 2 edition uses the optical mouse controls of the Joy-Con 2. A physical PlayStation 5 version was released on the 4th of May 2026.

  • A Metacritic rating of "universal acclaim" greeted the game, placing it among the highest-rated titles on the site. It ranks as the sixth-highest rated PlayStation 3 game and the seventh-highest rated on Xbox 360. IGN's Erik Brudvig called it "one of the deepest, most fun, and most gorgeous games around". GamePro's Will Herring named it Rockstar's best game to date and found Marston "one of the more sympathetic antiheroes in recent memory". Not every reviewer agreed on the supporting cast. Paste's Kirk Hamilton thought the secondary characters were "clichéd and unlikeable".

    Critics praised the world and its systems. Game Informer's Matt Bertz called it the best-looking Rockstar game to date. Side missions earned a description from 1Up.com's Scott Sharkey as "perfect little micro-dramas". GameSpot's Justin Calvert liked the way the bounty system added consequence. Edge said Dead Eye "puts gunplay on a pedestal". Eurogamer's Simon Parkin criticized the cover mechanic as "sticky and outdated". Multiplayer drew weaker reviews, with complaints about leveling and about players respawning close to their opponents.

    Awards followed. At the Spike Video Game Awards in 2010, the game won four of its ten nominations, including Game of the Year, Best Song in a Game for "Far Away", and Best Original Score. The Interactive Achievement Awards gave it five awards, including Outstanding Character Performance for Wiethoff's portrayal of Marston. At the Game Developers Choice Awards it won four of five nominations, including Game of the Year and Best Game Design. The Game Audio Network Guild awarded it four of ten nominations, including Audio of the Year and Music of the Year. The British Academy Games Awards did not nominate it for any jury-based prize, because Rockstar had not submitted it.

    Sales matched the praise. Analyst Michael Pachter had estimated that the game needed 1.75 million units to break even. A Rockstar source told Joystiq it needed four million to recoup development costs, while the publisher expected to lose money. In practice, the game sold over 1.5 million copies in May 2010 alone, according to the NPD Group, making it the best-selling game of the month. It passed five million in its first three weeks. By September 2010 it had shipped 6.9 million copies, and it reached 8 million by February 2011. Shipments passed 25 million by December 2024. In its first week in Japan, it sold over 95,000 units.

    The 2023 rerelease received "generally favorable reviews" on Metacritic. Reviewers criticized the price given the missing enhancements, and Nintendo Life's PJ O'Reilly called it "bare-bones". Critics concurred that the original ranked among the best games of the seventh generation of consoles. In 2019, GamesRadar+ named it the fourth-best game of the decade.

    A prequel, Red Dead Redemption 2, was released in October 2018. Set in 1899-12 years before the first game, it follows Dutch's gang with Bill, Javier, Uncle, Abigail, and Jack. Players take the role of a fellow gang member named Arthur Morgan.

Updated

Common questions

What is Red Dead Redemption?

Red Dead Redemption is a 2010 action-adventure game developed by Rockstar San Diego and published by Rockstar Games. It is set in 1911 and follows the former outlaw John Marston.

What is the plot of Red Dead Redemption?

In Red Dead Redemption, government agents hold John Marston's wife and son hostage and force him to hunt three former gang members. Marston pursues Bill Williamson, Javier Escuella, and Dutch van der Linde, and he is later killed by the agents who betrayed him.

When was Red Dead Redemption released?

Red Dead Redemption was released for the PlayStation 3 and Xbox 360 on the 18th of May 2010 in North America. It reached Nintendo Switch and PlayStation 4 in August 2023 and Windows in October 2024.

What is Dead Eye in Red Dead Redemption?

Dead Eye is a targeting mechanic in Red Dead Redemption that slows time and lets the player mark several targets. When the sequence ends, the character fires at every marked location in quick succession.

How many copies has Red Dead Redemption sold?

Red Dead Redemption had shipped 25 million copies by December 2024. It sold over five million copies in its first three weeks and 8 million by February 2011.

Who composed the music for Red Dead Redemption?

Bill Elm and Woody Jackson composed the original score for Red Dead Redemption. They wrote approximately 200 tracks over 15 months after being engaged in 2008.

Is Red Dead Redemption 2 a prequel to Red Dead Redemption?

Red Dead Redemption 2 is a prequel released in October 2018. It is set in 1899-12 years before the first game, and players control the gang member Arthur Morgan.

All sources

204 references cited across the entry

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  34. 43Magazine'Per un pugno di pixel', parla il compositore di Red Dead Redemption 2Mario Bonaldi — Penske Media Corporation — November 11, 2018
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  50. 63PAX East 10: Red Dead Redemption Progress ReportGreg Miller — Ziff Davis — March 27, 2010
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  90. 116Red Dead Redemption has earned its homecomingLeah J. Williams — August 17, 2023
  91. 118Red Dead Redemption (PC) Review – UnforgivenRavi Sinha — November 5, 2024
  92. 122Red Dead Redemption On Switch Is Good, But The Price Is Still A ProblemZack Zwiezen — G/O Media — August 17, 2023
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  95. 129Mini Review: Red Dead Redemption (PS4)Robert Ramsey — Hookshot Media — August 23, 2023
  96. 132Red Dead Redemption works just fine on the SwitchAndrew Webster — Vox Media — August 17, 2023
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  98. 136Mass Effect 2 wins GOTY, RPG, storytelling awards at DICE 2011Alexander Sliwinski — Weblogs, Inc. — February 11, 2011
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  101. 140BAFTA explains Red Dead snubJohnny Minkley — Gamer Network — March 16, 2011
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  106. 146MagazineGDC 2011: Red Dead Redemption Wins 4 GANG AwardsNathan Brown — Future plc — March 7, 2011
  107. 147Magazine9Th Annual G.A.N.G. Nominees AnnouncedMeagan Marie — GameStop — February 8, 2011
  108. 148GDC 2011: Red Dead Redemption Tops Game Developers Choice AwardsKyle Orland — UBM Technology Group — March 3, 2011
  109. 149Red Dead Redemption lassos Game Developers Choice AwardsTor Thorsen — CBS Interactive — March 3, 2011
  110. 15028th Annual Golden Joystick Awards done and dusted, here are your winnersStephany Nunneley — videogaming247 Ltd. — October 29, 2010
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  113. 154Kotakus 2010 Game Of The YearBrian Crecente — Gawker Media — January 25, 2011
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  116. 1572012 Spike Video Game Awards Winners ListAnthony Taormina — Valnet — December 7, 2012
  117. 158The 2024 Steam Awards give Game of the Year to Black Myth: WukongJonathan Bolding — Future plc — December 31, 2024
  118. 160Red Dead Redemption 360 outsells PS3Tim Ingham — Future plc — May 24, 2010
  119. 1612010 US games sales down 5% to $19.3bnMatt Martin — Gamer Network — January 14, 2011
  120. 162Big in Japan Oct. 4-10: Red Dead Redemption, Kingdom Hearts DSBrendan Sinclair — CBS Interactive — October 15, 2010
  121. 163The UK's top selling games of 2010Keith Stuart — January 11, 2011
  122. 164The Best Selling Games of 2010Jim Reilly — Ziff Davis — May 9, 2012
  123. 165Sources: Red Dead Redemption development in trouble updateBen Gilbert — AOL — January 12, 2010
  124. 166Red Dead Redemption will be profitable, Take-Two CEO saysAlexander Sliwinski — AOL — June 29, 2010
  125. 167Red Dead Holds Top Spot on UK Sales ChartChristopher Gordon-Douglas — CraveOnline — June 2, 2010
  126. 168MagazineMay NPD Sales: Red Dead Redemption Kills ItChris Kohler — Condé Nast — July 1, 2010
  127. 169Take-Two Q2 2010 financials – Red Dead Redemption moves over 5M unitsStephany Nunneley — videogaming247 Ltd. — June 8, 2010
  128. 170Red Dead Redemption has shipped 6.9 million units and countingAlexander Sliwinski — AOL — September 2, 2010
  129. 171MagazineTake-Two Profits Rise On Red Dead SuccessNathan Brown — Future plc — February 9, 2011
  130. 172Take-Two: Red Dead Redemption Ships 11M UnitsKris Graft — UBM Technology Group — August 8, 2011
  131. 173Red Dead Redemption Shipped 15M Copies; Take-Two Promises Major Marketing For SequelEddie Makuch — CBS Interactive — February 7, 2017
  132. 174GTA 5 Sells 155 Million Copies Ahead Of PS5 And Xbox Series XS Launch In 2022Eddie Makuch — Red Ventures — November 3, 2021
  133. 176UK Charts: Lego Harry Potter Brings Down Red Dead RedemptionMihail Cernea — SoftNews NET SRL — June 29, 2010
  134. 177Red Dead Redemption boosts Take-Two Q3Paul Bond — Prometheus Global Media — September 2, 2010
  135. 178Games of the Generation: Red Dead RedemptionDan Whitehead — Gamer Network — October 22, 2013
  136. 179MagazineThe Gang's All Here: The Seven Characters Returning To Red Dead Redemption IIJill Grodt — GameStop — September 28, 2018
  137. 180The 100 best games everFuture plc — February 25, 2015
  138. 182Good Game Top 100 – Final ListSteven O'Donnell et al. — Australian Broadcasting Corporation — August 12, 2014
  139. 184Games of a Generation: Your Top 100Daniel Krupa — Ziff Davis — June 4, 2014
  140. 186The Top 25 Xbox 360 GamesBrian Albert et al. — Ziff Davis — May 3, 2017
  141. 187IGN's Top 25 PlayStation 3 GamesVince Ingenito et al. — Ziff Davis — May 3, 2017
  142. 188The 15 Best Games Since 2000, Number 10: Red Dead RedemptionJaz Rignall et al. — Gamer Network — July 28, 2015
  143. 189JournalResolving the gamer's dilemmaChristopher Bartel — Springer Science+Business Media — 2012
  144. 190BookRed Dead Redemption Signature Series Strategy GuideTim Bogenn et al. — BradyGames — May 14, 2010
  145. 191BookThe Oxford Handbook of Indigenous American LiteratureJodi Byrd — Oxford University Press — 2014
  146. 192BookUndead in the West II: They Just Keep ComingM. Melissa Elston — Scarecrow Press — 2013
  147. 193JournalRejuvenating 'Eternal Inequality' on the Digital FrontiersSara Humphreys — University of Nebraska Press — 2012
  148. 194BookRed Dead RedemptionMatt Margini — Boss Fight Books — 2020
  149. 195BookCtrl-Alt-Play: Essays on Control in Video GamingChris Pallant — McFarland — 2013
  150. 196BookRed Dead RedemptionRockstar Games — May 18, 2010
  151. 197Book100 Greatest Video Game CharactersNick Robinson — Rowman & Littlefield — 2017
  152. 198JournalGaming history: computer and video games as historical scholarshipDawn Spring — Taylor & Francis — 2015
  153. 200Journal'Outlaws to the End' – A Study of the Social and Political Reality of Rockstar Games' WestJuho Tuominen et al. — WiderScreen — August 11, 2021
  154. 201BookMixed Realism: Videogames and the Violence of FictionTimothy J. Welsh — University of Minnesota Press — 2016
  155. 202BookRed Dead Redemption: History, Myth, and Violence in the Video Game WestRobert Whitaker — University of Oklahoma Press — 2023
  156. 203Sites of Play: Locating Gameplace in Red Dead Redemption 2Andrew Westerside et al. — Digital Games Research Association — 2019
  157. 204JournalRockstar Games, Red Dead Redemption, and Narratives of 'Progress'Esther Wright — European Association for American Studies — 2021

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