Viva!
Anyway, at
the end of the Mexican Revolution you capture Javier, kill Bill, and help the
revolution win at the expense of itself.
Hooray for John. You are then
told the leader of your gang has shown up and you need to get him if you want
to go back to your family. And this is
the part when I started hating John. The
Government officials who are forcing him to do this are completely in the right, and John is a monster.
John is a
mass murderer and criminal. Regardless
of his current motivation and whatever else he has done since his days of
younger-man-violence doesn't make up for what he has done. What is more it isn't just me saying
that. Satan (the literal Satan) tells
John as much. But the government agents
are sticks in the mud and douches so you as the player are not supposed to like
them. I guess?
So you head
out to catch the leader of your old gang, Dutch. You have numerous opportunities to do so, are
given hosts of reasons to do so, but for some goddamn reason John
doesn't. John has been shown as able to
shoot the wings off a fly but can't bring himself to shoot a mass murderer like
Dutch even when Dutch blows an innocent woman's head off in front of John.
Turns out
Dutch is some sort of anarchic primitivist marauder, justifying his violence by
allying himself with Indians who had their land taken away. You are shown to be on the side of assholes
when they have John escort and assist a racist, drug abusing, Yale phrenology professor around. Because civilization
is clearly the breeder of limp wristed assholes, not like the frontier, which
breed real (murderous) men like John.
This message is stupid, and turns a middle finger up at the player who
has grown up in the relative comfort and luxury of civilization. I resent this.
Mostly because both I, and the game itself are products of this civilization. |
Ultimately
the end(s) of the game is unquestionably what I have the most problems
with. After Dutch is dead John is
allowed to return to his family. In an
ideal happy ending John would ride up to his house, the camera would pan far
back and you would watch him walk into his home and the credits would
roll. The journey would be at an
end. The message being that monsters
like John get to live and be happy so long as they are monsters for the
civilization they would otherwise be a terror to. It is a complex and damning message to
society that glorifies violence with happy endings. It keeps going.
Much like
the assault on the Fort in Act I, this ending does not happen. Instead you meet John's wife, uncle, son, and
dog. You do boring missions like killing
birds before they eat your corn, herding cattle, and hunting caribou. Wonderful.
I will admit that I like the character of the wife. She is flawed and sassy. There was some legitimate heart put into the
writing and performance of the character.
Then the
next ending happens. Turns out the
government are not going to let John go.
He has killed too many people to not face justice. An army attacks your farm. This only adds to the game vs story issues
because I have a pardon letter in my inventory which would absolve me of any
unlawful murder or massacre I might have committed during the game. This game mechanic can get me out of a
$10,000 bounty for the burning of a nunnery, orphanage, and village of retired
veterinarians, but it does not function in this scripted event.
Anyway...
there is a shoot out. John's uncle dies,
I think this is supposed to make you sad, I did not like the character so it
got a "meh" from me. John's
wife and son escape on horseback. And
ultimately John is gunned down by about half a million rounds of
ammunition. This is again a section
which demands the credits should roll.
Your
character has died. The message of the
game is one of justice unyielding. You
cannot escape the wages of sin. Second
chances won't be earned in a civilized society.
Bit of a downer message but I would have been okay with that. THEN THE GAME KEEPS GOING.
Also, he's been in worse situations in the game, another scenario in which the story and the gameplay are at odds. |
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