10 Ways Rockstar Should Make Red Dead Redemption 2

9. Customisable Dead Eye

red dead redemption dead eye
Rockstar

As a way to manufacture a sense of mechanical progression without a skill tree, Red Dead featured three different slow-motion options for the signature "Dead Eye" aiming mode. Weirdly, they unlocked at fairly random points in the story, and the second version - where you hover your reticule over foes to make auto-targets appear - was finicky and unreliable, to say the least.

In-game text even recommended "sweeping over" targets to get a headshot icon to appear, but if you happened to sweep in the wrong direction or wanted to target centre mass, chances are all your icons would start peppering over characters in all sorts of directions instead. Not the best when you've got a lineup of criminals you'd like to ventilate in quick succession.

For RDR 2, we need a reliable system that starts with perhaps only basic slow motion, then letting us unlock a variety of modifiers like taking out multiple enemies in one go, custom assignment of shots, disarms, or even one that puts enemies in weakened states so we can collect bounties on alive targets.

Too many times - especially if you were using the second stage of Dead Eye - it was far too easy to shoot the person you were trying to bring in, and those "Captured alive" wanted posters are always worth that little bit more.

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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.