Spoilers
Haven't finished the game yet, but I am at Blackwater now. Although I disliked the first gatling gun segment, the latter ones are thankfully not as bad and sometimes entertaining. I dislike the endless swarms of enemies at times and how systematic engagements in the main missions become. There is always another hostile group of enemies waiting for you when you got away from one other, as if they always know where you are at all times (in an era without mobile phones), but only during main missions. The Mexican army is only doing shit if you're doing the main missions (why not random road blocks or skirmishes between rebels and army from time to time that end eventually).
I also don't understand why enemies don't flee. If I kill 20 of your buddies, you should be running away, no matter how retarded you are. Most enemies are also usually stationary and too bad they're not using interesting weapons from time to time, like fire bottles, to pin you down. This shit would be fine in an arcade GTA, but it doesn't suit the realism style R* is going for. Also, there are some serious anticlimactic moments in this game. Killing Williamson, so unsatisfying (actually somebody else killed him for me). The whole damn time they're talking about Williamson, then we finally get to him and he gets killed and that's it. If he was hiding out at the Colonel's house, why can't I be given the option to get inside that house (which you can) and kill him myself at whatever time I fucking please? And what about Luis, she just gets killed and thats it. And whatever happened to Bonnie and the other MacFarlanes (okay, maybe later in the game they might return)? Gawd, it makes so little fucking sense and its just deadly annoying how some of the most interesting characters get killed off under the most uninteresting circumstances, while the most boring characters talk about all kinds of crap nobody is interested in and get to live another day. Is this R*'s way of preaching the heros die and assholes live irony? And the conversations with these characters when we're travelling from A to B during missions are at times boring me to death, so little entertainment value, it's just random chatter with no substance.
It reminded me of a GTA4 mission where you have to kill some random drug dealer with a sniper rifle. It's the classic, lure the target to the window and shoot him in the head from across the street from a roof top. He is sitting in his chair watching the TV, and all that is visible is the TV. My first instinct was to call the cops to the scene. It made sense in my mind, because my target is a drug dealer, so if he hears sirens, he'd probably look outside the window to check whether the cops would be coming for him. And when he does, I take the shot. No such luck, that didn't work. So then I called the fire brigade, and then an ambulance, and then the cops again. All that didn't work, so I started jumping across roof tops, which didn't work either. Then I thought shooting the TV may work, but that would be fucking retarded since if I shoot a TV, it would be like firing a warning shot, but no, the dealer went to the window. I fucking hate that kind of mission design if the style you're aiming for is realism.
Anyway, RDR is thankfully not as bad as you may think I think it is. The random events and missions are very nice (strangely enough, more entertaining that the main missions, because they're more diverse), I like stealth killing (but it's sorely lacking in most missions) and the environments plus music and ambient noise is just fucking brilliant. Horse controls are good, I like the addition of holding A to match your speed with the horse you're following. I don't understand however that they didn't make A also the button to follow the road. What I wanted to point out is that R*'s thing these years has been to do games as if they're movies, but they're failing miserably at this. It's because the game mechanics, like control and character movement are arcade as hell, which forces them to use arcadish mission design, which gives boring game play (contrasted with what could've been).
What I don't understand is that R* spent all this time implementing Euphoria into their games, which is a brilliant technology, but that they haven't implemented one bit of into character movement as in Assassin's Creed. All the player should have to do is to point a direction they want their character to go, with a parameter to control the speed at which their character has to get there, and let Euphoria create a dynamic behavior that drives the character towards that direction based on the speed the player gave. And this should be universal, all across everything, from walking, driving cars, shooting weapons, riding horses, etcetera. I don't know, I guess it's just me. It's awesome to see Euphoria in action, but when I run Marston against a wall, he's still running to somewhere he can't run. And why can't I jump from my horse onto a moving train or a roof? Ahhh, never mind my bitching, but I keep thinking of the missed opportunities... like, if you jump from your horse onto a roof, then you wouldn't have to make a hole in a wall to make it possible for Marston to climb across it (as in one of the missions) and it would feel more like you'd be infiltrating. Or, if you could get on the (hijacked) train anytime you want. The restrictions in this and GTA4 are realistic, but the degrees of freedom are never fully exploited.