Red Dead Redemption: History, Myth, and Violence in the Video Game West ed. by John Wills and Esther Wright (review)

IF 0.2 3区 文学 0 LITERATURE, AMERICAN
Chad Beharriell
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This collection of eleven essays, part of The Popular West series published by the University of Oklahoma Press, is a comprehensive examination of those games, particularly their narrative structure and game-play, with a focus on <em>Red Dead Redemption II</em> (2018) and <em>Red Dead Redemption</em> (2010). Whether lauding or finding fault, the contributors acknowledge the cultural reach of this Western series.</p> <p>Following an excellent introductory section, which includes a history of Western-genre storytelling (from dime novels to video games) and a survey of the study of western history itself, the essays are divided across three chapters; \"Mechanics and Genre,\" \"Outsiders and Slow Death,\" and \"Representation and Meaning.\"</p> <p>The collection has three prime strengths; contextualization of the <em>Red Dead</em> series within the longer history of Western video games; sustained application of theoretical frameworks to series examples; and detailed analysis of various game portrayals ranging from law enforcement, disease, and ecological change to familial, gender, and racial relationships, including with the Indigenous presence. Several <strong>[End Page 93]</strong> contributors also coherently map out how the <em>Red Dead</em> game-world and mechanics draw upon the revisionist Western films of the 1960s. The more convincing viewpoints incorporate game dialogue to illustrate critiques, as Ashlee Bird (Western Abenaki) does, noting the moral dissonance between Rockstar's conservation message in one mission of the 2018 game and the subsequent option to take animals as the player-avatar desires.</p> <p>Among the numerous interesting ideas is Sören Schoppmeir's notion of <em>Red Dead Redemption</em> (I and II) functioning as a \"database Western\" to let gamers create a self-selected playable Western outside of the main narrative. John Wills (co-editor) claims <em>Red Dead II</em> gives a partly successful period experience by digitally combining sublime western views with the mundane of \"grinding\" work. Soraya Murray's essay, which concludes the book, contends <em>Red Dead II</em> will become known for a specific political feeling.</p> <p>Notably, <em>Red Dead Revolver</em>, the 2004 offering seen by Rockstar as distinct from its latter two games, is argued by co-editor Esther Wright as more progressive than the 2010 and 2018 productions for game-play as multiple protagonists (e.g., as female rancher, Annie Stoakes). Wright asks why gamers could not have played as Sadie Adler, female gang member and outlaw, in <em>Red Dead Redemption II</em>'s epilogue, rather than following the reductionist single-player mode as white males Arthur Morgan and then John Marston. That interesting question, hinting at lost opportunity, reframes <em>Red Dead II</em> as simply one Western game and not <em>the</em> Western game, despite its commercial success.</p> <p>Arguments about the limited identity of playable characters are somewhat tempered by the collection's choice not to explore the online multiplayer iterations of the <em>Red Dead</em> series, a gap referred to in the introduction; those online modes allow gamers to play across gender and race. Given the contributors' skills, a follow-up volume to analyze issues in that multiplayer world is merited. Relatedly, there is modest discussion of the main playable character in <em>Revolver</em>, Red Harlow, who is of mixed Indigenous-white background.</p> <p>Political disposition will likely inform the reader's level of agreement with various critiques of the <em>Red Dead</em> series. 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There are echoes of the Frankfurt school of critical theory in these assertions.</p> <p>There are also sections where descriptive critique of the series leans into prescriptive directive; what the latter two <em>Red Dead</em> games, now past five- and thirteen-years-old, should have been in terms...</p> </p>","PeriodicalId":23875,"journal":{"name":"Western American Literature","volume":"245 1","pages":""},"PeriodicalIF":0.2000,"publicationDate":"2024-07-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Western American Literature","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1353/wal.2024.a933092","RegionNum":3,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"LITERATURE, AMERICAN","Score":null,"Total":0}
引用次数: 0

Abstract

In lieu of an abstract, here is a brief excerpt of the content:

Reviewed by:

  • Red Dead Redemption: History, Myth, and Violence in the Video Game West ed. by John Wills and Esther Wright
  • Chad Beharriell
John Wills and Esther Wright, eds., Red Dead Redemption: History, Myth, and Violence in the Video Game West. Norman: U of Oklahoma P, 2023. 240 pp. Hardcover, $65; paper, $29.95; e-book $24.95.

The Red Dead Redemption video game series, produced by Rockstar Games, is the most influential digital experience of the Western genre to date. This collection of eleven essays, part of The Popular West series published by the University of Oklahoma Press, is a comprehensive examination of those games, particularly their narrative structure and game-play, with a focus on Red Dead Redemption II (2018) and Red Dead Redemption (2010). Whether lauding or finding fault, the contributors acknowledge the cultural reach of this Western series.

Following an excellent introductory section, which includes a history of Western-genre storytelling (from dime novels to video games) and a survey of the study of western history itself, the essays are divided across three chapters; "Mechanics and Genre," "Outsiders and Slow Death," and "Representation and Meaning."

The collection has three prime strengths; contextualization of the Red Dead series within the longer history of Western video games; sustained application of theoretical frameworks to series examples; and detailed analysis of various game portrayals ranging from law enforcement, disease, and ecological change to familial, gender, and racial relationships, including with the Indigenous presence. Several [End Page 93] contributors also coherently map out how the Red Dead game-world and mechanics draw upon the revisionist Western films of the 1960s. The more convincing viewpoints incorporate game dialogue to illustrate critiques, as Ashlee Bird (Western Abenaki) does, noting the moral dissonance between Rockstar's conservation message in one mission of the 2018 game and the subsequent option to take animals as the player-avatar desires.

Among the numerous interesting ideas is Sören Schoppmeir's notion of Red Dead Redemption (I and II) functioning as a "database Western" to let gamers create a self-selected playable Western outside of the main narrative. John Wills (co-editor) claims Red Dead II gives a partly successful period experience by digitally combining sublime western views with the mundane of "grinding" work. Soraya Murray's essay, which concludes the book, contends Red Dead II will become known for a specific political feeling.

Notably, Red Dead Revolver, the 2004 offering seen by Rockstar as distinct from its latter two games, is argued by co-editor Esther Wright as more progressive than the 2010 and 2018 productions for game-play as multiple protagonists (e.g., as female rancher, Annie Stoakes). Wright asks why gamers could not have played as Sadie Adler, female gang member and outlaw, in Red Dead Redemption II's epilogue, rather than following the reductionist single-player mode as white males Arthur Morgan and then John Marston. That interesting question, hinting at lost opportunity, reframes Red Dead II as simply one Western game and not the Western game, despite its commercial success.

Arguments about the limited identity of playable characters are somewhat tempered by the collection's choice not to explore the online multiplayer iterations of the Red Dead series, a gap referred to in the introduction; those online modes allow gamers to play across gender and race. Given the contributors' skills, a follow-up volume to analyze issues in that multiplayer world is merited. Relatedly, there is modest discussion of the main playable character in Revolver, Red Harlow, who is of mixed Indigenous-white background.

Political disposition will likely inform the reader's level of agreement with various critiques of the Red Dead series. For example, if one believes today's global economy is a neo-liberal capitalist structure privileging certain groups, then there will be support for claims [End Page 94] that such a system is reflected in the narrative, game-play, and production of the series. There are echoes of the Frankfurt school of critical theory in these assertions.

There are also sections where descriptive critique of the series leans into prescriptive directive; what the latter two Red Dead games, now past five- and thirteen-years-old, should have been in terms...

死亡救赎》:John Wills 和 Esther Wright 编著的《西部电子游戏中的历史、神话和暴力》(评论)
以下是内容的简要摘录,以代替摘要:评论者: 红色死亡的救赎》:John Wills 和 Esther Wright 编著的《西部电子游戏中的历史、神话和暴力》,Chad Beharriell John Wills 和 Esther Wright 编著:西部电子游戏中的历史、神话与暴力》。诺曼:俄克拉荷马大学出版社,2023 年。240 页。精装版,65 美元;纸质版,29.95 美元;电子书,24.95 美元。由 Rockstar Games 制作的《红色死亡救赎》(Red Dead Redemption)系列电子游戏是迄今为止西部题材中最具影响力的数字体验。本论文集共收录了 11 篇文章,是俄克拉荷马大学出版社出版的《大众西部》丛书的一部分,对这些游戏进行了全面的研究,尤其是其叙事结构和游戏玩法,重点介绍了《红色死亡救赎 II》(2018 年)和《红色死亡救赎》(2010 年)。无论是赞扬还是指责,撰稿人都承认这个西方系列的文化影响力。在出色的导言部分(包括西部类型故事的历史(从一角钱小说到电子游戏)以及对西部历史研究本身的调查)之后,文章分为三章:"机制与类型"、"局外人与缓慢死亡 "以及 "表征与意义"。这本论文集有三个主要优势:将《红色死亡》系列置于西方电子游戏的历史长河中;将理论框架持续应用于系列实例;详细分析各种游戏形象,从执法、疾病、生态变化到家庭、性别和种族关系,包括与土著人的关系。几位作者还连贯地描绘了《红色死亡》的游戏世界和机制如何借鉴了 20 世纪 60 年代的西方修正主义电影。更有说服力的观点则结合游戏对话来阐述批评意见,如 Ashlee Bird(西部阿贝纳基)指出,Rockstar 在 2018 年游戏的一个任务中传达了保护动物的信息,而玩家随后可以按照自己的意愿捕捉动物,这两者之间存在道德矛盾。在众多有趣的观点中,索伦-肖普梅尔(Sören Schoppmeir)提出了《红色死亡救赎》(I和II)作为 "数据库西部片 "的概念,让玩家在主叙事之外创造一个自选的可玩西部片。约翰-威尔斯(John Wills,合编者之一)称,《红色死亡 2》通过将崇高的西部风光与 "磨砺 "工作的世俗性相结合的方式,提供了部分成功的时代体验。索拉娅-穆雷(Soraya Murray)的文章是本书的结尾,她认为《红警2》将以一种特殊的政治感觉而闻名。值得注意的是,《红色死亡左轮手枪》(Red Dead Revolver)被Rockstar视为有别于后两款游戏的2004年产品,其联合编辑埃斯特-赖特(Esther Wright)认为,与2010年和2018年的产品相比,《红色死亡左轮手枪》在多主角(如女牧场主安妮-斯托克斯)的游戏玩法上更为前卫。赖特问道,为什么玩家不能在《红色死亡救赎 II》的尾声中扮演女性黑帮成员、亡命之徒塞迪-阿德勒,而不是按照还原主义的单人游戏模式扮演白人男性亚瑟-摩根(Arthur Morgan)和约翰-马斯顿(John Marston)。这个有趣的问题暗示着机会的丧失,它将《红色死亡 2》重新定义为仅仅是一款西部游戏,而不是西部游戏,尽管它在商业上取得了成功。关于可玩角色身份有限的争论在一定程度上因这套书选择不探讨《红色死亡》系列的在线多人游戏而有所缓和,这也是序言中提到的一个空白;这些在线模式允许玩家跨越性别和种族进行游戏。鉴于撰稿人的能力,值得出版后续作品集来分析多人游戏世界中的问题。与此相关的是,该书对《左轮手枪》中的主要角色雷德-哈洛(Red Harlow)的讨论不多,他是土著与白人的混血儿。政治倾向可能会影响读者对《红警》系列各种批评的认同程度。例如,如果一个人认为当今的全球经济是一种新自由主义资本主义结构,赋予某些群体以特权,那么他就会支持这样的说法 [第94页完],即这种制度反映在该系列的叙事、游戏和制作中。这些论断与法兰克福批判理论学派不谋而合。在一些章节中,对该系列的描述性批判倾向于规范性指令;《红死人》系列的后两款游戏,现在已经分别有五年和十三年的历史了,就其本质而言应该是什么?
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Western American Literature
Western American Literature LITERATURE, AMERICAN-
CiteScore
0.30
自引率
50.00%
发文量
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