Essay uncovers narrative techniques in Red Dead Redemption 2, indicating connections to literary works by Mark Twain and transmedia storytelling.
The present essay wishes to explore the link between video games and literary discourse by considering the case of Rockstar Games’s Red Dead Redemption 2 (2018), the worldwide blockbuster game regarded as a milestone in the Western genre, as well as a contemporary reframing of the nineteenth-century mythology of the American frontier. However, as a theoretical focus on narrativity and storytelling may suggest, Red Dead Redemption 2 also represents a specimen of narrative work in its own right. In fact, Red Dead Redemption 2 indirectly adapts literary techniques and tropes typical of realist fiction, in its complex and subtle portrayal of late-nineteenth-century American society. By means of a close reading of key video game missions set in what can be defined as a typical Gilded Age metropolis, Saint Denis, this essay proposes to reinterpret Red Dead Redemption 2 in light of the structural connections it shares with classic American realist works – whose authors range from Mark Twain to Henry James, from Stephen Crane to Theodore Dreiser. Indeed, Red Dead Redemption 2 mirrors three pivotal stages in the development of the literary discourse underlying realist fiction, namely: (a) the examination of an urban environment within the game setting; (b) the representation of stereotypes through non-player characters; and (c) the construction of a socio-cultural individuality through player actions. While representing a case-study of transmedia storytelling – or, more precisely, of storyplaying of the American lifestyle characterizing the Gilded Age, Red Dead Redemption 2 also employs a number of significant strategies comparable to the creation of literary fiction.
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Francesca Razzi (2025) studied this question.
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