Expect to Spend at Least 65 Hours with Red Dead Redemption 2

Yolanda Curtis
October 16, 2018

Either way, it looks like we'll have plenty to be getting on with in Red Dead Redemption 2 to last us for some time to come.

Rockstar and Dan Houser have delivered a statement to Kotaku on the 100-hour work week, saying that no one at the studio was forced to work this arduous schedule.

But Dan Houser has given an interview to Vulture, a website spin-off from NY magazine, in which he reveals a number of new details about the game. "I don't want devs to work 100-hour weeks, even if the end result is a game of the year".


"After working on the game for seven years, the senior writing team, which consists of four people, Mike Unsworth, Rupert Humphries, Lazlow and myself, had, as we always do, three weeks of intense work when we wrapped everything up", he said.

Rockstar titles aren't just games, they're experiences that push-and sometimes even redefine-the medium.

The comment was made in relation to 5 hours of cut content regarding a second love interest for the game's protagonist, Arthur Morgan.


"The acting for Red Dead Redemption 2's story mode is now complete, but as release day approaches, five hours of the 65-hour game are dumped", writes Vulture's Harold Goldberg. Houser revealed that the reason behind cutting these missions was that "they were never going to work technically or be quite slick enough, or they felt superfluous". This refers to an open letter from the spouses of Rockstar developers that claimed that the studio's employees were being "turned into machines as they are slowly robbed of their humanity" as a result of the working conditions.

It's not as bad as the PSA on the back of the Red Dead Redemption 2 PS4 Pro bundle, but if you're headed to the Wild West on Xbox One you're still going to need nearly 90GB to get started.

Red Dead Redemption, GTA V, and The Witcher boast 20 hour, 30 hour, and 50 hour completion times, respectively. But many will also argue that this is the point, and that there needs be an industry-wide effort to reduce the stress that developers are put under when making games.


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