The co-studio head and art director Rob Nelson spoke about some rather interesting topics, naturally related to Red Dead Redemption 2, with the French portal JeuxActu.
In particular, we talked about the interior and the increase in interactions that can be performed in the new chapter of the series compared to the original for PS3 and Xbox 360.
“For Red Dead Redemption 2, we tried to do more with the interior, now you can get into a house, open the drawers, take the jewels in the drawers, little things in even smaller things, so the world is the most deep and credible as possible, “explained Nelson.
“From big chests to small wallets in people’s jackets, you can steal anything, without even knowing what you’re about to encounter.”
The idea was “to create a consistent world in which it was possible to jump and cling to a speeding train, get into a carriage, find a bag, open it and take its contents, get out of the train without getting caught.”
All this perhaps would not have been possible if, as initially feared, Rockstar Games had opted for procedural creation.
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Source: WCCFTech



