2: Redemption

The paper examines how the game bridges the gap between the player and the protagonist, Arthur Morgan [12].

: Beyond lore, newspapers provide access to side missions [10] and contain cheat codes that are only unlocked as the story progresses [1, 31].

: Arthur’s personal journal serves as a secondary narrative layer, documenting his internal thoughts and sketches of the world [25]. Redemption 2

: The narrative explores themes of "murderous heroes" and "virtuous criminals," challenging players to find redemption in a world where the lines between evil and goodness are blurred [21].

: The world contains nods to Cormac McCarthy, such as a possible Blood Meridian reference [22]. The paper examines how the game bridges the

: Players are active participants rather than mere spectators [12]. The length of play and character attachment create a "safe experimental space" for experiencing empathy for characters different from the player [12].

The game’s depth is enhanced through references to broader literary and cinematic traditions. : The narrative explores themes of "murderous heroes"

: Articles in publications like the New Hanover Gazette [11] or Saint Denis Times [8] change based on player choices [10]. For example, sparing or killing witnesses in the "Who the Hell is Leviticus Cornwall" mission directly alters the subsequent news report [2, 30].