Polygon.com has published a piece arguing that Red Dead Redemption 2 is a terrible game, eight years after its launch. The writer says they were bored out of their skull within a few hours, even while calling it one of the most detailed games they had ever played.
Eight Years After Launch
The piece is framed as a late admission, not a fresh review, and that timing does the work. Red Dead Redemption 2 launched as a console exclusive, and the writer says they were given the day off when it arrived. Eight years later, the same game is being judged less on technical ambition than on whether that ambition made it enjoyable to play.
The writer’s own language draws the line sharply: Red Dead Redemption 2 is described as highly detailed and technically impressive, but also as something that stopped being fun within a few hours. That split is the whole argument. The game can be rich in simulation and still fail the writer’s basic test for playability.
178 Animals, One Drawer
One example is the claim that Red Dead Redemption 2 has 178 different kinds of animals. Another is looting, where the player can search through every individual drawer. Those details are presented as proof of how much work went into the world, but they also point to the writer’s complaint that realism slows the game down instead of making it more rewarding.
Horse riding gets the same treatment. Sharp turns, narrow paths, and mounted combat are described as frustrating, which turns a core travel system into part of the problem. For a reader deciding whether the game’s detail is a selling point or a drag, that is the practical divide: the mechanics the game uses to feel alive are the same ones the writer says made it cumbersome.
PC And GTA 6
The writer says they have not revisited Red Dead Redemption 2 on PC, which leaves this as a judgment about the version they originally played rather than a full revisit across platforms. They also bring up GTA 5 as one of their all-time favorites, then note that GTA 6 is coming before the end of the year.
That comparison keeps the piece from reading like a random score-settling exercise. It is a reminder that a long, heavily detailed game can still lose a player early if the pace feels punitive, and the writer is not trying to soften that view. The final position is blunt: the game can be a technical benchmark and still fail the fun test.







