Red Dead Redemption 2 is basically the pinnacle of gaming. Oka🍌y, maybe not, but it has enjoyed immense success since its release back in October. It has received endless acclaim from professional critics a🍷nd sold tens of millions of copies in just a few short days. It's clear that people are greatly enjoying their time with the game.

But despite the acclaim, the game isn't perfect.

Perhaps the most lauded aspect of the game is its story (aside from maybe the graphics). It's a beautiful and heartbreaking tale about personal redemption, the end of the outlaw, and the changing American landscape of the late 19th century. At the heart of the story is Arthur Morgan, a violent man who eventually finds redemption (hence the title). It's a fascinating story on its own, but it also serves as a prequel to the original game. Therefore, it needed to both tell a good story on its own and bridge the gap between 1899 and the events of Red Dead Redemption. And sometimes it stumbles on both accounts.

The game's internal logic also has the tendency to not make a whole lot of sense. Granted, many of these logical inconsistencies and flaws are waved away at the behest of gameplay, and we can understand that. While the ga🀅me certainly is immersive, you don't want it to be TOO immersive. When that happens, you risk losing the audience. With that said, it's still fun to ponder the total lack of sense that this game's universe makes.

25 Plot Hole: Arthur's Incredible Luck On Gu൲arma

Arthur Morgan is an incredibly lucky man (you know, aside from contracting tuberculosis). After t꧋he ship bound for Cuba sinks in the middle of the ocean, Arthur miraculously washes up on the shores of Guarma, which is basically a miracle in itself.

But then the divine intervention goes one step further and he just so hap💟pens to meet up with Dutch and the rest of the gang, who were conveniently chilling out nearby. This isn't really a plot hole, but it's still a highly suspicious plot contrivance that reeks of writer intervention rather than natuꦺral storytelling.

24 Plot Hole: How Did The Pinkertons Not Find Sadie's Letter? 🃏

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After returning from Guarma, Arthur finds a letter written by Sadie guiding them t⭕o their new hideout. The only thing is,ꦫ the Pinkertons have been scouring the area for a while. You're telling us that NONE of the agents found that letter? The letter that was practically sitting next to the front door?

You could argue that they were waiting for Dutch to return before attacking the new hideout, but that's just more speculation. We later learn that Mღicah revealed their new location to the Pinkerton agents, and there's nothing to indicate that they already knew about it from the letter.

23 ꦗ Doesn't Make Sense: Arthur As A Villain

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When Arthur is diagnosed with tuberculosis, one of two things can happen – either he wanders the street in a glow and sees a deer, or he wanders in a gray haze and sees a wolf. It makes sense for this to happen at this point in the story, because Arthur is a bad person and has done bad things. But by the end of the game, Arthur is repentant and has numerous discus🔯sions about the possibility of a bad man finding redemption. The story desperately wants us to take the path of honor, and it's totally jarring if you continue to be villainous. This is the Niko Bellic morality problem all over again.

22 ಞ Plot Hol﷽e: Arthur Never Infects Anyone

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And speaking of tuberculosis, how is it that Arthur didn't infect a single person? TB is a very contagious disease that spreads when an infected person coughs or sneezes, and only a 🔯few droplets of spit are required for infection. And, in case you weren't paying attention, Arthur is hacking all over the place by the end of the story. Yet no one became sick. The epilogue catches us up on various characters' fates, and not a single one of them has passed from tuberculosis. It's possible that the disease is latent in some of them, but that's just speculation. It's a miracle that no one became infected after Arthur coughed all over the camp!

21 Doesn't Makღe Sense: Molly Claiming To Rat Out The Gang

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By Chapter 6, everyone's nerves are fried, drink is flowing, and Dutch has a particularly itchy trigger finger. Enter Molly O'Shea, whoཧ tells Dutch that she has been working with the Pinkertons. But...why?﷽ We later find out that Micah is the rat, not Molly, so this "plot twist" is rendered moot.

It's possible that she just wanted attention from Dutch, but she knows that he is dangerous and that rev𒈔ealing such information is bound to end badly for her. She wasn't in her right mind, but she's not stupid. While this was a devastating scene, it doesn't make a whole lot of sense in hindsight.

20 ಞ Plot Hole: Why Couldn't The Gang Just Pay Off Their Bounty In Blackwater? 🌳

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Throughout the game, it's established that the gang can never go back to Blackwater due to their notoriety and the insane prices on their heads. So, why couldn't they just pay off the bounty and walk back in? It seems that everything has a price in this game, including morality. You can wipe out an entire city, pay some money, and walk right back in like nothing ever happened. Well, that's just wha﷽t the Van der Linde gang did in Blackwater, yet apparently, their crimes were so foul that they went beyond bountie൩s. Why is destroying Blackwater so much worse than destroying Saint Denis?

19 Plot Hole: Why Doesn't Dꦓutch Send One Of The Ladieওs To Blackwater?

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Due to the infamous ferry robbery, no one from the Van der Linde gang is allowed to♛ step foot in Blackwater. However, no one there should know about the women. It's established that the ladies of the Van der Linde gang do not partake in the heists, and therefore, the law should not know of their identities. And even if they know their names, they wouldn't know their faces.

So w⛎hy doesn't Dutch just send one of the ladies to fetch the stash of money? After all, Grimshaw is one of the most respected and loyal members of the gang, and it's clear by th♕e end of the game that she has the gang's best interests at heart. She would gladly travel to Blackwater and would never think of taking the money for herself.

18 Doesn't Make Sense: Covering Y🔯our Face

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The world of Red Dead Redemption 2 is filled with some omnipotent people. In order to get away with robbing establishments and causing mayhem, Arthur must wear his bandanna (or any other face-covering tool). Only, this bandanna doesn't do squat. Despite no one knowing who you🅺 are and not🔜 seeing your face, "Arthur Morgan" will become wanted if you hang around long enough or commit enough crimes.

Now, hoℱw does the law know that it's Arthur Morgan underneath that hood? And no, it's not becܫause he's wearing the same outfit and riding the same horse, because that has been numerous times.

17 🅺 Plot Hole: Why Didn't🔴 Ross And Milton Just Follow Arthur Back To Camp?

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In one of the early missions of Red Dead Redemption 2, Arthur takes Jack fishing because John is an absentee father and wants nothing to do with his son. This being a Rockstar game, things inevitably go wrong. Agents Ross and Milton show up to offer Arthur amnesty in exchange for Dutch. Of course, Arthur refuses, but it begs the question – why didn't they just follow him back to♒ camp? It's, like, a two-minute ride away. Or better yet, why approach Arthur at all? Why not just observe him from a distance and fo💞llow him back to camp? They're just delaying the inevitable for no reason.

16 Plot Hole🎐: Why Didn't The Gang Just Eliminate Ross And Milton🍌?

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The gang has ample opportunities to eliminate both Ross and Milton, yet they never do it. Arthur has th🦄e chance to do it while he's fishing with Jack, but we can understand not wanting to subject the child to violence. However, both agents later show up, completely unprotected, to the Van der Linde camp in order to negotiate a truce.

Why didn't the gang just eliminate both ꧒men then and there? Why even bother having the discussion in the first place? Sure, it wouldn't have solved their problems, but it certainly would have given them enough time to get out of dodge.