Game is getting some ridiculous scores...here are new once...
http://www.neogaf.com/forum/showthread.php?t=395097&page=81
Official PlayStation Magazine (US) 10/10
Official Xbox Magazine 10/10
PSM 10/10
Also some Spanish review also leaked giving it 98/100,highest score of magazines history
Dont know if this has been posted but anyway...
http://www.ausgamers.com/features/read/2893081
Technology
While GTA IV was hailed as a crowning achievement in technology for the open-world genre with its expansive and detailed world, physics system and Euphoria, the game engine Rockstar North used was actually developed by Rockstar San Diego. The RAGE engine was originally built for Red Dead Redemption (and was shown off in tech-demo form at E3 in 2005), but has since found itself as the company's staple development architecture; evolving as needed to cater for anything being built within the collective Rockstar studios' walls. What this means, however, is that while the engine is available to everyone within Rockstar, the team who know it best are clearly the guys who built it.
And all the while it was being tweaked and moulded to bring us GTA IV, San Diego were in development with Red Dead Redemption; learning from mistakes or shortcomings essentially tested with GTA IV. This shows in the final result; the game is very, very quick to load (so no annoying GTA IV pre-load art screens), and the game-world seamlessly renders in incredible scope. The only time you're really facing any lengthy loads is if you fast travel to different areas, otherwise it's all-immersive, never once pulling you out of suspended disbelief and your overall experience.
The incredible thing about this streaming world is just how unbelievable the draw-distance is. I'm reminded of the likes of Oblivion, Fallout 3 or even the recently released Just Cause 2 - all showcasing massive landscapes as far as the eye can see. But Red Dead draws so much more detail out of this scope, and the game-world is much more engaging as a result. The build I was playing only suffered minor moments of pop-up, and I never noticed a single hitch in frame-rate. There's also an incredible level of real-world detail - something I touched on in part 1 of my hands-on. Essentially there are never two areas of the landscape repeated twice. Texturing is insanely detailed with smooth load-ins that barely catch your eye, this helps in a gameplay facet too. One of Red Dead's optional side-quests involves finding treasure, the only thing is, the maps designed for this purpose are usually very vague, often only representing locations via crudely drawn landmarks. The idea then is to match up these amateurishly-drawn maps with the real-world. The first one I attempted was reasonably easy, but the second had me utterly baffled. I can see this quest seriously pushing the cerebral envelope for a lot of players.