They did it. Finally Rockstar invented a car that handles in a  way that I like to drive and doesn't totally make me feel like an  idiot. This car, of course, is a horse (of course, of course...). I'm  obviously talking about Red Dead Redemption which I'm  currently pretty much loving.
It makes me think of  riding my horse around Oblivion but with enjoyable combat  and a set of challenges and crafting opportunities that strangely  interest me, but that don't trigger an OCD behavior that Oblivion  did for me. I played that game for 100+ hours and spent 90+ hours just  harvesting stuff for the alchemy bench and transporting things from town  to town to hide in various chests and closets. Weird and creepy.
RDR  just captures (for me) the fantasy of roaming around the countryside in  a way that none of the GTA games ever really captured. GTA  IV appealed to me for the story and I quite enjoyed the mission  progression through the first 15 or so hours. But RDR  represents a place where I'll just go and hang out and relax and do  missions if I please.
Are there problems? Yep. There  are a number of rather jarring user experience issues I have with the  game. And while they're mostly niggling in nature, they really do break  me out of the relaxing and immersive experience I'm normally having.
- Sometimes  (but not predictably so) when I exit a cut-scene my character decides  to equip the revolver instead of the item I was previously equipped  with. I've shot dead a number of poor bandits that I've meant to lasso  instead, which is pretty darn frustrating. 
 
- Buggy quests. Well,  at least they seem buggy because I can't figure out why I failed them.  I'm just mosying along, thinking I'm on track and then I get a red  "quest failed" notification. This has mostly happened on random/emergent  quests and Stranger quests, which makes it extra frustrating because  you can't repeat those quests.
 
- Frustrating weapon select model. I  really only switch between a couple of weapons. Mostly it's between my  Rifle and Lasso. Some encounters require use of more close-quarters  guns, but most don't. I've been killed -- or let the target get away --  so many times when I fiddle around with the radial menu, wondering  whether the weapon I selected has been equipped or not and wondering  which weapon I have currently equipped. There are really a bunch of  problems at work here: (a) can't tell what weapon is currently equipped  when the weapon is NOT drawn; (b) hard to tell what weapon is equipped  when there is a weapon in hand -- not big enough exaggeration in  pose/animation/weapon model; (c) the selection wheel is too complex and  doesn't have a satisfying "confirm" reinforcement sound and visual; (d)  the selection wheel is too large - which makes my eye have to wander all  over the screen while I'm getting shot at and losing sight of the  enemy; and (d) there's no option to pause the game while switching  weapon (a la Bioshock or DAO/ME2). 
 
- Change  of weapon aim model 1/3rd way through the game. Dead eye starts out as  an easy to use "paint" system (paint reticle across targets and  highlight them to put them in a shooting queue). Then I arrive in Mexico  and have to use a new "press RB to paint the target" aiming system. Is  this cool as an option? Yep. But why require this for someone like me  who starts on Default (normal) difficulty and is doing fine, thank you  very much. I couldn't see a "revert to previous aiming model" option, so  I tried the Casual aiming mode even though I feared it would make  combat completely boring. Nope. No luck there either. I just lost a very  cool feature that (to me) is something that could have been taught, but  reserved for players who wanted to use an Expert aiming system. 
 
- Too  easy to get on NPC hate lists. I don't mean to grab the wrong horse  (and quickly learned never to mount a horse that I hadn't whistled for).  I don't mean to knock you over when I walk by you. Yet this happens  constantly and is annoying because I end up in fights that I just don't  want to be in.
 
 But enough about 
RDR. I'm  going to still play a bunch more of it before migrating on to the newly  arrived 
Super Mario Galaxy 2.
On to  
Facebook  game portals. I talked about the 
Konami experiment a while  back: 
http://jackalshorns.blogspot.com/2009/08/day-27-konami-play.html
Sadly,  the two most recent portals I've checked out suffer from similar  issues:
GameHouse  
- No effort is made to drive users into the “best” (i.e., most approachable, interesting, addictive, and fun) games. The user is left to choose from a multitude of options.
 
- The home landing page feels cluttered.
 
- The games mostly appeal to hard core gamers who like to also play casual games. For instance, I played the enviro-tower defense game (Bio Bots) offered on “easiest” (grass map) and had my ass pretty much handed to me.
 
- They don’t handle “stranger danger” gracefully. All I see are faceless profile pictures. On the plus side, the Real Games portal does try to contextualize strangers by providing flags to indicate nationality.
They have to deal with split communities (mocha, game house, and Facebook leaderboards are all separated).  
MindJolt
- The landing page is cluttered and doesn't drive players into top  rated content. It's too easy to get dropped into a lousy game.
 
- There are lots of categories of games -- and most regular casual  game players can sort themselves into the relevant categories -- but the  link to the game category view of the game is hard to find amidst the  clutter.
 
- Unlike GameHouse, the leader boards don't actively divide  the community, which is nice (you can filter by "friends" or "world").  
 
I'm also reminded by how much cooler these portals are once  they start becoming popular amongst your own social graph. I love seeing  updates in my feed when someone beats my score -- and I'm much more  likely to try a new game if I see that a friend is playing it and likes  it enough to post a feed update.