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Tested: Grand Theft Auto IV

Grand Theft Auto IV is a great game, no question. Unfortunately, it’s not as great as Grand Theft Auto: San Andreas.

Reviews hailed Rockstar’s latest installment as revolutionary and more or less bought Rockstar’s own talking point about it – that it was as much a step as from GTA 2 to GTA 3. This is simply not true.

It took about 10 hours to really get into IV, and at that time (around about when I posted this first thing ) it was really blowing my mind. But my continued efforts saw diminishing returns. With a nod to Game Intestine

GTAgraph-1

But, before that. Let me digress.

History

Let me crow mildly about the benefit of having foolhardily marathonned through the bulk of the GTAs . While we didn’t come close to finishing any of the games, I have finished them before (GTA 3, Vice City and San Andreas anyway), and the marathon freshened my memory of each chapter.

GTA 3 was the move to 3 dimensions, to a full narrative complete with cutscenes, and to a scope as yet unseen in the franchise or elsewhere. Since there were so many things you could do, the freedom that had lain dormant in the previous two games was finally unlocked.

Vice City and San Andreas fleshed out characterizations, both of the protagonists and of the cities that are the true lead characters of these games. But San Andreas is to me the peak achievement in the series. Where Tommy Vercetti is a cruel sociopath, Carl Johnson is a sympathetic, well-rounded character, thrust into crime unwillingly from the first cutscene. And San Andreas the state is three masterful parody cities, surrounded by lushly rednecked countryside – a free-roaming paradise perhaps only rivaled by Oblivion’s Tamriel. Or Morrowind’s Whatever-It-Was. Of the GTA settings, San Andreas is the largest, most diverse, and most impressive.

On What is New in GTA IV

What, exactly, does GTA IV add? Nothing revolutionary, rather incremental improvements in various areas. One of Rockstar’s catchwords for this iteration is of course detail, and you do see it everywhere. The drive to realism is stronger than in previous games, empowered by the current-gen hardware, mostly manifested in the realistic physics, but the realism of character is presaged by San Andreas’ CJ. The presence of huge reams of parodic content on television and on the internet feels new, but is generally an extension of the parody featured since GTA 3 on the radio, so again, nothing new. The combat system is improved by the addition of cover, which adds to the realism (if that’s the right word for assault rifle shootouts in the heart of NYC).

libertycity
Liberty City: an impressive achievement in games realism

The phone interface is new too, but you’ve probably read enough about that elsewhere.

The ‘friends’ system is an expansion of the dating minigame from San Andreas. The intent must be to add realism to the game’s simulation; I’m not sure it’s a success. It fails because there is no interactivity to the friendships. Having friends isn’t about unlocking some bonus. It isn’t about throwing darts or getting drunk, it’s about the conversations you have while doing so. With no way to actively partake in those conversations, Niko becomes nothing more than a sounding board and chauffeur, and the player becomes bored. The activities themselves become dull after the second time or so – no, Roman, I don’t want to get drunk again. Stop calling me.

One new thing is the addition of branching storylines. At certain moments, Niko may choose whether to kill someone or let them live; the story will branch accordingly. We should welcome any steps toward non-linear storytelling, but this is more like My First Branching Narrative – while the choices Niko must make are more interesting than the good-bad bifurcations of Bioware games, the results of the choices are at times minimal changes, at other times a little too arbitrary and frankly similar in terms of gameplay. You’ll see what I’m talking about, maybe, if you go back and replay. Especially the ending.

niko
Niko, likable guy (mostly)

Rockstar has moved away from the outlandish satire of earlier games and toward a more somber tone, at least where the main story is concerned. You will have your laughs, but the game is definitely trying to make you sad, vengeful, and even reflective. I think the shift in tone was a good idea, but it falls short in many areas. Niko as a character is generally likeable and devoted to his friends, until he suddenly explodes in self-destructive rage. It conveniently results in the classic Rockstar first-act exile to a newly unlocked area, but it also weakens the characterization no small amount.

Rockstar felt a little unsure of themselves in another area as well. You wind up doing missions for New Jersey mobsters who operate out of a strip club. But they stop short of outright Sopranos references, perhaps fearing it might mess up the somber tone thing they were going for. The net result is you see the similarity and find GTA wanting. The second half of the game is dominated by these guys, some Italian New York mobsters and the drunken, emotional Irish family of thieves, none of whom feel like more than pale shadows of greater characters in films and TV shows past. In other words, clichés.

philbell
A nondescript Jersey gangster

There’s also, you know, multiplayer. I’m not the man to ask about this; I tried it a handful of times and wasn’t thrilled. The co-op type missions were buggy and confusing, the free-roaming was okay. What I really wanted was a Crackdown-esque “drop into a friend’s game and play the missions or just tool around” option. But I suppose what we got was certainly better than the weak-sauce multiplayer in San Andreas.

On What Is Missing

Many gameplay elements that were gradually added to the formula in Vice City and San Andreas have been removed from this outing. Gone are the role-playing elements like leveling up skills. Gone also are the management-game aspects like buying real estate, businesses and controlling territory. This leaves Niko with a ballooning sack of cash and naught to spend it on but guns, burgers and hookers. Some GTA3 standbys like the outrage-magnet ‘rampages’ are gone too, although those might have been dropped in San Andreas for all my forgetful brain knows. Given the detail of Liberty City, it’s a damn shame San Andreas’ camera and associated photo collection quest have been scaled down to a camera phone that doesn’t save pictures.

The significance of the smaller map should be further considered. As I mentioned before, the settings of these games are their true main characters. The games are about freedom, really; since the beginning the series’ maps have expanded outward like the historic American frontier. The smaller map is like a resignation that you can no longer go west and find freedom – you’re stuck in the relatively constrained, relatively homogenous, more realistic but less fun Liberty City. It could just be me: I favour exploration over most any other form of gameplay. But I miss the hoods, jet packs and rolling hills of San Andreas, high resolution textures be damned.

comparSanAndreasLC2
World maps of San Andreas and IV, scale comparison (source)

On What Is the Same

Short answer: everything else. The shooting and/or driving gameplay, while tweaked, is fundamentally the same, and the general flow of the game is identical to previous outings. There is a strong contrast between mission and non-mission: the missions are quite specific about what they need you to do and are linear as a rule; your non-mission time unstructured, exploratory and is where the magic tends to happen.

gta
a world worth exploring randomly

My enthusiasm for the missions waned as the game went on. The bank heist mission is great but in retrospect, too much too soon, as following missions all start to blend in to each other. It’s

  • drive to point A to meet mission-dispensing character A
  • watch cutscene
  • drive character A to point B
  • fetch object and/or car, kill someone, chase someone, or get chased
  • drive character A back to point A

There’s no ‘trip skip’ this time. If you fail the mission, you repeat all the steps except the first one. Unfortunately, since the driving parts of missions are subject to the whims of fate (you know, you miss the turnoff, or crash into a bus, and your target gets away), and the shooting parts are characterized by difficulty based not on enemy AI but on surprise enemy positions (you go through the door or move up the staircase and five mobsters are firing shotguns at you – FAIL), you will repeat missions frequently. The repetition adds to the repetition already built into the missions, i.e. driving out to get the mission in the first place, driving the guy home. It basically becomes a pain in the ass. Taking cabs instead can help since you can skip the cab trips, but you never know when the mission will involve chasing someone and if you don’t bring a tight ride, you may only be able to grab a clunker when the time comes and thereby increase your odds of having to replay the whole damn thing.

An improvement would be to simply call your boss of the moment and have him assign the mission over the phone, as the phone interface basically obviates the Rockstar trope of driving to a letter on the map indicating where you get missions.

In Summary…

gta%20graph%202

If I was handing out stars here I’d still give this game four. Who’s kidding who – it may not reach Sopranos-level drama and the missions can get repetitive, but it’s still heads above 90% of the games that will be released this year. That said, this is just wrong. IGN in their Metal Gear Solid 4 review asks, “Is it possible to give a game an 11? If so, this would be the game that would merit that score,” thereby revealing mainstream games journalism as a Spinal Tap-esque parody of itself, clouding the relative value of games in a haze of 10s. We should consider GTA IV relative to the other GTA games, and in that context the game is no revolution but an evolution, and perhaps a mild devolution from the scale, diversity and freedom of San Andreas.

posted by D,

Jun 14, 2008.

GTA IV Beats Halo 3 Sales Record!

Dammit! That’s okay I guess, yay for games making a huge assload of cash. $500 million in the first week and 3.2 million copies sold on the first day. Awesome for Take-Two and the industry in general, but what will the numbers look like next month? Word of mouth on GTA IV has been nothing but fantastic and it’s the game of the summer in many ways, but we’ll see if that translates to even more super buckets of dollars. It would be nice. I want games to sell gazillions of copies so that we can have more games as good as GTA IV as the norm and not the record breaking every once in a whiles they have been in the past.

Congratulations Take-Two Interactive!

posted by Nadine,

May 08, 2008.

The First GTA IV Moments

Nico is a lot more appealing than I thought. In the trailers, you get the line “I killed people, I sold people” without any of the remorse that becomes apparent in the game itself.

But let’s begin with the world. I began by watching TV, and was reminded of a long-held opinion that the GTA games are best understood as comedy – satire, to be precise. And they are very good at it, their thoroughness more than compensating for their lack of subtlety. Work has led me to experience more than I would like of poorly-produced programs that worship rich people, and the GTA TV programming lampooned them right away. Rockstar should do a TV series for real.

The thoroughness: you know as you see ads for fake products on TV that you will see billboards for them elsewhere; that millionaire TMT will show up as a character later in the game. And you can’t help but marvel at the radio tracklisting. I don’t even know what to say about it.

I must confess that I got a little too taken up in the missions at first. I think Nadine was a little frustrated in San Andreas at the nature of some of the missions: go here, do this, and this exactly. The contrast to the absolute freedom you get by roaming around the world couldn’t be more stark. But I was obsessed with getting ahead and unlocking things. I’d like some threads that don’t make me look like a stereotyped Serbian immigrant. The world at first, despite the size of Broker & Dukes, feels constrained.

All the better to appreciate its breadth later, of course. I had a moment, one of those magic GTA moments, as I strode out on a rooftop and looked out across the river at the evening lights of Algonquin. I wanted to buy every Rockstar employee a beer. How it must feel, building something that enormous, detailed, beautiful.

Detail is the name of the game in this one, of course, and not in some nerd-compulsive HD-fetishistic way. It directly adds to the power of those GTA moments. This happened on a mission: I am told to go to a subway platform and kill a man. When I get there, his underling engages me and he flees. I run after him down to the street. He gets into his car. I shoot but my bullets plow into the door of the car, leaving individual bullet holes. He’s pulling away… I know if he gets free it will be a car chase across the city. I fire again, pushing up on the stick to get his head. It works; he slumps on the wheel and the horn sounds continuously.

“Will GTA IV keep the Iron Man audience at home?” Hell yeah, I’d say so.

D.J. Brotherson from Winnipeg, Canada, said he enjoyed the game so much, he wanted to skip work and keep playing all night, saying it was unlike any game he had ever played.

“The story line is very well-written,” he said, adding that the game “plays like an interactive Martin Scorsese movie.”

I couldn’t agree more, Brotherson.

posted by D,

May 01, 2008.

GTA IV and the Exclusive Review

Here’s Variety on the problems associated with exclusive reviews, in the context of the IGN GTA IV that went up a few days ago and gave the game a 10 out of 10. Ben Fritz brings up the Game Informer Mass Effect 9.75 review that was also an exclusive (and mentioned some massive flaws).

A comment on the piece has some details about how this sort of thing works:

With the release of GTA Vice City, the rules where simple: Take 2 permitted you to publish a review BEFORE the game was released if you gave it 95% or more. You sign that document, you got playable code. All the others got their first playable code in the form of a retail version, at the day of release. By then, the press already had tons of 95+ releases, and no-one dared to oppose these reviews, in fear of getting butchered by GTA fanboys.

Depressing, really. Me? I’m cynical like a truckload of dadaists, so 10/10 from IGN means very little. Any > 9 review of a triple-A game on a big site doesn’t mean too much. Not that I think GTA IV will suck; I’m preparing to devote many hours of my life to it. But still, 10/10 implies no past or future game can rival its greatness, which seems a little over the top.

posted by D,

Apr 28, 2008.

Robot Sounds 16

All Grand Theft Auto, all the gol-durned time! Join Mags, Nadine and D for this GTA-themed show, in which we reminisce about hookers we have loved and shot, and so forth.

Things we mention in the show: Dan Houser interview. The work on mastery vs. exploration I was thinking of may have been from Only a Game, but I’m unable now to find a specific article. However, there are many great articles on that site on that topic (not necessarily using those terms, however). This may be an interesting starting point.

Angry Robot Sounds 16

Subscribe in iTunes

posted by D,

Apr 24, 2008.

Ye Olde School

Well, the fine folks here at Angry Robot may well be insane. This week, and I can not remember who’s brilliant plan it was (not mine), we decided to play through all of the Grand Theft Auto Games as a lead up to the release of Grand Theft Auto IV. I don’t want to go into details because we will go into details about it later in the fashion of the Halo Marathon.

Clearly we are suckers for punishment.

Strangely enough, I am not sick of them. In fact, this has only reminded me of how much I love the games and has made me want to run home and play them… right now! I love San Andreas… I Love BMXing, I Love hanging with my homies (regardless of the fact that if I used that term out side of the digital-world I would have my skinny ass handed to me on a silver platter), I love Cruising the San Andreas countryside on a motorbike, I love flying planes and crashing trains…

I don’t like the dating mini-games… but whatever.

To those who believe that these games instill violence I scoff at you and highly recommend that you go back under your rock and rot and not buy the games for your kids instead of bitching about it and making your kids want to play it more by reminding them of it’s taboo. When I play the GTA (NAMBLA) games I come off more mellow than I could ever wish for. It’s like a cool beer after a long hot day… complete and utter satisfaction.

Don’t Harsh my mellow… or my Mane…

posted by Toku,

Apr 21, 2008.

For Adults Only - Sexy Adults

“Adults Only” is the NC-17 of the games industry, the label slapped on explicit material that dooms it to obscurity through lack of distribution. It’s what Grand Theft Auto: San Andreas got knocked with when the Hot Coffee code was discovered. Well, as parenting website What They Play discovers, only 23 games have ever received the rating – out of 15,000 reviewed by the ESRB. They go on to ‘collect’ ‘information’ about the games, as it’s all in the name of scientific research after all, and totally not titillating linkbait or anything.

So what gets a game an AO rating?

  • sex
  • sex
  • sex
  • sex
  • sex
  • murdering amputees

Seriously, what does a violent game have to do to get banned around here? Yes, the last bullet point refers to the infamous Thrill Kill – actually never released – and other than that, all the other games are AO because of sexual content. In fact, several of them aren’t even games – for some reason, a handful of DVDs got the rating as well. Oh, and GTA is the only console game on the list other than Indigo Prophecy, but for the director’s cut, which was only released in North America as a download.

I think it would be wrong if I didn’t close with some Thrill Kill footage. Y’know, for research purposes.

posted by D,

Apr 14, 2008.

Brazil Bans Bully!

We were just talking about this type of thing in Robot Sounds 14. Always with the banning, always with the restrictions. You can have mega super violent movies on dvd and in theatres but you can’t have video games with pixelated, simulated violence.

It’s so weird that one person (Judge Flavio Rabello) can make such a huge decision for so many people. That just seems wrong somehow…

Tsk tsk, Brazil.

posted by Nadine,

Apr 11, 2008.