I have a long and sordid history with the GTA series, filled with laughter, tears, and the snapping of CDs. I first “acquired” the original Grand Theft Auto (in all its top down, spritely glory) from a friend at school, and then went on to “acquire” the second game. Both of these were entertaining diversions, especially for a kid whose idea of entertainment consisted of little beyond copious amounts of blood and even more copious amounts of boobies (but never blood ON boobies; that would be wrong).
But from there on things, for me at least, just went horribly wrong; GTA 3 – despite the pretty graphics and revolutionising the concept of “go anywhere, do anything” that is now the norm – was still incredibly flat and boring; Vice City, while my favourite in the franchise, did nothing but add some of the character and life that should have been in GTA 3; and lastly, of course, is the truly abysmal San Andreas, a game so bloated and convoluted that it collapsed under its own horridly boring, and utterly nonsensical, weight.
By now I imagine I’ve lost most of you; I expect angry comments and emails with headings like “OMGz MAeNz, Sna AnDRAES WUZ da ROckZ0rZ”, and indeed the majority of gamers seem to feel this way. Personally, I never really got what was so revolutionary or worthy of gamers’ undying love with the GTA series; other games, such as the Elder Scrolls series, have been doing the open world thing for quite a while, and arguably a damn sight better too, albeit with more Elves and less firearms involved.
I have to admit that I was probably the only person in the world not to greet the imminent release of GTA IV with a rapturous orgasm. In fact, I had no intention of picking up a copy for myself, and I certainly wasn’t looking forward to receiving a review version (as I had no intention of reviewing the game anyway). Everything seemed to be going along just swimmingly, but constant badgering by GTA fans and the incredibly high review scores finally managed to pique my curiosity.
So now here we are, returning from what is possibly the longest tangent I’ve ever travelled off on in one of my reviews.
The first piece of bad news for this Grand Theft Auto hater at least, is the fact that I’ve actually enjoyed my time with the game; quite a lot in fact. In GTA IV it seems that Rockstar have finally gone about addressing the problems inherent in the series, and have actually worked to fix them rather than just throwing more content at the player in an effort to distract them.
Gone is the completely unwieldy and incredibly useless combat system, replaced instead by a fairly slick cover-and-lock-on method. Gone also (mostly, at least) is the frustratingly repetitious, grinding gameplay; instant reloads of failed missions are now available, and overall the unforgiving, trial-and-error gameplay that so typifies the series seems to have been toned back remarkably.
Best of all, the game itself has been given a much tighter focus, and the story and characters in particular shine as a result. Rather than being about charisma-challenged Mafioso’s or gang-bangers, GTA IV instead focuses on the story of a Serbian immigrant who is, in a massive first for the series, actually a somewhat decent guy. He fought in the Bosnian War, and did some things both during and after which he is not proud of, but he nonetheless retains a moral compass and tries to do the right thing. True, this inevitably gets him and his cousin Roman into more trouble (with crime sprees and violence resulting), but at least his heart is usually in the right place.
Besides giving the player a somewhat likeable character for a change, it’s obvious that a great deal of effort has gone into making the supporting cast deeper and more memorable than in previous games. Over the course of GTA IV Niko will make friends with a broad range of characters, and they will actually act like they care about the player; expect phone calls giving advice, or assistance during missions, or even simply offering to go bar-hopping or have a game of pool. I find it somewhat amusing that a relatively small addition like being able to hang out with a mate does so much for the immersion-factor in this game, that it’s a wonder it took so long for them to implement it properly.
The story itself is fairly small-scale this time around and thus a great deal more realistic and enjoyable as a result. Niko is a small time criminal, and he works for other small time criminals. While you inevitably advance up the chain, the kinds of missions you get are focused more on killing lone drug dealers or stealing cars (at least at first) then they are on murdering a legion of gang members or stealing experimental jetpacks from Area 51. While realism isn’t usually something I particularly care about in a game, the fact is that the Grand Theft Auto series is at its best when it feels like a slightly warped mirror of real life, rather than as an exploration into gang-banger fantasy land. Kudos to Rockstar for creating a story and a world that finally feels real in almost every respect.
The addition of a multiplayer mode also does great things for GTA IV, especially considering that there are a great many options on offer. Game modes range from straight deathmatches in small parts of the city, through to races, VIP protection, or even just free-play through the whole city if that’s what you feel like. With up to 16 players, the multiplayer is robust enough to keep you and your friends coming back, although it’s hardly going to knock off any of the dedicated multiplayer games out there. Nonetheless it is a great feature, and a worthy new addition to the franchise.
It’s just a shame, then, that so many of the other annoying aspects of the GTA series are still present and accounted for. While the annoying micromanagement of San Andreas has been toned back (you no longer need to watch what you eat, when you exercise, what clothes you’re wearing, etc, etc), there is still an annoying amount of micromanagement when it comes to balancing your different relationships. Every time you are on a mission or out with a girlfriend or whatever, it seems that one of your other friends wants to hang out and play pool; tell them it’s a bad time and they get all snarky, causing you to lose reputation with them. This probably wouldn’t matter too much, except for the fact that keeping them happy gains you useful abilities (like Little Jacob’s mobile gun store, or the ever-amusing Brucie’s helicopter rides).
This balancing of relationships just does nothing whatsoever for the game beyond pad out its length and force the player to partake in minigames (all of which are fine, although they get old fast); finished playing a story mission and eager to see what’s next for Niko? Too bad, because Jacob what’s to hit a strip club and Roman’s feeling depressed. If this were real life, I could understand a mate getting a bit annoyed if I hadn’t spoken to him in a week or two, but these babies want your attention practically every day, and the more friends you make, the more annoying they get until just keeping everyone placated becomes a chore…and that’s not even taking into account whether you become active on the dating scene, either.
While the gunplay and close-combat have been given a major overhaul, other control problems that have plagued the series since it first went 3D still exist. Jumping still feels awkward after all this time, and will routinely lead to senseless falls because it is difficult to judge how well you will land (not to mention some rather glitchy collision detection on many of the surfaces of the game); a simple, Prince of Persia or Assassin’s Creed-esque “hesitate when you reach the edge” mechanic would have done wonders in this game.
Even just walking around can be a pain in the arse; I have regularly found myself sliding off flat rooftops or falling through surfaces for no particular reason; in fact, during an early mission in the game where you pursue someone over a rooftop, Niko actually seemed to teleport into midair during the final confrontation, and then proceeded to slide uncontrollably through the air around the outside of the building before finally falling to his death.
In another situation I found myself floating two metres above the road after getting out of a taxi, unable to get down or interact with anything until I reset the 360; even worse, I’ve encountered quite a few freezes in my short time playing the game, but at least the autosave reduces the damage somewhat. In a game as huge as this you expect the occasional bug or glitch to occur, but the alarming regularity of the ones I have experienced point toward rushed QA at the end of production. Who knows, maybe I’ve just been unlucky? At least none of the bugs have been game-breaking so far.
The visuals of GTA IV are another mixed bag, ala the rest of the series. While plenty of advanced technology has been used, and indeed the city itself and most of the animation looks quite amazing, low res textures and ugly character models still abound. Once again, I understand that in a huge game with multiple people and vehicles on screen at once, some sacrifices will have to be made, but the character models often look like slight updates of the Half-Life 1 engine! Blocky, jaggy, and pretty creepy looking, it can serve as a pretty swift kick to the immersion proverbials when your main character looks like some weird kind of Eastern European gremlin-thing half the time.
The audio, on the other hand, is almost universally terrific. The voice acting, despite no longer containing any “famous” people, really shines in this game, and contributes massively to the feel of the storyline and its characters. GTA IV also contains a massive soundtrack spread across its various radio stations (a terrific staple of the series), and there’s almost always something to listen to, whether it’s a funky track or an amusing talkback radio show. Even the simple sounds of car engines or gunfire have been executed very well, and all up I have nothing but nice things to say about the audio of this game.
Well except for one thing. Actually, this isn’t just about the audio, but rather takes in a great deal of different aspects of the game, both audio and visual. What I’m referring to here is the sense of humour, or, more specifically, just how hit and miss some of it is. Look, I’m hardly the kind of person to complain about juvenile jokes or lack of political correctness. There is a great deal of humour in this game that could be classified as mildly racist, sexist, homophobic, or just purely in bad taste; I’m absolutely fine with that, as I understand that even if I don’t like a particular joke, someone else most likely will, and it’s not as though any one particular group is singled out as the butt of the humour.
My problem is with the fact that a lot of the more juvenile jokes are built in as a part of the game world. Things like the internet dating site “love-meet”, or the café “tw@”, or just the names of certain characters; a great deal of the locations and elements of day to day life in Liberty City have rather ridiculous double entendre names, and beyond garnering a cheap chuckle when first you see them, do nothing but subtract from the realism of the game. It just strikes me as strange that after putting so much effort into immersing the player into a realistic environment, Rockstar would then go and try to ruin it for some cheap laughs.
The biggest problem with GTA IV, however, is the lack of any reason to want to explore Liberty City. Oblivion, the most recent gigantic, open-world game I think of, rewarded players that explored the huge world with quests, dungeons, out of the way villages, or merely a gorgeous vista to enjoy after conquering that mountain range; GTA IV, on the other hand, offers none of these beyond the occasional nice view.
Before everyone starts lambasting me on the differences between the games, I understand that GTA IV is not an RPG, and it’s probably unfair to expect to be able to hold a deep conversation with every random person wandering the streets of the admittedly huge city. But I just hate the fact that there is little encouragement to just wander around Liberty City; you might find a new shop, or maybe encounter a standalone mission, but these are few and far between.
Most of the time it’s just another building you can’t enter, some randomly generated traffic, and maybe a police chase to break the monotony. The fact that events such as races and other side missions are now mostly given out over the convenient phone ironically makes this worse, as there’s even less incentive to go off the beaten track and look for things to do, meaning that the city itself feels quite hollow. At least there are pigeons to kill, I suppose.
Of course, there are still plenty of things to do in the game itself that don’t involve exploration; I just question how much value a lot of them add to the experience. Having a television with fully functioning channels and programming, or access to the internet with tonnes of sites, or strip clubs and cabaret theatres are great in theory, but I’ve got to wonder why you’d want to watch TV or read websites in a game?
In the Darkness, for example, watching the telly for a few minutes with your girlfriend netted you a bit of immersion and a nice achievement, but I don’t see myself ever being in a situation where I want to watch hours of TV shows inside a videogame, rather than actually playing the game itself. It’s not that these are bad features, I just personally would sacrifice stuff like this in exchange for exploration and gameplay in the city itself.
I admit that, overall, I like this game quite a bit more than the previous games in the series, and I don’t feel embarrassed having it sitting on the shelf with the rest of the games library. GTA IV is huge and often impressive, but it still has a great many problems, not the least of which is the fact that every moment of brilliance seems to have an equal moment of great annoyance, or at least regrets for what could have been
Nonetheless, GTA IV is a decent game with quite a great storyline and cast. The graphics and gameplay can be, at times, brilliant; at other times, it can look and feel quite dated. Overall though, I can safely recommend GTA IV as a purchase, especially considering that you’ve all run out and bought it anyway. Despite being a good game, I must say that I in no way believe that it is worthy of the near-universal perfect scores it has received from the games media at large.
Each to their own, I guess.
Graphics: 7.5/10 (The city itself generally looks gorgeous, and most of the animation is top-notch, but many times the game is let down by low-res textures and poor-looking character models)
Sound: 10/10 (From the voice-acting, to the musical score, to even the basic sound effects, GTA IV is pretty much perfect.)
Gameplay: 7/10 (Combat has been improved, and is now almost at the level other third-person shooters were at four years ago. The driving engine feels more realistic, and it is definitely a pleasure to drive around most of the time. Shame that moving on foot can often be an exercise in frustration)
Longevity: 9/10 (Large amount of both storyline and side missions means that there is plenty to keep you playing this, even with the lack of real incentive to explore most of the beautifully modelled city. The addition of multiplayer is also welcome, but I doubt this is going to take over from Call of Duty 4 or Halo 3 in terms of online popularity.)
Overall: 7.5/10 (Probably the best game in the GTA series, and certainly a step in the right direction in numerous ways, GTA IV does a great many things well, particularly the story and the characterisations. But there are still numerous problems here, and the simple fact is that GTA IV is just not the mind-blowing game that many people would have you believe.)
- Tim Sweeney
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