Of tangential benefit to this is the increased sense of physicality – car impacts feel really weighty, be it with another vehicle or a pedestrian’s head, and combat has real heft too, both armed and unarmed. The new Rainbow Six: Vegas-style cover system is certainly an improvement over predecessors, but lacks that game’s level of refinement, occasionally clunking as you stick to the wrong walls. Enemies rarely attempt to flank you at all, unless scripted to do so – nonetheless, your fragility under fire means positioning is important, and gunfights are now methodical, tense affairs in which you creep from cover to cover, picking off the threats with careful headshots, breaking the enemy’s suppressing fire with a well-placed grenade. It’s a shame, however, that Niko’s climbing ability isn’t used more in the missions to extend the number of approaches to a particular objective.
In fact, the one area where Rockstar has done little to radicalize or evolve is in the mission structure. With the exception that you can now instantly restart a mission from the place where you picked it up, this is dirty business as usual. Some novel objectives and minor, but nonetheless satisfying, puzzles smatter the welcome familiarity of assassinations, chases, hold-ups and deliveries. For the larger part, GTA IV goes back to basics, avoiding the overcomplicated multi-part missions of San Andreas, but there still remain a small few of those hallmark GTA design decisions which have you filling the air with profanities – tricky, lengthy missions with a compulsory drive from one island to another before things kick off, often crossing Liberty CIty’s narrow, busy bridges, through toll gates and sluggish traffic.
If these slightly punitive distances can be excused as a quirk of the series, there are other things that occasionally jar. Certain missions require you to chase and eliminate enemies, but you begin to suspect after unloading clip upon clip of bullets into a motorcyclist’s skull that he is in fact invincible, conducting you through a near-invisibly scripted chase sequence before you’re allowed to kill him. The invulnerability, and subsequent abrupt lack of it, is never signposted and feels like a low blow. But this is just a misstep in the vastness of GTA IV.
Closely inspecting Rockstar’s sprawling creation inevitably throws up minor flaws. Very occasionally, making a phone call renders you unable to run or enter vehicles – an unfortunate circumstance to be in when under heavy fire from the local constabulary. Sometimes, your car will mysteriously evaporate following a cutscene or a restart. And an odd bug in our review code caused traffic in the narrow dual carriageways to veer into one another in a madly synchronized suicidal swerve. In other words, GTA IV isn’t without blemishes but, like the texture pop-in and other slight imperfections, they look insignificant in the context of the game’s insane scale. GTA IV’s ambition dictates that it could never have been without flaw – and, at the same time, that such flaws are instantly diminished.
moscalloutThere are few other games so constantly engaging or entertaining/moscalloutSomething that may be more divisive is the driving model – in contrast to the added grit in nearly every other area of the game, these are the splashiest, most cartoonish vehicles of a GTA game yet, with over excitable suspension, reluctant cornering and a tendency to flip end over end if you tap a kerb at any speed. If you come to the game fresh from the streets of Burnout Paradise you can be forgiven for being frustrated – but the car handling becomes a blast once mastered, making the fraught chases a matter of control rather than speed. Rockstar has gone for The Blues Brothers over The Fast and the Furious and, after a few inadvertent doughnuts, it’s a decision you come to admire.
Also contributing to the pleasure of police pursuit is the new Wanted system. A cone on your mini-map now determines an area of alertness that you must escape. Cops appear on your radar, weaving their way towards the center – since being spotted by them re-centers the cone on you, evasion becomes a little like a game of Pac-Man, forcing the player to dart down back alleys in order to shake the heat.
GTA IV undoubtedly represents a progression for the series in just about every way – some achievement coming off the back of something as ambitious as San Andreas. In some ways it simply furthers the formula, but by drawing a world of unmatched depth and interest, it has managed to transcend the clichés of the genre Rockstar first created. But while it’s bold enough to move away from the shallow thrills of ever bigger explosions, it elects not to radically rethink some of the more masochistic elements of its predecessors, leaves some edges a little rough, and surprises you with the occasional cheap trick.
Ultimately, these things matter little, not simply because the amount of content is so staggeringly diverse that occasional failures can be immediately forgiven, but because its cast of brilliantly drawn characters lure you into a greater engagement than ever before. The fundamental template is the same as before, and some of the nuts and bolts feel a little loose, but it’s not only what you do in this world, it’s also how it makes you feel. There are few other games so constantly engaging or entertaining, and it may be a painfully long time before anything else matches up to its breadth of vision.
Verdict: 10/10
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This was my first Grand Theft Auto game, so after all the hype about this one I felt I had to get it when I saw it for $15 at Blockbuster a few months ago. Despite my strict coda of never selling games or consoles, for anxiety that my future self might someday want to come back and play them again, I still want my money back.
For starters, the controls are wonky and often unpredictable, and it's like they do as much as they can to inconvenience you at every step -- you have to mash a button to run, so you can't look anywhere but straight; cars control terribly, no matter how much you're used to the game that you've convinced yourself they really don't, and the vehicle management system runs into the annoying dilemma that it's only close to being fun (or tolerable) to drive the best ones, yet they're so rare that it'll take a while to find one usable for that high-speed chase you're currently trying out, and even then they disappear once you've started the mission; shooting from a vehicle seems to do fuck all, but it skews the camera angle so you can't see where you're going; obnoxious lack of checkpoints; token bad camera; and any and all work that you put toward building an inventory of weapons is undone instantly if you get arrested or killed -- you can reload, of course, but on consoles this takes forever. I've installed games on my PS3 faster than it takes to load GTA4.
Even worse, if you die during a mission, you'll respawn at the beginning of the mission, minus any ammo you spent during the last time you tried the mission. So you're expected to do the same thing, but with less than you had before. Then less again. And again. And it takes forever to do anything in this game, so it's quicker to just reload every time you fail than it would be to find an ammo shop and buy it again. Not that that's even remotely quick, since after the immensely long load time you spawn at your safehouse, which is never anywhere near the objective you're trying. And either way you still have to find that elusive playable car to even stand a chance.
It's just so muddled with boringness and inconvenience that really the only plausible way of playing this game is not as a single-player experience to go through, like a normal video game, but to do what any sane person does in all GTAs -- spawn tanks with cheat codes and blow the world to bits. I didn't end up doing this, so it may or may not even be fun, I don't know, but that's what everyone I've talked to about this series has done. I'm pretty sure the only reason this game was received so well is that now you can do that in multiplayer online (and the free play mode with friends is the only online mode worth trying, as the auto-aim makes all the other modes incredibly stupid).
All the technical mishmash of Rockstar's accomplishments in this game are meaningless when none of the various activities in the game are any fun. The most fun I had in the game was cruising around in a car enjoying the sunset, obeying traffic laws (mostly), listening to Coltrane's "Giant Steps." I do this in real life! It isn't bourgeois to expect gameplay not associated with fantasy fulfillment to be remotely interesting. Browsing a fake internet, staying in good terms with your associates (they're definitely not my friends), trying out clothes -- these aren't fun things to do. Finally, the humor is crass a hundred times more often than it happens to be clever, and listening to obnoxious and loud, but satirical and hypocritical caricatures over the radio is still listening to obnoxious and loud people. The game thinks way too much of itself in this respect.
Too long, didn't read? GTA4 is a bad game, and is just another in a long, long list of bad games the critics fellate on a yearly basis.
I agree with everything you've stated. Even the various articles of clothing you can/must purchase throught the game are dull. It's like Rockstar wasn't having fun when they made the game... or were trying to keep things purposely boring to mimic reality, which is a strange prospect in a GTA game. In many aspects, Saints Row 2 (which is by no means a great game) is more interesting and fun to play.
"GTA4 is a bad game, and is just another in a long, long list of bad games the critics fellate on a yearly basis"
Unfortunately, not only the critics loved this game... the flaws you've pointed out didn't stop most gamers from filling the internet with claims that this was (and still is) the best game ever made.
Maybe it's just us.