Ever since GTA III first parked a car bomb
slap-bang in the heart of established
gaming convention back in 2001,
the open-world sandbox has become the
biggest, laziest, most oversubscribed and,
most importantly, worst bandwagon the
games industry has ever seen. ‘Sandbollox’
abominations such as Superman Returns,
Transformers: The Game and Spider-Man 3
are bad enough, but the real damage occurs
when established franchises, like Tony Hawk’s
and Burnout for example, jump on board
for no reason other than that linearity and
structure – both of which can be found in
plentiful supply in all of the last three GTAs
– are now considered bad things, mainly
by people who frankly wouldn’t know a
great game if it pulled them out of a car and
stamped on their head. Do you know what
‘you can do what you want’ really means? It
means ‘we have run out of ideas’. All these
aimless, hollow, indifference-inducing
sandbox experiences – it’s enough to make
you forget how awesome a sandbox game is
when it’s done right. Thank God Grand Theft
Auto IV is here to remind us.
Without a plentiful supply of entertainment
value to keep you amused between missions,
an open world rapidly becomes a drag and a
bore. This is where most sandbox titles get it
wrong, where Grand Theft Auto has almost
always got it right in the past, and where
Grand Theft Auto IV is, right now, getting it so,
so right. Without a word of a lie, just standing
on a Liberty City street corner watching
the world go by is actually much more fun
than most of the missions – never mind the
tedious inter-mission wandering – in lesser
sandbox titles. Yes, even more fun than a
mission you chose because you were bored of
wandering aimlessly around and it happened
to be nearest option. Rockstar North has gone
about creating a sandbox world in exactly
the right way. The design team has come up
with loads and loads and loads of ideas, then
created a world that’s only just big enough
to contain them all. It has not come up with a
paltry handful of ideas then scattered them
sparingly across a world deliberately made
far bigger than necessary in order to give the
game an illusion of scale and scope when, in
fact, it has very little of either. If Grand Theft
Auto IV was a bag, it would be one of those
bags that transforms into a tent then turns
out to be really hard to turn back into a bag
because it’s such a tight fit. By the same
token, many of the titles that pass for sandbox
games nowadays are more like those bulging
crisp packets that turn out to be bulging with
air rather than crisps. Are you still with us?
Oh… Well, put it this way
then… a bad sandbox
is a place where a
developer puts a game;
a good sandbox, one like
Liberty City in GTA IV,
is the game.
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DO YOU HAVE RESERVATIONS?
If we had to pick fault...
Okay, you forced it out of us. There were just a couple of minor things
we didn’t like about GTA IV. Our biggest gripes are, as with past titles
in the series, with the on-foot combat. It is, we should stress, much
improved, with simple but effective cover and targeting systems.
However, Niko and the game camera are still quite clumsy to control
sometimes. When you press L2 to lock on, the target closest the
centre of the camera view will be selected, but the camera view insists
on pulling back to immediately behind Niko whenever he moves. This
makes it a right bugger to move and target enemies not immediately
in front of you at the same time. In-car shooting is also improved but
still not intuitive. On the plus side you can now free aim using the right
stick, but you can’t see the targeting reticule until you start firing, which
is done by holding down L2. It felt very awkward to us, but looked easy
when an experienced Rockstar staffer demonstrated it for us.
But other than that? Honestly, so, so good. We swear. |
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As we have already said, Liberty City’s level
of richness and entertainment is such that
you can, and inevitably will, be entertained
simply by standing in it watching what’s going
on around you. We tried it for a little while. It
was good, honestly it was, but we did feel we
might be missing out on other things there
were to see and do, and that if we stood there
much longer we’d be in danger of wasting
the precious few hours we had in GTA IV’s
presence. So we took the plunge, went wild,
threw caution to the wind. We started to walk.
We walked up a hill towards a row of shops.
The first shop was called Belly Deli, which in
itself was quite amusing, so we had a good
look at the rest of the shops. Unfortunately,
none of the rest of them had such funny signs,
but the one at the far end of the row caught
our attention. Or rather the man standing
outside of it did. The reason we noticed him
was that he wasn’t just standing there, and he
wasn’t just wandering around aimlessly either.
He was doing something that we’d never
seen random GTA civilians doing before. That
is to say, he was… doing something. Closer
inspection revealed exactly what it was he was
doing: spraying graffiti all over the shop front.
A sandbox NPC with a sense of purpose? A
sense of mischief even? Could this scenario
be any more awesome? Yes, of course. Like
any situation in GTA IV this situation could
be, and was, made more awesome by the
addition of a rocket launcher. We positioned
ourselves on the opposite side of the street,
got the little vandal in our sights and then
pulled the trigger.
The resulting explosion destroyed the front
of the shop, leaving a blackened smoldering
hole where its window had been, and sent
our behoodied victim arcing through the air,
landing in a flaming heap on the other side
of the street. Fantastic. Just bloody fantastic.
Random acts of violence of this ilk are the
lifeblood of the series but, ridiculously good
fun though it might have been, the overkill of
GTA-past could eventually get a little samey.
This kill was different though. This kill was
unique. Not only did it have environmental
damage and ragdoll physics and real-time
fire and smoke, it had a context all of its
own. It even had a motive of sorts. GTA IV’s
vastly increased levels of detail and realism,
combined with its improved AI and physics,
mean that scenarios much like this will be
constantly unfolding throughout the time you
spend playing it and no two will ever be quite
the same. Not only does this make the game
more unpredictable and varied than any other
in the series, but also more lifelike and more
meaningful. Oh, and better.
We should mention at this point that
we could afford to waste rockets on petty
delinquents because
we were playing in
debug mode – cheating
basically. We were told
that weapons are much
harder to get hold of
than before in GTA IV and indeed, it did appear
that Ammu-Nation had gone completely out
of business. Instead of just shopping for guns,
ammo and armour whenever you want, you’ll
have to make friends with people who can
get you limited supplies of gear on the black
market. As we revealed last month, socialising
is now an important part of the game with
time put into making friends rewarded with
various favours. Rockstar informs us that
socialising is entirely optional, but if decent
weapons are going to be difficult to come by
without talking to people, then that makes it
as good as essential in our book.
While there’s no doubt that GTA IV can still
be as frivolous and anarchic an experience
as any of its forebears, we get the distinct
impression that Rockstar is keen, where
possible, to give you reasons to do things.
Reasons beyond ‘for the sheer hell of it’, that is.
There’s a feeling that everything in the game
matters in some way and that, unless you’re
pretty determined to make it happen, GTA
IV won’t descend into mindlessness. This is
perhaps best exemplified in the all-new police
system. Every police officer in the game now
has his own realistic line of sight, so you can
get away with a lot more if no police can see
you, but you can’t get away with anything
much at all if they can. There’s a lot of police
about though so, in general, it’s much easier
to attract their attention. It’s a good job
being chased is so much fun. Again, line of
sight comes into play in chases. Instead of
just driving as fast as you can towards a Pay
‘n’ Spray for an instant antidote, the only
way to get rid of your wanted level is to get
outside a certain radius (it gets bigger as your
wanted level increases) from your last known
position and remain there for five seconds
or so. Understanding the police line of sight
becomes vital because if the cops can still see
you then your last known position is exactly
where you still are. Cops will be displayed on
your radar and you really have to pay attention
to where you’re going to avoid being spotted
by police emerging up ahead. It’s much better
than the police chases in previous GTA games,
and that really is saying a lot.
Grand Theft Auto IV was already secure
in the top spot of our most wanted games
list but, after a few hours playing it, we’ve
had to add a couple more stars to its wanted
level. We want it so much we’ve called in
SWAT teams, feds, even the military. We’ve
got it surrounded with tanks, barricades,
helicopters and spotlights but Rockstar is
still refusing to surrender it until 29 April.
Hmmm… anyone got any tear gas?