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PREVIEW GTA IV |
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To view this trailer, you will need to have Adobe Flash Player already pre-installed.
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Added on 04 Apr 08 |
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The Big Story: GTA IV - Multiplayer |
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Added on 04 Apr 08 |
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The Big Story: GTA IV - Single player |
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Some things in gaming are just
made to be special. Although
the thought of travelling to New
York, taking in its environment
and then seeing some of the first ever code
with-missions-in of Grand Theft Auto IV is
scarily consequential, there’s no doubt in our
minds that it’s a special, frighteningly valid
experience. We were privileged to have been
there, and after having our minds blown and
our expectations met, we’re convinced that
we can bring our stunning GTA IV excursion
back to you. When this game hits, an entire
generation of PS3 owners will be left with a
IV-shaped crater in their brains; this is going
to shake the world.
We should’ve always known. We were
sat there like everyone else in the world, on
29 March, waiting for that trailer to load
with the maximum possible anticipation; it
came, and then it went, but in retrospect it
never prepared us for what we saw this time
around. Refined beyond belief, boasting an
abundance of new features and the greatestlooking
city of all time, we finally understand
what Rockstar is trying to achieve. This is the
GTA franchise, but rebooted. This is a new
vision of what we once knew the series to be.
If the trailer was a taster, then our exclusive
look at the game was surely the entrée in
what is going to be a supremely delicious
gourmet experience.
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Meet Niko Bellic. Well, actually, you’ve met
him already, but now you’re meeting him
again – being played. Our demo begins in a
dizzying hue of advertising beacons, crowds
and the most triumphant tribute to modern
capitalism that Liberty City has to offer:
Star Junction. Based on the visually bullying
but unique entity of Times Square, we see a
similar level of advertising madness, and this
is the perfect place for Niko to start his day.
Welcome to Liberty City, then, where even the
civilians are optimised from their blockish
predecessors. Women are carrying bags,
luckless and homeless alcoholics are
loitering on the sidewalk and city slickers are
conversing on their mobiles. With this in mind,
we already feel at home in this new take on
Liberty City, which reads to us as an absolute
love letter to the great city of New York. For
Niko, this homeland is going to provide him
with a very interesting day (see "My Day in
Liberty City").
It’s a feeling we haven’t felt since GTA
III, all the way back in 2001. It’s that idea
of discovering something new, living and
breathing, with the in-game city sounds and
residents absolutely separating you from
your real-life environment. Vice City and San
Andreas were both classics, sure, but the
world you inhabited only made (contextually)
moderate leaps between each iteration,
rather than the full-blown changes needed to
completely re-energise the franchise. GTA III
set the standard for the PS2, but that’s not all
the series was responsible for; and if we had
demanded more than what the GTA franchise
gave us on the PS2, then we were surely
asking too much. We had three generationdefi
ning titles that expanded in scope each
time, with the emphasis on freedom and
rags-to-riches storytelling. It was always
semi-ironic, immersive and, at its height, a
soul-lifting toybox that had layers of fun at
its disposal.
MY DAY IN LIBERTY CITY
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5.03 AM
I’m in Star Junction, a fabled and vain part of this city. The
lights of modern civilisation try to cover the negatives, but
I see them clearly with my own, tired eyes. I should meet
McReary: he knows things about me, unsavoury things
that aren’t helpful elements of my past. He may own me
for now, but it won’t be forever. I arrange to meet him at
Castle Gardens, but I will meet Little Jacob first for guns at
Rotterdam Hill. The taxi service is a mere whistle away.
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11.31 AM
I’m in the location and McReary rings. I will pose as a man
representing McReary, he says, and he gives me the target’s
phone number so I can determine his position. I ring, stall
him while I search, before I spot the man on the bench.
I verify, wait for him to hang up… and then I move. This
environment is open, but I cannot help it… the odds against
me are spiralling. This won’t be easy. I run to him, see a brief
look of fear and shoot him in the face. The chase begins.
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8.25 AM
I take the cab to TW@, an internet cafeteria, and I find the
irony of that title a little amusing. This is a pleasant break in
events. I owe another favour, this time to a man who wants
Goldberg dead – he is a lawyer, a different class of scum,
and he co-owns a firm called Goldberg, Ligner and Shyster.
I book a job interview, seeing it as the best way to get him
alone. I send my CV via email and wait for a confirmation call
arranging it for this evening. This should be easy…
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2.05 PM
It’s over. Escaping wasn’t easy, but I pray it’ll go down as
a mere casualty with the law enforcement. They were
overbearing, tactical… this is a city that has seen more
awful crimes than the one I committed today. It’s time to
visit Perseus, a tailor, to prepare myself for the Goldberg
interview. The prices are extortionate, but I’ve been
working hard enough to cover it. I have the shoes, I have
the appropriate ammunition – to Mr Goldberg, something
wicked this way comes.
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10.10 AM
I meet McReary at Castle Gardens. The bastard treats me
like dirt, but I shrug it off. No need to antagonise him. The
Statue of Happiness is glistening in the glorious, hanging
sun, and I breathe in the fresh air of my mad surroundings.
The goals are set, and I have the tools for the job. This is a
necessity. Scum like McReary can only go so long without
slipping up. I leave, while checking my guns for the task
ahead. Thanks, Little Jacob, you are handy...
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4.59 PM
The receptionist allows me to go through, possibly because
of my efforts with the attire. This city is obsessed with
appearance, and veneer… Anyway, I find myself facing
Goldberg, a pompous man who has lived too richly. Without
remorse, I end his life soon after the interview begins (he liked
my CV, though); out the window he falls, and the receptionist
spots me. Retrieving the files I need, I make my way to
escape, only to find a swelling amount of justice blocking
the way. The police are outside, helicopters are spiralling
overhead… will my story end here?
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With the PlayStation 3, however, we
expected something else. It would have
been so easy for Rockstar to do what it did
before, but that would never have been in
the franchise’s nature. Just as it did six years
ago with GTA III, Rockstar is recreating the
sandbox genre that it invented in the first
place, with every feature receiving a treatment,
good or bad. Gone is the rags-to-riches
cartoon swirl of the previous games, and in its
place we find a story of one man’s struggle
from rags, only to find slightly better rags
as his reward. The world of GTA IV is about
consequence, and the realistic tone of the
city only emphasises how much this makes
sense. Liberty City has a vibe, an identity; if
the PS2 was all about freedom, and exploiting
the idea of that, then GTA IV is about intimacy,
immediacy and vibe. The following events
take place in real time… and they elevate that
description beyond PR spin.
There’s a corrupt cop in town, going by
the name of McReary, and he has dirt on
Niko’s past. Mercifully, some skilful muting
by Rockstar stopped us from learning about
his history, although we were intrigued all the
same. McReary wants you to meet him in
Castle Gardens, since that information he has
on you demands a favour. Knowing that this
will inevitably require bloodshed, you contact
Little Jacob, an arms dealer who is also a
good friend of Niko’s cousin, Roman, with the
objective of acquiring some weaponry out of
his car trunk.
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You heard right, folks: you call him. Previous
GTA games had you as the pawn in a giant
game of telephonic chess, but instead of
receiving those stupid calls whenever you
wanted to get on a tractor and run down
some civilians ("Hey Cesar, Suchandsuch
is leaving San Fierro, right?"), it’s your call
in GTA IV. Everything is done at your own
pace, and there’s no pressure or being led
by the hand; Liberty City is yours, even if you
are under the thumb of your bastardising
superiors. The phone is the centre of Niko’s
Liberty City experience, just as it is for most
of the real world (see "Get Myself Connected").
You arrange to meet Jacob on Rotterdam
Hill, in Alderney (GTA IV’s version of New
Jersey). Rockstar’s representatives informed
us of Little Jacob’s place in the game, as
well as other peripheral characters like him:
it’s relationship-based. Presumably built
on attention, reliability and good graces,
relationships have been touted as a major
part of the game, as maintaining them with
arms dealers like Little Jacob are key to your
progress through the missions. There’s no
marching into Ammu-Nation, here; if you
don’t forge the relationship, you don’t get
the weapons. And beating on a policeman
will only land you in jail, or, as it could easily
be, dead. You collect the weapons out of the
trunk and make your way across town in
another cab; it’s easier, you see, than
nabbing a car and evading the police, and
you can even set a marker on exactly where
you want to go.
GET MYSELF CONNECTED

It’s all about communication, folks. Our weapon jamboree with Little
Jacob was the result of a burgeoning relationship, apparently: one that
is maintained through phone calls and loyalty. It should work in a similar
way to that of your girlfriends in San Andreas, only the importance of such
friendships is increased by your needs: weapons, armour and other goodies
are required to progress in the game, so keeping friendly is vital.
Speaking of the phone, Rockstar seems to be touting it as the next best
thing in GTA IV. Accessing the multiplayer, for example, is a part of it, and
many of the missions rely on your own efforts to communicate with other
Liberty City folk. It did seem important in our demonstration, although we
wouldn’t go expecting miracles from it… after all, it’s just a phone. Still, it
seemed meaty and the combined use of this, along with the apparently
fleshy in-game internet, made the mission structure feel more freeform.
With the web, we see more potential than ever: expect plenty of GTA in-jokes,
funny titles and maybe some videos in the final cut, although we didn’t
glimpse any locked-in versions of what would be there. Again, it’s the details
in GTA IV that matter.
After setting up your mission (named
"Call and Collect") via an expressive, highproduction
cut-scene that loaded instantly,
you’re off to solve another case of blackmail.
Interesting, then, that Niko finds the
successful people to be in exactly the same
position as he is – a bitter reminder of how
tough life is in Liberty City, and maybe a
further point on Rockstar’s "rags to slightly
better rags" storytelling. The mission is to
retrieve a Memory Stick from the
blackmailer, which contains information on
McReary’s more… ”questionable” activities,
ones that could threaten his position. Not a
million miles away from one Officer
Tenpenny, then, and just as determined as
ever in emphasising your status as a piece of
shoe shit.
Thus, you arrive at the waterfront where
McReary’s "problem" is resting, benchbound.
The first thing you notice, however, is
that this isn’t going to be as trigger-happy
or simple as you assumed. There are no
arrowheads to direct you, for one, and
determining which figures you need to kill
requires perception. Therefore, McReary’s
idea involves giving you the man’s number
and picking him out of a crowd based on who
answers their phone at that time. Genius. It
doesn’t end there, however; Rockstar also
said that you’d have to see who hung up
before you made a move. Fair enough, we
say, as getting the wrong guy would blow the
whole thing wide open.
Within five minutes of our first mission,
we found ourselves grinning at these simply
unique, perception-based missions. If we
want to find something to complain about in
GTA IV, we’re going to have to work really
hard, because even the strongest points
of the previous entries have received an
overhaul. None more so, it seems, than the
mission structure.
McReary’s man picks up the phone, and
puts it down at the same time as us; handily,
he stands up to search for his phone, thus
revealing his position. There’s no opportunity
for a stealth kill here, sadly, as civilians swarm
the waterfront area, and only broad daylight
gunfire will suffice in order to retrieve the
Memory Stick. Thus, you head towards
the man, pull out the gun as if nothing else
matters, and bring his attention to your
actions. With the shotgun out, a reticule
flashes up and we’re suddenly seeing Niko’s
first use of weaponry from a third-person
targeting perspective (see "Smokin’ Faces").
A pang of excitement flashes
through our minds for a brief moment,
before the victim fearfully stands up only
to witness his own, brutal slaughter. The
weapon is put away.
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The shit hits the fan. Suddenly, the famous
Wanted level is flashing multiple stars,
and your mind concentrates on just one
objective: escape. At this point, we notice
that the HUD has been streamlined to only a
few displays. The map remains, sensibly, as
does the Wanted meter and the money, but
the visuals of it are reduced to mere blips in
the top corner of the impressive display, with
the map remaining in its lower left corner
position. Rockstar wants you to appreciate
the visuals of its golden, gargantuan city
without any last-gen distractions.
Remembering to grab the Memory
Stick, you pocket it for a later return and
make for the edge of the sidewalk, where a
car is parked. Suddenly, the map is flashing
with circles of blue and red – hey, what is
this, Driver? No. Rockstar representatives
began to explain about this, as the Wanted
system has also been completely revamped
from the previous games. It’s now based
on vision, we were told, with each circle
representing the line of sight of the police
chase (see "Wanted").
Once Niko is in the car, escaping, we
get a real impression of what driving
around Liberty City will be like. The vision
is flipped, for one, with the default camera
resting around the left-hand side of the
car above the road. It still looks easy to
control, and Rockstar’s efforts on this part
actually make the city look far cooler than
any previous GTA game has. The wide,
comfortable angle is somewhere between
the standard setting on previous games
and that sinister "Cinematic" perspective
that made the game a bitch to control.
Cruising through Liberty City looks brilliant,
frankly, and the golden skies of the city are
even more detailed than before. We could
slip into our whole "love letter to New York"
rave, once again, but we’ll mercifully call it
the most detailed, city-resembling entity
we’ve ever come across in a videogame. It’s
more polite.
SMOKIN' FACES
It was poor before, wasn’t it? Everything else about GTA rocked
hard, but when you really wanted to kill the Cartel, you ended up
targeting the camp "there’s a place you can go" gentlemen who were
behind you. The result? You. Dead on the ground, stiffer than a horse.
This time, however, we were privy to a new kind of third-person combat
which rests somewhere between Resident Evil 4 and Gears Of War on
the Xbox 360 in terms of style. Allowing you to roll, find protection and
blind-fire from behind cover, it looks every bit as stylish and fun as we
hoped it would be.
In even happier news, Rockstar has added bodily damage to the
proceedings, with certain actions triggering different reactionary
deaths. Shoot a security guard in the foot at the top of the stairs, for
example, and he will come tumbling down at a semi-hilarious pace.
Shoot Goldberg, the lawyer, with a shotgun in front of a window and
he’ll meet his end on the streets below as he tumbles out. Fun-looking,
then, and our only real complaint is that we weren’t allowed a go.
Also, it’s the details that make it what it is:
the buildings are a part of the environment,
a feat that Rockstar could never have
achieved with the PS2. On the PS3, however,
it’s all there, running all the time without
loading screens. As well as this, every street
has a name, serving to solidify the identity
of such a dense place.
Little improvements, such as people
drinking on the street and carrying
shopping bags, are leagues beyond what
the PS2 brought us. Walking into them with
Niko causes him to perform various actions,
such as pushing them and knocking the
objects out of their hands. Once again, it’s
the sort of detail that was never there in the
PS2 titles, or indeed any title before it.
Then, you discover that there’s also an
in-game internet, and that it has its own
content of pages. Although we only saw a
preliminary form of what the web could
look like, imagine the possibilities of such
an item: secrets, objectives and more
could be at your fingertips, and with the
right amount of effort made it could go well
beyond gimmickry. This is exciting stuff, and
is further proof of the extensive detail in the
new Liberty City.
Of course, so much of what the game has
to offer remains unknown to us. Helicopters,
for example, if they exist at all in GTA IV, are
out of our knowledge for the time being, as
is the presence of hidden packages and
rampages. Rest assured, however, that not
everything has changed in GTA: the sense
of humour will be there, be it in the radio
stations or, as ever, the brand titles. If TW@,
the internet cafe, isn’t proof enough of their
cunning humour, then Rockstar’s GetALife
version of New York’s MetLife building
surely is.
One thing we do know, however, is that
some form of multiplayer is available in
GTA IV, and that it is accessed via your
mobile phone (or "Cell Phone", as our weird
American cousins insist on calling it). Should
we do our whole speculation thing, right
here and now? A bit. Expect Rockstar to
have learned some lessons from its fun
multiplayer experiments with the PSP, as
well as adding some absolutely new, nextgen-
only features. The ideas we envision are
exciting, but we’ll simply need another look
at the game before we can make any kind of
a judgement on this aspect. It’s a lingering
thought, however, when you consider that
GTA dodged online play completely in the
last generation…
Like we said, though, it’s merely lingering,
especially when the single-player looked so
thoroughly refined and refreshing. A lot of
people will criticise Rockstar’s decision to
set it in a realistic city (not least of all Jack
Thompson and no doubt some ill-informed
tabloids), but the gamers that do take issue
were probably envisioning a country’s worth
of exploration, and more exotic weapons than
ever (Electric Brick, anyone?). This would
never have made sense on the PS3, we now
see. If Rockstar were to follow the cartoonish
road and make something overblown, it
would have left a realistic and mind-blowing
release as only a dream. Instead, the idea
of being able to create a city that lives can
finally be realised on the PS3, while the PS2
releases were always dogged by the fact that
the hardware wasn’t enough for what the
developers wanted to create.
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Perhaps we should take a step back, though
– this isn’t a religious pamphlet, after all, or
even a press release. It wouldn’t be in our
nature to drool like animals, since even the
prettiest model on the catwalk can have a
hairy tit mole, or a calf disorder.
If we were to look at the exclusive demo
and extract everything from it that we could,
we would say that the difficulty of doing
things such as car-jacking, or evading the
cops, could well prove an obstacle in some
gamers’ enjoyment. Although we relish a
lengthy, realistic adventure, we found that
San Andreas was hard enough for us. Will
reset objectives, consequences and complex
AI make the GTA experience a bit too
inaccessible for the average gamer? Rockstar
doesn’t seem to think so, but the difficulty
of some of the things we saw could surely
alienate some.
Still, this isn’t going to harm the no doubt
monstrous sales of the title, nor is it likely
to deface our opinion of it. The previous
paragraph, in all honesty, was an active
attempt to find fault with what seemed like
very good, near-complete preview code. We
found ourselves feeling a little guilty about our
praise of the title, especially when the fanboy
inside us rarely surfaces, even for the most
quality of future titles.
WANTED
The Wanted system is on a completely new
level this time. Imagine a giant game of
Cat and Mouse, one that doesn’t stop until the
relentless, blood-thirsty Cat army gets their prey,
and then you’re some way towards envisioning
Niko’s battle against justice in GTA IV. Looking
harder than nails, the police will search for you,
rather than automatically trundle towards your
location for the slaughter in an obvious stroll. On
the map, giant circles of vision appear depending
on your Wanted level, and these won’t disappear
on a timer as they did in previous games. Instead,
picture a gun-toting shitfest, one that’ll leave you
scarred and dazed if you even find an escape. Of
course, lower Wanted levels can be lost via clever
driving and knowledge of the city, but mid to high
levels of the law will lead to certain, frustrating
death (there are six levels, as in previous games).
If that wasn’t enough, Rockstar promised that the
law will “refocus” their searches if you somehow
slip out of their iron grasp. It’s going to take a little
more work than a Pay ’n’ Spray, then. Kudos to
Rockstar, though, for having the balls to challenge
such a massive fanbase with some real AI.
Then, it dawned on us: there is a reason
that our fanboy comes out to play with
GTA. We’re talking about a series – an
industry-challenging series, no less – that
has a score history in Play of 98%, 97% and
99% respectively. Sometimes, it’s just worth
ditching the veneer of cynicism, and GTA
IV becomes the sole possessor of a unique,
Play-branded style of praise. This feels like the
series as it has always been; yet it also feels
different. It feels better. When you recognise
that the previous games are near timeless in
terms of exploration, mission structure and
freedom, you begin to realise what GTA IV
may actually achieve.
It’s only in the second mission that we
realise this. Although it sort of took place
at the same time as Call and Collect, this
is the type of mission that is a little more
freeform. You do have to tackle certain tasks
and go to certain places, of course, but it’s all
on you, and this type of mission can run in
conjunction with whatever else you’re doing
at that time. Car-jacking, hanging in cafeterias,
surfing the web: it’s your choice. Rockstar
wants you to believe that it’s all part of the
same experience, rather than a set of features
that are isolated to whichever mission you’re
doing. The car-jacking, the internet, the
phone and the city – it’s all part of the same
game, and the lack of loading screens really
helps to solidify this feeling.
The second mission was even more dramatic than the
first. Although all the preparation for such a
mission will seem a little, well, lame to some,
the idea of it being in your own time was a
sensible pacing decision. Besides, the pay-off
was the absolutely incredible shoot-out in
the offices of Goldberg, Ligner and Shyster
(if only they could make a joke out of that...),
which certainly had a "blaze of glory" feeling
to it. We weren’t sure if there were any other
escape routes out of that office, but the sheer
tenacity of the police force in that entire
event suggests that death is always around
the corner in GTA IV. Exciting, though. The
new combat engine actually makes us
relish such a battle in GTA, whereas the
previous lack of tactics made us a bit fearful
and cautious. Seeing Niko die, though, in
that giant crossfire was an almighty way to
end the demonstration… Clearly, Rockstar
wanted to conclude with a summary of the
title’s overall tone.
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What is that, though? Failure?
Impossibility? Now that we’ve witnessed
the title first hand, you see, we have
even more questions to ask. If the trailer
weaved us a web of speculation, then this
is easily a paddock of speculation, or at
least a beehive’s worth. In addition to this
already puzzled state of mind, the exclusive
screenshots we’ve been handed give us
more unanswered questions. Look, for
example, at the incredible shot of Niko
grabbing onto the back of the truck. Now,
we saw nothing of that sort in our lengthy
demo, but it looks absolutely stunning. As a
cut-scene, this would be purely frustrating
to watch in lieu of our massive expectations,
but as a piece of gameplay? It would
possibly be the best thing in the entire world.
Still, it all depends on what Rockstar decides
to keep in the final code.
Another question we have is over the
mission we saw. Was that the only way to kill the
man by the seafront, or the lawyer in his office?
Obviously, there was a reason that Rockstar
wanted us to see what we did see, but was it
perhaps showing us alternatives of what could
happen? As ever, we don’t know. Rockstar has
also been touting the term “High Definition” a
lot, but its meaning goes beyond the visuals
(which are absolutely identical to our shots of
it, amazingly). What Rockstar wants to create
is an accessible, detailed world that absolutely
everyone will love. It’s more than just the story,
the car stealing or the brutal murder; it’s all
three and everything else in the same, seamless
experience, and it absolutely feels a cut above
the rest. It’s almost like seeing into the future of
gaming, or a template of what will be achieved
by the PS3 for years to come. In another
respect, it really is like looking into the future: it’s
still four months away...
We’re not complaining, though. We’ve been
privileged to witness to the most anticipated
game of the all time, and we finally have the
cause to call it that. So many developers have
problems with the next-generation hardware,
and many early titles suggest that the PS3
development has been viewed as a chore,
rather than an opportunity.
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Rockstar, however, has seemingly created
a GTA game that nobody could have
imagined: it embodies everything that the
series has stood for since its inception, yet
every little aspect of it has been it has redone
and optimised for the new generation. This,
when you give it some real thought, is a
remarkable feat. How many developers, year
after year, leave the formula of a well-liked
title identical for the next generation? It’s
almost always every one.
Even our most favoured titles, such as
Devil May Cry 4 or Ninja Gaiden Sigma, barely
outpace their last-generation predecessors,
but as soon as GTA IV started up, we saw a
rebooted, beautiful and fresh-feeling title that
just made us smile. We sat there, simply, and
smiled. There were no “WTF?” remarks or
misunderstandings; we just wanted to get our
hands on the damned thing. No game from
now until then will settle this feeling and, at
this point, Grand Theft Auto IV is the brightest
light on the PS3’s horizon by several billion
suns. The future’s not far.
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