Saturday, October 13, 2012

100 Reviews for 100 Games #4: GTA IV



                Grand Theft Auto IV starts what seems to be a maturing in the franchise and as a result has experienced some growing pains that are present in the design. The game removes the previous character stat building mechanic from the previous installment and instead focuses on the core gameplay of completing story based missions in a sandbox environment. The notable thing here is that the sandbox environment has been filled with many subtle design choices that add some texture to the gameplay even though they don’t really contribute to the core interaction loop.

                Story is a big part of the gameplay as it contextualizes the sandbox world as well as acts as the key that opens up new areas in the environment. Without delving too much into the story it attempts a much more serious tone than its previous installments and adds some choice in which the player can affect the story, however, the impact of these choices is minimal to the overarching story there’s really only one important choice that affects the outcome of the story. While these choices feel somewhat irrelevant in the grand scheme of things the game at least tries to make the method of inputting your choice somewhat interesting. The game doesn’t fall back on having the player simply pick from choice of outcomes in a choice bubble fashion, but instead lets the player act out their choice using gameplay during key moments of the story. Some examples involve choosing whether or not to kill a certain character, deciding whether or not to take an item, or deciding which character to betray. This method feels a little more personal and the game could’ve used this more often to better emphasize the indecisive nature of the main character as well as play off the fact that character constantly complains about being used like a puppet. Another interesting narrative mechanic would’ve been to allow the unpredicted nature of this method of choice push the story in a more modular direction. However much of these choices are very black and white and in the end don’t amount to much.

                When the playing the game like an actual sandbox things get much more interesting. The world of Grand Theft Auto is very interesting and the designers have made sure that world feels vibrant and alive with interesting A.I. and an abundance of visual and audio content such as television channels and radio channels that help build and contextualize Liberty City. Many of the things you can do in this game just help establish immersion whether it’s playing simple mini games, watching scripted NPCs perform comedy and magic, walking around drunk, or even just eating a hotdog. The only problem the physics can get in the way of the game sometimes, whether the cars control like they’re on ice, or the motorcycles which are just a pain to operate. Sometimes the game tries too hard to be realistic and adds some bizarre elements that just make the player feel fragile such as taking damage, and even being able to become incapacitated, from falling. And, other times the player may end up flying out of a vehicle from a head on collision and bounce around walls only to have the character stand up and brush it off which makes the game feel like slapstick comedy

                The multiplayer is enjoyable when combining standard multiplayer game archetypes and the creative freedom of the sandbox environment. The best part about multiplayer is when the game becomes hectic as players start stacking cars to form barricades, or when they use the urban environment to their advantage to flank opposing players. The game stands stronger when the game encourages players to think of creative solutions using all the different components in Liberty City.

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