On the Bright Side: Grand Theft Auto IV

Blake Snow examines gaming benevolence and creative developments twice monthly. The color of next-gen is bright.
5/8/2008 3:46 PM | 1 Comments | Page 1 of 2

Blake Snow
Blake Snow
Status: So jealous of Scott Jones's amazing hair
For even more GTA IV, go to Liberty City Central.

You don't have to enjoy Grand Theft Auto IV's liberating gameplay or condone its controversial content to appreciate how the title has ripened the medium. Remove all the violence, the sex, the profanity, the drunk driving and the anarchy, and Rockstar's latest opus would still be a remarkably innovative game. It wouldn't be as free-roaming, funny or mature, but it would be sophisticated nonetheless. Here's why:

Impeccable presentation

Upon booting my PlayStation 3 version of Grand Theft Auto IV, I was immediately taken aback by the introduction: There are no menus, no loud music, no pending request to "press start button." The game opens as the playable character arrives in America by boat. There is no embarrassing or forced dialogue as he interacts with fellow immigrants. The opening credits are tightly integrated with on-screen animations. Other than the computer-generated graphics, there is no discernible evidence that you are playing a videogame. "This is drama," I thought to myself.

Though you soon take control of the endearing Niko, reminding you that you are in fact playing a game, the cinematic subtleties remain throughout. I see blinking beacon lights on the tops of distant skyscrapers. They look real thanks to convincing blurring. I visit a secluded back room in one of the game's many hospitals on a whim, and I'm amazed by the level of detail. "Why would Rockstar put so much effort into an inconsequential room that several gamers might never explore?" I thought. Later, I accidentally knock over a street painting while in a hurry. Fallen leaves and dust kick up as the canvas gently hits the sidewalk. It's surprising because few games, if any, pay this close attention to detail.

As a result, Grand Theft Auto IV has set a new precedent in what can be expected from a videogame. It gives hope to any developer striving for cosmopolitan presentation, whether working with G-rated themes or M-rated ones, and is sure to inspire more cinematic, menu-less titles that create a more complete, immersive experience than a traditional game.

The living environment

Deep within the bowels of the Statue of Happiness (Rockstar's parody of the Statue of Liberty), curious gamers can find the "heart of Liberty City," suspended by chains and beating quietly. It's a silly-looking Easter egg, but it ironically represents the lifelike (and unexpected) behavior of the world outside.

Non-playable characters randomly interact with one another (sometimes heatedly), and often times their exchanges are independent of what you are doing. New NPCs quickly arrive on the scene to further the atmosphere. The environment is so spirited in fact, that it's not uncommon to stand on a busy street corner for 10 to 15 minutes just to soak it all in and enjoy a quick chuckle.

I often get annoyed when interrupted by my in-game cell phone (which is used to manage my adventures), just like I do in real life. I'm reluctant to check my in-game e-mail at times, knowing that my inbox will have increased my to-do list and hate for spam. I can scan a criminal database using police computers to locate targets and arrange under-the-table jobs. All of this makes my digital world seem all the more real.

To call GTA IV a sandbox game is a gross understatement. It's a sprawling, vertical and breathing city filled with ambiance. It makes a liar of any other current game that describes itself as open-world. "I may never finish the game," writes Wired's Clive Thompson in his review. "In a city this vibrant, it's hard to stop getting distracted."

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Comments

  • jasmine1107
    jasmine1107

    7/22/2008 5:08:17 PM

    hey how are you well i'm just asking how can i play grand theft auto on here.

    Reply »

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