GTA IV - Linear City Stories
Posted: 2008-10-23 03:22am
After it being back in my pile of games for several months (due to 360 repairs, being interstate and playing other games) I got back into GTA IV and have reached the big finale. And what it's shown me, is just how unpleasantly linear the GTA games have become.
I battle my way through the roadblock and abandoned building full of goons and reach the guy I'm after. After a brief cutscene he takes off and I'm in pursuit. I gun down a few mooks and corner him on a nearby dock. No, wait, he's hopped into a boat and is taking off. Never mind that it's an open-topped boat and I could put an RPG straight into it right now, because the designers want me to chase him.
So chase him I do. There's another boat sitting right there - I hop in it and... Mission failed - you abandoned the bike. What the hell? What bike? I'm in a boat, I'm right alongside the other boat and can put MP5 rounds into this douchebag's head all day long, but it's mission failed?
Fine, where do I restart? I hope it's not at the start of that fucking chase sequence! Oh, only back at the beginning of the firefight? Sure. Why not. Fuck you developers. It's not like I can't get through that gun-battle with my eyes shut.
Oh shit - wait, I restart with only my remaining health/ammo? Fine, still a cakewalk. About a 3-5 minute cakewalk, but a cakewalk none-the-less. So I go through the firefight. Again. I get to the cutscene. Again. I chase the guy to the docks. Again.
This time I diligently look around. Ah - there's the bike, behind me - just where I didn't look last time. I hop on and take off along the coast, chasing the boat. Then I reach a point where I'm suddenly told to make a jump - what jump? Off what jetty? Where? Oh, over there? Back the way I came? Fuck. Mission Failed. Never mind that the boat was still in my sights, not to mention those of the fucking helicopter also chasing it.
It's this progression in the GTA games towards unbreakable, invisible wall filled narrative that is pissing me off. Why punish me for being good at playing the game? If I can run that guy down in the first leg of the mission, why not let me kill him then and there? Why put an invulnerable tag on that guy, his car, his boat, his helicopter...
Why, early in the game, when I'm getting a tutorial on shooting while driving a motorcycle does is give me an invulnerable target? It's a bit counter-intuitive isn't it? How am I meant to know that my shots aren't being effective because the guys invulnerable? I thought my gun was just weak as shit or that I was missing. And then, there's a cutscene and though it's never mentioned to you, he is now vulnerable to getting shot. But of course, by that point I'd given up on trying to shoot him.
Was that cutscene really important? Did it add anything to the game? No. And no. So why make me go through a several minute chase sequence against a guy I could have just capped in the first 10 seconds? Is it because you wanted to have "20 hours of gameplay!" as a fucking box quote? The internal logic of your game is fucked. The experience is not consistent! You can't just change the rules because your precious story can't cope with someone out-thinking the AI.
If you tried to pull that shit as a GM at any pen and paper session your players would give you some rather vociferous feedback on your lack of subtlety and imagination. Try not putting the shit in there next time if you can't get it to work within the game properly. Seriously - playing GTA IV is like playing Calvin-ball, except no one is telling you when the rules change. You're just expected to instinctively know that the guy who's fleeing from you has the invulnerable tag and not to pause to shoot him - because there's this totally killer bit of dialogue that they've written and you need to make an irrelevant moral choice at the end of a protracted chase sequence.
What about the times when in order to string out a chase you magically give someone a physics defying vehicle? If I'm able to force a guy in a sports car head on into a semi, I want to see that guy get spattered and have that chase over. Not have the semi suddenly launched into the air like a goddamn Hollywood anti-tank mine just went off under it.
And don't get me started on the city resets. If I'm smart enough to scope a venue before attacking it and park a van against the back exit so people can't escape that way, it drives me mental when they escape that way because the city has reset in order to present another fucking cutscene showing them escaping out that fucking door and sending me headlong into another chase sequence.
And what about the times I go, "hmmm, that's gotta be the getaway car that they'll use, I'll shoot out the tyres on it now." And then the target comes out of the building once the mission triggers and the car is magically repaired. In fact, it's better than that. It's magically fucking invulnerable because YOU WANT ME TO DO ANOTHER FUCKING CHASE SEQUENCE!
Linearity and stifling players imagination is not what made the GTA series great. I understand that they want to tell a story, but if you can't tell a story without crippling the gameplay, then you should probably re-consider your design.
It would be fucking nice if Rockstar could remember that when they bring out the DLC. If that can come out and give me five missions in a row without some bullshit narrative forced obstruction to play, then I'll happily send Rockstar a Valentines card for all the other great stuff in the game.
I battle my way through the roadblock and abandoned building full of goons and reach the guy I'm after. After a brief cutscene he takes off and I'm in pursuit. I gun down a few mooks and corner him on a nearby dock. No, wait, he's hopped into a boat and is taking off. Never mind that it's an open-topped boat and I could put an RPG straight into it right now, because the designers want me to chase him.
So chase him I do. There's another boat sitting right there - I hop in it and... Mission failed - you abandoned the bike. What the hell? What bike? I'm in a boat, I'm right alongside the other boat and can put MP5 rounds into this douchebag's head all day long, but it's mission failed?
Fine, where do I restart? I hope it's not at the start of that fucking chase sequence! Oh, only back at the beginning of the firefight? Sure. Why not. Fuck you developers. It's not like I can't get through that gun-battle with my eyes shut.
Oh shit - wait, I restart with only my remaining health/ammo? Fine, still a cakewalk. About a 3-5 minute cakewalk, but a cakewalk none-the-less. So I go through the firefight. Again. I get to the cutscene. Again. I chase the guy to the docks. Again.
This time I diligently look around. Ah - there's the bike, behind me - just where I didn't look last time. I hop on and take off along the coast, chasing the boat. Then I reach a point where I'm suddenly told to make a jump - what jump? Off what jetty? Where? Oh, over there? Back the way I came? Fuck. Mission Failed. Never mind that the boat was still in my sights, not to mention those of the fucking helicopter also chasing it.
It's this progression in the GTA games towards unbreakable, invisible wall filled narrative that is pissing me off. Why punish me for being good at playing the game? If I can run that guy down in the first leg of the mission, why not let me kill him then and there? Why put an invulnerable tag on that guy, his car, his boat, his helicopter...
Why, early in the game, when I'm getting a tutorial on shooting while driving a motorcycle does is give me an invulnerable target? It's a bit counter-intuitive isn't it? How am I meant to know that my shots aren't being effective because the guys invulnerable? I thought my gun was just weak as shit or that I was missing. And then, there's a cutscene and though it's never mentioned to you, he is now vulnerable to getting shot. But of course, by that point I'd given up on trying to shoot him.
Was that cutscene really important? Did it add anything to the game? No. And no. So why make me go through a several minute chase sequence against a guy I could have just capped in the first 10 seconds? Is it because you wanted to have "20 hours of gameplay!" as a fucking box quote? The internal logic of your game is fucked. The experience is not consistent! You can't just change the rules because your precious story can't cope with someone out-thinking the AI.
If you tried to pull that shit as a GM at any pen and paper session your players would give you some rather vociferous feedback on your lack of subtlety and imagination. Try not putting the shit in there next time if you can't get it to work within the game properly. Seriously - playing GTA IV is like playing Calvin-ball, except no one is telling you when the rules change. You're just expected to instinctively know that the guy who's fleeing from you has the invulnerable tag and not to pause to shoot him - because there's this totally killer bit of dialogue that they've written and you need to make an irrelevant moral choice at the end of a protracted chase sequence.
What about the times when in order to string out a chase you magically give someone a physics defying vehicle? If I'm able to force a guy in a sports car head on into a semi, I want to see that guy get spattered and have that chase over. Not have the semi suddenly launched into the air like a goddamn Hollywood anti-tank mine just went off under it.
And don't get me started on the city resets. If I'm smart enough to scope a venue before attacking it and park a van against the back exit so people can't escape that way, it drives me mental when they escape that way because the city has reset in order to present another fucking cutscene showing them escaping out that fucking door and sending me headlong into another chase sequence.
And what about the times I go, "hmmm, that's gotta be the getaway car that they'll use, I'll shoot out the tyres on it now." And then the target comes out of the building once the mission triggers and the car is magically repaired. In fact, it's better than that. It's magically fucking invulnerable because YOU WANT ME TO DO ANOTHER FUCKING CHASE SEQUENCE!
Linearity and stifling players imagination is not what made the GTA series great. I understand that they want to tell a story, but if you can't tell a story without crippling the gameplay, then you should probably re-consider your design.
It would be fucking nice if Rockstar could remember that when they bring out the DLC. If that can come out and give me five missions in a row without some bullshit narrative forced obstruction to play, then I'll happily send Rockstar a Valentines card for all the other great stuff in the game.