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GTA:IV Official Thread


murray

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Just did the snow storm mission first time, and didn't quite know what to expect (mainly because I didn't know it was called snow storm or what it was). I cleared the hospital easy enough, with a few amusing moments like shooting an explosive barrel only to have one of the enemies land on my head which was a bit unexpected. I must have killed about 20 police trying to get out, but when I finally managed to get to the outside I decided to leg it to a car after being shot a couple of times. I only had 3 stars so I guess it made it easier for me to get away.

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It called snow storm because it starts to snow at the start of the mission. And theres a storm later on.

It has nothing to do with the fact that Cocaine is often called snow because its a white power and coincidently you have to collect some cocaine.

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That's quite early on, yeah? Easiest way is to

hang back and just follow. Eventually they'll all be in a park and get off the bikes. Then you can get all STOP AND POP on their asses.

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There's a lot of things in this game you can do that make it much more difficult than it actually is.

If you knew all of GTA IVs little rules, like the testers will have, it's generally a pretty easy game. I know now that my 30 hour run I'll do if I eventually decide to get all the acheivements will be a walk in the park. Not because I'm a great gamer, but because I know how it all works now. The missions are very, very linear in many respects. If you play them like they were designed to be played, it'll most of time go off without a hitch. If you don't, however, you're going to get very frustrated much of the time.

I'm not defending it at all. It's not a great way to do things, even if it's easy to see why they did. The missions aren't nearly as good in many ways as I was hoping and expecting, personally. But despite it all I enjoyed just about every one, and had a blast right to the end.

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Sorry, boring question:

I've always played GTAs as sandbox games and never bothered much with the missions (apart from doing them just to further the map and get more items and so on.) Is the 'mucking about' as good in this one as people expected? Is it much improved from the last-gen GTAs? I've read complaints about the missions and their linearity throughout the thread, but not heard much on whether people are enjoying simply racking the stars up and experimenting with causing chaos.

If that has been already discussed, sorry. :P

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BUT IT SAYS KILL HIM!! I should know this by now

I found that mission really difficult if that's any consolation. I'm just rubbish at games if I'm being brutally honest, but he didn't half speed off quickly and there were plenty of cars getting in my way which didn't help. Then I got to the park and got gunned down like a dog in the street because I was too busy trying to work out what button does what.

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Sorry, boring question:

I've always played GTAs as sandbox games and never bothered much with the missions (apart from doing them just to further the map and get more items and so on.) Is the 'mucking about' as good in this one as people expected? Is it much improved from the last-gen GTAs? I've read complaints about the missions and their linearity throughout the thread, but not heard much on whether people are enjoying simply racking the stars up and experimenting with causing chaos.

If that has been already discussed, sorry. :P

The 'mucking about' is way better than ever before and is doable online too

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Ahaha, I just had a head-on with a police car and the cop flew through the windscreen and hit my car dying instantly. I got no stars because I assume he was too DEAD to report it!

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It's not hard, but various things stopped me from completing it on my first go which was quite frustrating (falling through the floor and dying, Packie running into a car about to explode etc). Great mission though.

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Ok, after all the good points and bad points have been raised, this would be my one main wish for a future GTA. If i was the producer this would be the one thing I would be aiming towards:

Emergent missions that all adhere to the exact same ruleset.

The fact that the rules change missin to mission, from the bad guy getting away, to him waiting for you to catch up, from people being invincible until a certain point to people being droppable within seconds, from cars dissappearing from where you strategically left them to cars NOT dissappearing. it should be one rule throughout the game. if they say you can call 911 to bring the police to a scene they should let you do it mid mission. If roman gets hurt while you're drinking an ambulance should come patch him up. CONSISTENCY!

I think the game should have the rule that a mission is ONLY failed if your character either dies or is arrested. I know this would take a massive rewrite of the game but I still think it should be that way. Each mission should have 2 or 3 branching points that would make the game infinately replayable.

Example: take the train mission that people had problems with. You SHOULD just be able to meet them at the station, but it should randomise what stop they get off at, encouraging you to follow and stay within sight. if you get too far away from the train it shouldnt matter. The passengers should have a preprogrammed journey and you should be able to intercept at any point in that journey. if you miss them at the station you should get a call saying to go get them at their safehouse, but expect to face increased resistance. that would be your punishment for messing up the station part, not just a reload and retry.

Any story critical missions should not have NPC's to protect. They should be side stories that, if the NPC is killed you've essentially fucked that side story up but it doesnt affect the main story.

I want the game to have half as many missions, but each one twice as long. A 15 hour main story mode that could play out in 10 different ways would be a much better game to me than the linear handholding of this. I refuse to believe a branching story would be THAT hard to implement. All it has to do is send the mission in a different direction. "your target got away, now go and protect so and so from the retaliation". if you die then its retry time, but not before.

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Tbh I always envisenged more of an "Oblivion" style mission-set. Where by a lot of stuff was open all the time/mission always active. Thing is, this does not lead to a narrative particularly well...(see - Crackdown).

And this might be the sticking point. GTA4 features heavily on characters and narratives. If you kill someone (let's say

Vlad, cos thats about as far as I've got

) away from where a cutscene then shows you dumping their body - how do you explain that cutscene. Now, you're losing narrative consistency.

Anyway I'm tired and gah canne go on!

*edit* well maybe it wont be a GTA game that does this. Similar, but not GTA. This may well be the answer.

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