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GTA:IV Official Thread


murray
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However, what K, Kerraig, Pob etc are talking about is freeing up the 'story' to make way for a more interactive, sandbox story experience. If Roman gets killed at the start of the game, fuck it - he will no longer be able to give you missions, but someone else can step in to fill his shoes. And yes, though this would be a nightmare to design, if you built the game around that kind of flexibility to begin with then it wouldn't be too difficult at all, I think.

No :( smiley?! I'm so funny.

I think Rockstar are far too bothered about their "hard-hitting" story to do that.

I'm in the Dead Rising love camp. It took me an awfully long time to come round though, and I play games all the time. I don't think we'll see structures like that in mainstream games in the near future, as ace as it could be.

I'd absolutely love to see more very short, branching games though. Did anyone enjoy Way of the Samurai? I really wanted to get into that but couldn't.

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No :( smiley?! I'm so funny.

I think Rockstar are far too bothered about their "hard-hitting" story to do that.

I'm in the Dead Rising love camp. It took me an awful time to come round though, and I play games all the time. I don't think we'll see structures like that in mainstream games in the near future, as ace as it could be.

I'd absolutely love to see more very short, branching games though. Did anyone enjoy Way of the Samurai? I really wanted to get into that but couldn't.

Short branching games are the way forward. I think Roguelikes need to come back, just more like 'proper' games this time :wacko:

Edit: Oh and I loved Way of the Samurai - epic game :)

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If Roman gets killed at the start of the game, fuck it - he will no longer be able to give you missions, but someone else can step in to fill his shoes. And yes, though this would be a nightmare to design, if you built the game around that kind of flexibility to begin with then it wouldn't be too difficult at all, I think.

So you get a bunch of designers to knock out a load of missions and narrative that possibly will be wasted as a lot of people won't see them? That would piss them off and piss players off fro missing stuff I'm quite happy having the freedom to choose from a variety of missions AND having variable methods for completing them. The plus is the designers are able to give me some kind of overarching narrative. Even if you did have this second tier of missions it wouldn't really seem that free, and we all know how Oblivion can play like a rudderless ship when you go completely off sub missions.

We need to have a complex AI system that is capable of reading and responding to players actions before we can get true freedom.

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Ack, ok so i'm at the 2nd big choice...

Derrick or Francis? I can't say i'm too fond of either of them to be honest but just wondered if there were any differences between offing one of them as opposed to the other. Killing Playboy X seemed to net you a lot more than killing Dwayne, anything similar here?

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Ack, ok so i'm at the 2nd big choice...

Derrick or Francis? I can't say i'm too fond of either of them to be honest but just wondered if there were any differences between offing one of them as opposed to the other. Killing Playboy X seemed to net you a lot more than killing Dwayne, anything similar here?

Francis lets you call him and cancel your wanted level. His brother just has 2 extra missions.

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Ack, ok so i'm at the 2nd big choice...

Derrick or Francis? I can't say i'm too fond of either of them to be honest but just wondered if there were any differences between offing one of them as opposed to the other. Killing Playboy X seemed to net you a lot more than killing Dwayne, anything similar here?

Am I the only one who decided these things according to emotions and character a suchlike, rather than just wanting gameplay benefits? I dunno, it just seems like many people are constantly trying to pull away the curtain and not investing in the full experience, emotionally speaking.

From what I've read elsewhere, killing Derrick means you get to do a couple of extra missions and unlock Francis's ability to clear your wanted stars. Killing Francis gets you nothing, I don't think. But I'm wrong. See above.

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Am I the only one who decided these things according to emotions and character a suchlike, rather than just wanting gameplay benefits? I dunno, it just seems like many people are constantly trying to pull away the curtain and not investing in the full experience, emotionally speaking.

From what I've read elsewhere, killing Derrick means you get to do a couple of extra missions and unlock Francis's ability to clear your wanted stars. Killing Francis gets you nothing, I don't think. But I'm wrong. See above.

Well like I said, I wouldn't class myself as emotionally invested in either character to be honest, whether thats down to Rockstars script, the fact ive done about just 2 missions for each of them or I have a cold dark hole where my heart used to be, I don't know. But a lot of the characters seem to be introduced hurriedly through some hard to follow connection to a character you already know, and then a few missions later, they're killed off! The only characters I really care for are Roman, Brucie and Little Jacob.

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It's really long, man! 30 hours is doable if you don't friend or date too much. And you take taxis often. 40-50 is average probably.

I think i'm 20+ hours in. I really have no idea how much is left of the story though. I unlocked the third island ages ago but i still havent done any missions on there. I think the last mission i did was where you follow the helicopter, steal it, and fly it to the airport, or maybe it was the bin lorry mafia mission. In GTA i always try and finish the missions on the island i'm on before i move on to the next. I think the mafia dude is the only one left with a mission open at the minute on the middle island.

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Am I the only one who decided these things according to emotions and character a suchlike, rather than just wanting gameplay benefits? I dunno, it just seems like many people are constantly trying to pull away the curtain and not investing in the full experience, emotionally speaking.

From what I've read elsewhere, killing Derrick means you get to do a couple of extra missions and unlock Francis's ability to clear your wanted stars. Killing Francis gets you nothing, I don't think. But I'm wrong. See above.

I killed Francis without even a second thought. The guy's a dick; at least his brothers are honest about their criminality. The only thing I'm worried about is how Gerry & Packie will react when they found out I snuffed their brother.

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So you get a bunch of designers to knock out a load of missions and narrative that possibly will be wasted as a lot of people won't see them? That would piss them off and piss players off fro missing stuff I'm quite happy having the freedom to choose from a variety of missions AND having variable methods for completing them. The plus is the designers are able to give me some kind of overarching narrative. Even if you did have this second tier of missions it wouldn't really seem that free, and we all know how Oblivion can play like a rudderless ship when you go completely off sub missions.

We need to have a complex AI system that is capable of reading and responding to players actions before we can get true freedom.

No, what I'm thinking of is more... procedural than that... When I'm not at work, I might elaborate. :(

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I haven't finished the game yet, I still have missions to do for

Roman, Bell and Jimmy

. But there aren't any mission icons on the map, and haven't been for a while. Am I missing something?

Double check the map as some of them appear in small grey lettering which is hard to pick out. Besides that just walk around for a while as theres a good chance someone will ring.

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Am I the only one who decided these things according to emotions and character a suchlike, rather than just wanting gameplay benefits? I dunno, it just seems like many people are constantly trying to pull away the curtain and not investing in the full experience, emotionally speaking.

From what I've read elsewhere, killing Derrick means you get to do a couple of extra missions and unlock Francis's ability to clear your wanted stars. Killing Francis gets you nothing, I don't think. But I'm wrong. See above.

No, you're not. As with the earlier choice, I opted to kill the one who asks you to kill the other first, they were the ones at fault, not the target of their ire. In both cases, I didn't give a second thought to what I might get out of it other than some sense of having done the right thing, if even possible.

I just finished it last night and as endings go, I found it

pretty devastating, with the fact it's Kobayashi Maru time so you're fucked either way being the icing on the cake. I stuck to my principles and killed that rat fuck son of a bitch Dmitri because it's obvious he'd try and screw you over again but really, I just wish there was a walk away from it all option so I could go to the wedding, see Roman off on his honeymoon and maybe go on vacation to Las Venturas with Kate. But no. Fuck that piece of shit Pegorino, fuck him in the face with a jackhammer wrapped in razorwire.

What I did like at least that Jacob and Roman came along for the final reckoning, Jacob is pure fucking gold all the way but as Pegorino lay dying in the shadow of Lady Happiness and Roman babbled on about us having 'won', it all felt very hollow. No doubt as it was supposed to, Rockstar's big get out can said to be that it's a morality tale yadda yadda but damn...speaking to Packie on the phone afterwards just made it all the worse.

I spared Ivan, I spared Dwayne's ex, I killed the killers, I even spared fucking Darko for all the good it did.

Pah.

Still, no sense moping. I've got a date with some chick off Craplist, perhaps that can take Niko's mind off things. Plus I can wear that snazzy casual suit/loafers/glasses combo again, Kate always gave me shit for those.

:(

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So you get a bunch of designers to knock out a load of missions and narrative that possibly will be wasted as a lot of people won't see them? That would piss them off and piss players off fro missing stuff I'm quite happy having the freedom to choose from a variety of missions AND having variable methods for completing them. The plus is the designers are able to give me some kind of overarching narrative. Even if you did have this second tier of missions it wouldn't really seem that free, and we all know how Oblivion can play like a rudderless ship when you go completely off sub missions.

We need to have a complex AI system that is capable of reading and responding to players actions before we can get true freedom.

Nah dont agree with that. I'd take not seeing every bit of content if it meant I was more in control of my destiny and suffered less frustration on the way. it would also make talking about the game to mates so much more interesting. "What, no ive never seen that. i never even met that guy cos I chose to side with this guy, but now i've got my own boat" etc.

I want games to get to the point where i'm shaping my destiny rather than controlling tiny little facets of a prescripted drama.

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Why would they? It'd be a massive gamble.

It'd just be nice, y'know? Nice.

London is the only likely one, though. I forgot about GTA: London. London would be terrible.

Bring back the American GTAs!

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