Thursday, May 1, 2008
Grand Theft Auto Takes On New York
http://www.nytimes.com/2008/04/28/arts/28auto.html
April 28, 2008
Video Game Review
Grand Theft Auto IV
Grand Theft Auto Takes On New York
By SETH SCHIESEL
I was rolling through the neon deluge of a place very like Times Square the other night in my Landstalker sport utility vehicle, listening to David Bowie’s “Fascination” on the radio. The glittery urban landscape was almost enough to make me forget about the warehouse of cocaine dealers I was headed uptown to rip off.
Soon I would get bored, though, and carjack a luxury sedan. I’d meet my Rasta buddy Little Jacob, then check out a late show by Ricky Gervais at a comedy club around the corner. Afterward I’d head north to confront the dealers, at least if I could elude the cops. I heard their sirens before I saw them and peeled out, tires squealing.
It was just another night on the streets of Liberty City, the exhilarating, lusciously dystopian rendition of New York City in 2008 that propels Grand Theft Auto IV, the ambitious new video game to be released on Tuesday for the Xbox 360 and PlayStation 3 systems.
Published by Rockstar Games, Grand Theft Auto IV is a violent, intelligent, profane, endearing, obnoxious, sly, richly textured and thoroughly compelling work of cultural satire disguised as fun. It calls to mind a rollicking R-rated version of Mad magazine featuring Dave Chappelle and Quentin Tarantino, and sets a new standard for what is possible in interactive arts. It is by far the best game of the series, which made its debut in 1997 and has since sold more than 70 million copies. Grand Theft Auto IV will retail for $60.
Niko Bellic is the player-controlled protagonist this time, and he is one of the most fully realized characters video games have yet produced. A veteran of the Balkan wars and a former human trafficker in the Adriatic, he arrives in Liberty City’s rendition of Brighton Beach at the start of the game to move in with his affable if naïve cousin Roman. Niko expects to find fortune and, just maybe, track down someone who betrayed him long ago. Over the course of the story line he discovers that revenge is not always what one expects.
Besides the nuanced Niko the game is populated by a winsome procession of grifters, hustlers, drug peddlers and other gloriously unrepentant lowlifes, each a caricature less politically correct than the last.
Hardly a demographic escapes skewering. In addition to various Italian and Irish crime families, there are venal Russian gangsters, black crack slingers, argyle-sporting Jamaican potheads, Puerto Rican hoodlums, a corrupt police commissioner, a steroid-addled Brooklyn knucklehead named Brucie Kibbutz and a former Eastern European soldier who has become a twee Upper West Side metrosexual.
Breathing life into Niko and the other characters is a pungent script by Dan Houser and Rupert Humphries that reveals a mastery of street patois to rival Elmore Leonard’s. The point of the main plot is to guide Niko through the city’s criminal underworld. Gang leaders and thugs set missions for him to complete, and his success moves the story along toward a conclusion that seems as dark as its beginning. But the real star of the game is the city itself. It looks like New York. It sounds like New York. It feels like New York. Liberty City has been so meticulously created it almost even smells like New York. From Brooklyn (called Broker), through Queens (Dukes), the Bronx (Bohan), Manhattan (Algonquin) and an urban slice of New Jersey (Alderney), the game’s streets and alleys ooze a stylized yet unmistakable authenticity. (Staten Island is left out however.)
The game does not try to represent anything close to every street in the city, but the overall proportions, textures, geography, sights and sounds are spot-on. The major landmarks are present, often rendered in surprising detail, from the Cyclone at Coney Island to the Domino Sugar factory and Grand Army Plaza in Brooklyn and on up through the detritus of the 1964-65 World’s Fair in Queens. Central Park, the Empire State Building, various museums, the Statue of Liberty and Times Square are all present and accounted for. There is no Yankee Stadium, but there is a professional baseball team known, with the deliciousness typical of the game’s winks and nods, as the Swingers.
At least as impressive as the city’s virtual topography is the range of the game’s audio and music production, delivered through an entire dial’s worth of radio stations available in almost any of the dozens of different cars, trucks and motorcycles a player can steal. From the jazz channel (billed as “music from when America was cool”) through the salsa, alt-rock, jazz, metal and multiple reggae and hip-hop stations, Lazlow Jones, Ivan Pavlovich and the rest of Rockstar’s audio team demonstrate a musical erudition beyond anything heard before in a video game. The biggest problem with the game’s extensive subway system is that there’s no music underground. (Too bad there are no iPods to nab.)
The game’s roster of radio hosts runs from Karl Lagerfeld to Iggy Pop and DJ Green Lantern. It is not faint praise to point out that at times, simply driving around the city listening to the radio — seguing from “Moanin’ ” by Art Blakey and the Jazz Messengers to the Isley Brothers’ “Footsteps in the Dark” to “The Crack House” by Fat Joe featuring Lil Wayne — can be as enjoyable as anything the game has to offer.
Grand Theft Auto IV is such a simultaneously adoring and insightful take on modern America that it almost had to come from somewhere else. The game’s main production studio is in Edinburgh, and Rockstar’s leaders, the brothers Dan and Sam Houser, are British expatriates who moved to New York to indulge their fascination with urban American culture. Their success places them firmly among the distinguished cast of Britons from Mick Jagger and Keith Richards through Tina Brown who have flourished by identifying key elements of American culture, repackaging them for mass consumption and selling them back at a markup.
It all adds up to a new level of depth for an interactive entertainment experience. I’ve spent almost 60 hours practically sequestered in a (real world) Manhattan hotel room in recent weeks playing through Grand Theft Auto IV’s main story line and the game still says I have found only 64 percent of its content. I won’t ever reach 100 percent, not least because I won’t hunt down all 200 of the target pigeons (known as flying rats here) that the designers have hidden around the city.
But like millions of other players I will happily spend untold hours cruising Liberty City’s bridges and byways, hitting the clubs, grooving to the radio and running from the cops. Even when the real New York City is right outside.
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