Showing posts with label Grand Theft Auto IV. Show all posts
Showing posts with label Grand Theft Auto IV. Show all posts

Thursday, December 18, 2008

GTA jacking DS in March

http://www.gamespot.com/news/6202333.html

GTA jacking DS in March
By Tor Thorsen, GameSpot
Dec 15, 2008

Chinatown Wars now set to rage on Nintendo's portable in US on 17th, EU on 20th.

Just over five months after it was revealed at Nintendo's E3 press conference, Grand Theft Auto: Chinatown Wars finally has a release date. In North America, the DS debut of Rockstar Games' multi-multiplatinum series will ship on March 17, St. Patrick's Day. In Europe, it will arrive in stores on March 20.

Chinatown Wars has not yet been rated in any territory. However, in a recent interview with Edge magazine, Rockstar's vice president, Sam Houser, said that Chinatown Wars will be courting an M for Mature rating in the US. "It can't be softened to make it family-friendly--that's not the game we're making," explained Houser. "[Nintendo] didn't want us to make a GTA for kids, and we weren't interested in making a game we wouldn't normally make."

By the sound of it, Chinatown Wars will be a hard M indeed. Though it sports cartoon-like cel-shaded graphics, Chinatown Wars will feature such age-unsuitable activities as drug peddling, carjacking, and armed mayhem. Unlike previous portable GTA offerings, it will include 3D isometric graphics and stylus-based minigames to let players hotwire cars and tattoo themselves. It will also re-create much of the same open-world Liberty City as its console cousin, Grand Theft Auto IV.

Thursday, October 23, 2008

Playboy's Saints Row 2 Review


http://playboy.com/arts-entertainment/reviews/games/saints-row-2/saints-row-2.html

GAME Saints Row 2
Publisher THQ
Developer Volition
Genre Action/Adventure
Platform PlayStation 3, Xbox 360, PC
Price $59.99
ESRB Rating “M” for Mature

October 15, 2008
By Marc Saltzman

This follow-up to 2006 hit Saints Row is an over-the-top gangbanger paradise that drops you on the mean streets of Stilwater where you wreak all kinds of havoc on foot and behind the wheel. Unlike Grand Theft Auto you don’t need to unlock all of the boroughs in Saints Row 2; everything is accessible right from the get-go. While en route to take down the heads of three rival gangs, race your pimped-out ride through bustling streets and take down enemies and other obstacles in your way. Rob this truck, destroy that drug farm, hop on Jet Skis and ride through sewers under the city. It’s all in a day’s work.

A more significant distinction between Saints Row 2 and GTA lies in the degree of player customization, from your character’s voice and gang appearance (we recommend ninjas or 1970s pimps and hos), to fighting style, graffiti tags, taunts and vehicle types. Seriously, there are some major cosmetic and game-play options you can toy with, ensuring no two games play out the exact same way. Despite controls that take some getting used to (try the cruise control option), and production values not on par with Grand Theft Auto IV, players can tackle nearly 50 increasingly wacky missions and even indulge in co-op or head-to-head multiplayer modes for added replayability. On its surface Saints Row 2 might appear to be a rip-off of that “other” urban sandbox game, but once you play through a couple of missions you’ll see the differences that give THQ’s badass sequel its own legs.

Saturday, May 10, 2008

A Strange City Called Home

http://www.nytimes.com/2008/05/04/nyregion/thecity/04gran.html

May 4, 2008
A Strange City Called Home
By DAVE ITZKOFF

IN the opening moments of Grand Theft Auto IV, the latest chapter of the cinematically styled video game franchise, two men are standing at the side of a boat, watching a familiar sight drift into view. Through their eyes, we see a digitized, 21st-century retelling of a scene that greeted numerous generations of new arrivals to an unknown country: the eastern end of a long, narrow island, with a towering metal spire emerging from its belly, and a diminutive green statue beckoning from a tiny point off the island’s southern tip.

We think we know what we are seeing, until one of the game’s characters identifies the land mass for us.

“Liberty City,” he says to his shipmate in a vaguely East European accent. “You ever been?”

And before I even sat down to play the game, I could honestly say that I had.

Liberty City, the pixilated playground where the action of Grand Theft Auto IV occurs, is New York City, and it is not. Like previous installments of the game, which has sold more than 70 million copies in the last decade — abbreviated G.T.A., in the same sanitized way that Kentucky Fried Chicken became KFC — this newest edition (released on Tuesday for the Xbox 360 and PlayStation 3 systems) sets players loose in an environment closely modeled on a real American metropolis, usually at some notorious time in its history.

The environs of Grand Theft Auto: Vice City, released in 2002, were inspired by 1980s-era Miami, the pastel-hued setting for crime dramas like “Scarface” and “Miami Vice.” For a 2004 sequel, Grand Theft Auto: San Andreas, the game relocated to three interconnected cities based on Los Angeles, San Francisco and Las Vegas, against a 1990s backdrop of gangsta rap and gang violence.

While moving its story forward to the present day, G.T.A. IV largely restricts itself to a single city — one at the height of its prosperity and during an ebb in crime. The game makes no attempt to disguise the fact that it is designed to look, sound and feel like the city I have lived in for nearly all 32 years of my life.

As many others have already noted, Liberty City is a dead ringer for New York: It’s divided into boroughs with distinct populations and architectural styles; it has most of the same suspension bridges and historic landmarks in the places you’d expect to find them; and its streets are always teeming with traffic and unruly pedestrians.

This game is hardly the first to try to replicate some portion of the New York experience — programmers have been trying to do this for decades. But Grand Theft Auto IV is the most contemporary attempt at this experiment, and may be the most realistic made available to a mass audience.

It’s also a game that has an extra layer of resonance for indigenous New Yorkers. With all the knowledge, confidence, predispositions and prejudices we possess, we’re not only better equipped to detect the many references and insider jokes, we may even come out of the game thinking differently about the real-life New York we’ve always known.

For a native New Yorker, the game is both comfortingly routine and eerily disorienting; you find yourself playing because it is a limitless escape and a consequence-free confinement. Liberty City is like nowhere I’ve ever visited, even as it tries with all its heart and soul to remind me of a place with which I’m already intimately acquainted.

MY initiation into Liberty City came a few days before G.T.A. IV went on sale, in the downtown loft offices of the game’s publisher, Rockstar Games. As I tooled around the electronic streets for a few hours under the supervision of two Rockstar employees, I was sometimes playing the game myself, and sometimes watching as someone else played it for me. I generally played by the rules, but for the purposes of this story, I occasionally made use of a special cheat feature to travel through the game in ways that a typical player cannot.

When that boat from the game’s opening scene finally docked at Liberty City, my character, a rugged-looking immigrant named Niko, found himself on the docks of a Dumbo-like neighborhood, in a borough the game calls Broker.

Indeed, much of Liberty City’s map is made up of direct analogues of real New York neighborhoods and locations, often renamed with winking, sophomoric monikers that could have come from Mad magazine: Manhattan is Algonquin and Queens is Dukes; the giant neon Pepsi-Cola sign in Long Island City advertises a beverage called Sprunk; and the MetLife skyscraper on Park Avenue has been replaced with the Getalife Building.

Even if I didn’t recognize this computer-generated tribute to Dumbo from its hilly terrain and its array of converted red-brick factories and dilapidated loft spaces, I might have known it from the disoriented feelings gathering in my gut. In real life, I have hardly spent enough time in Dumbo to know my way around it; if I were abandoned there as part of some urban Outward Bound adventure, I probably couldn’t find the nearest subway station without the help of a G.P.S.

On my television screen, I could see the silhouette of Manhattan on the horizon, but I had no idea how to get there. My digital discomfort was just as palpable as it would be if I were experiencing this world in three dimensions.

Following the game’s directions, I drove my character to the neighborhood that is Liberty City’s equivalent of Brighton Beach, where, true to its inspiration, all the shop signs were in Cyrillic lettering, and the few passers-by could be heard, in snatches, speaking Russian and Ukrainian. Niko, my alter ego, did not yet have his own apartment — for starters, he would have to sleep on someone else’s foldout couch in a ratty tenement with walls covered in graffiti inspired (so I am told) by tags that the game’s designers had seen and photographed in Brooklyn.

There was something amusingly authentic about Niko’s predicament. The game’s British creators seemed to know that given the choice, most players would probably run or drive straight into Manhattan — the version of the city they know from their own travels, or any number of films and television shows — and ignore the other boroughs. Here, as in the real world, entry into the heart of the city would have to be won through patience and hard work.

A few steps outside Niko’s temporary lodging, I found myself in Firefly Island, the game’s answer to Coney Island, complete with a giant Ferris wheel and a rickety wooden roller coaster; both attractions were closed and the area was devoid of pedestrians.

The scene was familiar in more ways than one: it reminded me of The Warriors, a video game that Rockstar created just three years ago, based largely on the 1979 Walter Hill movie of the same name. (You know, the one with the crazy-costumed New York gangs fighting their way from the Bronx to Brooklyn — “Can you dig it?” “Come out and plaa-aaay!”)

THAT game was also nominally set in New York, though I never genuinely felt transported there for one moment. That city seemed a grimy parody of someone else’s grimy parody of the city, one that looked as if our town had been struck by a giant mirror ball full of plutonium.

But I wanted to see more than the few chubby, backpack-toting tourists who were ambling around the Boardwalk. So I had my flesh-and-blood chaperons turn on a hidden feature within their version of the game that allowed me to fly anywhere on the G.T.A. map. And I mean, literally, fly: my virtual self disappeared, and the camera began to hover off the ground, swooping and soaring from the Brooklyn Bridge (er, I mean the Broker Bridge) to the Statue of Happiness, which resembles a wide-eyed Hillary Rodham Clinton hoisting a cup of coffee aloft.

Eventually I touched down in a Times Square that was appropriately cluttered with hypnotic neon advertisements for things I could not really buy, and populated, sparsely, with pedestrians who carried on cellphone conversations, sketched portraits of passers-by and played the saxophone in return for loose change. When I walked into a greasy all-night burger joint, a cashier greeted me with an appropriately indifferent “What?” But when I crossed the street against the light upon exiting, cars actually stopped for me (though they honked their horns).

Having been lulled into believing that I really was in New York, I made the mistake of trying to find my own Alphabet City apartment within the game. I walked down to Chinatown — that took only a few seconds — found what I thought was Houston Street, and made my way to where Avenue A (and my apartment) should have been. But after traversing only a block or two of bodegas and backward-hatted hipsters bobbing their heads to the beats of miniature iPods, I somehow found myself at the southern entrance to Grand Central Terminal.

It was as if some unknown natural disaster had recently touched down and attacked only the portions of New York that I cared for most deeply. My city — at least, the parts of it that I thought of as my city — no longer existed.

So I regrouped and tried to find the high-rise apartment building on East 40th Street where I grew up in the ’70s and ’80s. I started at the United Nations, made my way west through a perfect simulacrum of Tudor City (with another saxophone player performing in the park) and within a few short steps had gone all the way to St. Patrick’s Cathedral. Foiled again!

It seemed a perfectly logical and human impulse, to prove to myself that I was somewhere recognizable by finding the one place in it that was most recognizable to me. Yet there was no way that the game could satisfy this impulse: like a comic-book superhero drawn by the legendary artist Jack Kirby, whose characters’ fists grew larger and feet grew smaller as they flew up out of their panels, the proportions of this version of Manhattan were an optical illusion. The parts that everybody would notice were blown up larger than life; the parts that virtually no one would care about were shrunk to nothingness.

Faced with this catastrophic revelation, I turned to a life of crime. I hijacked cars and crashed them into traffic poles; I raced a motorcycle through Central Park and dismounted just before the bike plunged into the lake (my way of letting the boathouse know I won’t be holding my wedding reception there). I jumped off the observation deck of the Empire State Building, just because I could, though I took no pleasure from the sickening scream my character let out, nor the sound of his jacket flapping in the wind, 86 stories to the ground.

At the urging of my human confederates, I even attempted one of Grand Theft Auto’s missions — tasks I was supposed to be completing to progress through the game properly — that required me to shoot my way through a gang of drug smugglers and steal their truckload of contraband. I did as I was instructed, but my heart just wasn’t in it. If I truly believed in Liberty City as a functioning community, how could I open fire on my fellow simulated citizens (even if they shot at me first)? How could I tread all over the social contract in a ripped-off truck full of bootleg prescription medication?

THE answer, of course, is that I couldn’t, and here is where the paradoxical nature of Grand Theft Auto once again rears its head. Unlike the missions, objectives and narrative elements of a traditional video game, which constitute the game itself — the things you’re supposed to be participating in and following along with in order to actually play — these same aspects of G.T.A. are more like sophisticated distractions to keep you from immersing yourself too deeply in its fictional city environment.

Except that the problem with G.T.A. — one that will in no way dissuade me from playing the game until my digits are raw and aching — is that the more fully you are pulled into Liberty City and the more closely you inspect it, the more you are reminded that it isn’t a city at all.

The neighborhoods do not blend into one another so much as sit next to one another. The traffic varies just enough from one area to the next to convince you that a place is inhabited, but eavesdrop on a pedestrian long enough, and you’ll find that he doesn’t eventually go home to his wife and kids — he just keeps walking and talking in a continuous loop.

It’s not the game’s fault that it can’t perfectly replicate the infinite variety of New York. But it sometimes comes so close to pulling off the illusion that it invites you to look for the imperfections.

When my two hours of game time were over, I left the Rockstar Games offices and stepped out into SoHo at midafternoon on one of warmest spring days of the year. The sun worshipers were out in full force, each of them as distinct as snowflakes: guys wearing oversized earphones and baseball caps tilted at every angle, women wearing minimalist skirts and shorts that gave them only the illusion of being clothed. An amorous couple making their way north hardly noticed me as they nearly crosschecked me into a streetside table of $6 sunglasses.

There was so much uniqueness and so much variety that there was no room to move, and I knew I was home.

Grand Theft Auto IV video game tops $500M

http://ap.google.com/article/ALeqM5hVLnDu3OLPfL9gVGgA4ybW_EuIsQD90GT84G0

Grand Theft Auto IV video game tops $500M in 1st-week sales
5-7-8

NEW YORK (AP) — Video-game publisher Take-Two Interactive Software Inc. said Wednesday that sales of its popular and eagerly anticipated title "Grand Theft Auto IV" reached more than $500 million in its first week of availability.

The company said it has sold more than 6 million units globally since the game was released April 29.

The New York-based company said it sold 3.6 million units on its opening day alone, worth a retail value of $310 million worldwide.

"Grand Theft Auto IV" follows the criminal exploits of protagonist Niko Bellic, an immigrant-turned-gangster who travels from Eastern Europe to Liberty City, the game's fictional locale based on New York City. As Bellic, players can hijack cars, earn cash for criminal activities, shoot innocent bystanders and visit strip clubs.

Critics say the extreme violence in "Grand Theft Auto" video games could be harmful to children, and Mothers Against Drunk Driving has complained that the latest version includes the ability to drive while intoxicated.

Online Play Kicks Grand Theft Auto Into Overdrive

http://www.wired.com/gaming/gamingreviews/commentary/games/2008/05/gamesfrontiers_0506

Online Play Kicks Grand Theft Auto IV Into Overdrive
Clive Thompson
05.06.08

Multiplayer missions provide unexpected and seemingly endless ways to experience Liberty City.

Liberty City has always been a strangely lonely place.

Sure, there have always been plenty of virtual citizens in the various Grand Theft Auto cities crafted by Rockstar Games. You were constantly running into caustic gangsters, cynical cops and old folks with walkers who dove out of the way when you rolled up on the sidewalk.

But there were never any other real people there -- no live humans. In meatspace terms, when you played GTA, you played alone. It was always a single-player game: no multiplayer mode, and not even an option to engage in co-op thuggery alongside a friend.

When you think about it, this is superweird. The first GTA debuted in 2001, right around the time that games were moving aggressively online. We were constantly told that artificial-intelligence characters were too stilted -- that the only way to have realistic, unpredictable play was to let gamers engage with other folks online. Hey, Halo proved that online play could extend the shelf life of a console game for, like, 19 years or something, right?

Yet GTA remained stubbornly, even defiantly, single-player. It was as if the Rockstar designers were so proud of their painstakingly crafted metropolises that they didn't want any other messy, mostly-big-bags-of-water humans in there screwing things up.

Until GTA IV arrived -- and Liberty City went online. So I duly logged in, wondering, What the heck is this going to be like? Do I need other people in here? Do I want other people in here?

It turns out that I do, and I do. For my first game, I headed into Hangman's Noose mode, where you team up with other players to accomplish a mission -- in this case, meeting up with a crime boss at the airport and keeping the cops away from him.

It felt like being in a Twilight Zone version of Grand Theft Auto. Everything was the same, but ... different. Much as aficionados of multiplayer gaming would have predicted, my teammates pulled off some hilariously unexpected moves: They'd drive in more spastic or more cunningly accurate patterns than I'd ever seen -- or attempted -- inside the game; they'd perform seemingly kamikaze moves with an AK-47 that the artificial intelligence would never have dared.

Better yet, multiplayer missions give you some subtle yet fascinating new ways to experience the city. At one point, two partners and I piled into a Ferrari while another of my teammates raced across the city. Since I didn't have to drive, I was able to enjoy some sightseeing -- zooming my camera around to different, Hollywood-like angles -- that was never possible when I was the one steering.

The sheer scale of Liberty City makes for online console play that's far more open-ended than anything I'd ever before seen. Most console multiplayer gaming takes place on fairly small maps. But with the mission modes of GTA IV, you're given a really big chunk of sandbox to play in, so there are seemingly zillions of different ways your teammates can accomplish a mission.

This leads to some quite funny incidents. During one mission, one of my partners and I arrived at a waterfront checkpoint -- him in a battered van, me in a sports car. We got out of our vehicles wondering, Hey, where's the third member of our team? So we stood around for two or three minutes, puzzled, admiring the morning sunshine. Suddenly, off in the distance, we saw a car racing toward us. It was a cop car -- and it was on fire. Our third team member emerged triumphantly. I'm still wondering what the hell happened to him.

There are 15 different modes of online play, most of which are pretty good. One clear winner is GTA Race, which blends car racing with combat: You can assault one another's vehicles, and even carjack one another. The result is exquisite madness, with drivers jumping out of wrecked compact cars and in 18-wheel trucks, then tearing off down crowded sidewalks while followed by lowriders hurling Molotov cocktails. If, like me, you're a subpar driver, you can simply abandon the goal and become a machine of revenge -- setting up a roadblock, waiting for other drivers to approach, then blasting them to pieces. This is food for the soul.

Other modes, however, are more of a letdown. I found the death-match games underwhelming, in part because GTA's targeting system isn't very fluid, but also because the maps weren't well designed. They possess few of the nooks and crannies you get in a great Call of Duty or Halo map.

Overall, though, GTA IV will make you glad that Rockstar finally let other people into Grand Theft Auto's world. This city's big enough for the both of us.
- - -
Clive Thompson is a contributing writer for The New York Times Magazine and a regular contributor to Wired and New York magazines. Look for more of Clive's observations on his blog, collision detection.

Friday, May 9, 2008

GTA IV May Have Cost $100 Million to Make

http://www.gamedaily.com/articles/news/gta-iv-may-have-cost-100-million-to-make/

GTA IV May Have Cost $100 Million to Make

Was Grand Theft Auto IV the most expensive game ever made? It sure seems that way, as Rockstar has guessed that it cost around $100 million. Good thing they will make that back and then some.
Posted by James Brightman on Wednesday, April 30, 2008

It's been well documented how costly it can be to make high-end video games for the current consoles, particularly the Xbox 360 and PS3. Game budgets of $20 million - $30 million or more are becoming more frequent as consumers demand bigger and bigger production values. Rockstar's Grand Theft Auto IV certainly has the production values, and the game may have literally been the most expensive ever made.

In a recent Sunday Times report, Leslie Benzies, Rockstar North's president and the producer of GTA IV, said he didn't know exactly how much the game ultimately cost, but he guessed that it was in the range of $100 million. Roughly 1,000 people were involved in putting the whole game together. "It's like making a theatre production, a few movies and an album all to fit into one package," he said.

In addition to roughly 1,000 pages of script, acting, voice work, animation, music, and so on, in order to recreate a virtual New York (called Liberty City in the game), Rockstar took over 100,000 photographs on location and even used time-lapse cameras set on rooftops in New York to capture the correct intensity of the rain. This kind of detail alone no doubt shot the budget way up.

Normally, investing this kind of cash into a video game project would be a very risky endeavor, but GTA is one of those surefire hits. Even if it cost over $100 million, Take-Two is expected to rake in $400 million in the first week alone. That's quite a profit.

Mothers against GTAIV's drunk driving

http://www.gamespot.com/news/6190213.html

Mothers against GTAIV's drunk driving
MADD asks ESRB to rerate Rockstar's game Adults Only over inebriation simulation.
By Brendan Sinclair
Apr 30, 2008

Much like its unfortunate series of protagonists, the Grand Theft Auto series seems to be continually under fire. The latest parental interest group to put the game in its crosshairs is Mothers Against Drunk Driving, which commemorated Grand Theft Auto IV's release yesterday with its own official statement decrying the game.

Noting that drunk driving claims nearly 13,500 lives each year, MADD said that it is "extremely disappointed" that the game lets users get virtually drunk and then get behind the wheel of an equally virtual automobile.

"Drunk driving is not a game and it is not a joke," MADD said. "Drunk driving is a choice, a violent crime, and it is also 100 percent preventable."

MADD is asking the Entertainment Software Rating Board to bump Grand Theft Auto IV's rating up to AO for Adults Only from M for Mature. The ESRB's content descriptors for the game currently include "use of drugs and alcohol." The parental group also said that it is asking the game's "manufacturer" (presumably Take-Two Interactive) to consider stopping distribution out of a sense of social responsibility, or out of respect for those who've been hurt or killed by drunk drivers.

Grand Theft Auto grows up

http://www.sfgate.com/cgi-bin/article.cgi?file=/chronicle/archive/2008/04/28/DD6810D46H.DTL


Grand Theft Auto grows up
Peter Hartlaub
Tuesday, April 29, 2008

Grand Theft Auto IV: Action game. Publisher: Rockstar Games. Developer: Rockstar North. (For Xbox 360 and PlayStation 3. $59.99. ESRB Rating: Mature.)

Cultural revolution often comes from seemingly imperfect people and unpopular places.

The most influential athlete was labeled a draft dodger. The man who helped bring rock 'n' roll to the mainstream grew a huge gut, wore sequined jumpsuits and then died in the bathroom. One of this country's greatest defenders of free speech was dismissed as just a pornographer. But Muhammad Ali, Elvis and even Larry Flynt are remembered for their contributions - just as one day, the makers of Grand Theft Auto will be known as more than peddlers of video game sex and violence.

The latest entry in the series, Grand Theft Auto IV, isn't just a fun piece of entertainment. The game, which will be released today, is a step forward for the industry - doing almost as much for storytelling in video games as Grand Theft Auto III did to spark an era of free-roaming, nonlinear gameplay.

GTA IV is visually sharp, with a level of detail that makes New York stand-in Liberty City more fully realized than any other video game world I've seen. But it's the surprising amount of pathos that makes the game such a ground-breaking title. Just as Clint Eastwood did with the Western "Unforgiven," the developers at Rockstar Games North immerse the audience in their familiar world of violence and depravity and then turn the tables, adding an element of cold reality to a genre that had been previously entrenched in fantasy.

The previous two entries in the series - GTA: Vice City and GTA: San Andreas - were smirking, action-packed hybrids of films by Michael Mann and Quentin Tarantino, combining gritty violence with a knowing hipness. GTA IV still has a lot of humor, but the plot seems more like a good Martin Scorsese epic - sort of a modern-day "Gangs of New York," with elements of "The Departed" and "Taxi Driver" mixed in.

You're Niko Bellic, an immigrant from a war-torn Eastern European country, who arrives in America to find that his cousin Roman's tales of owning sports cars and condos and dating gorgeous women are lies. Niko settles into Roman's dumpy crash pad next to the subway, and gets drawn into an underworld of organized crime.

Falstaffian overtones

From the beginning, GTA IV has an edgy, unsettling tone that was mostly missing from previous games. The cousin character, who would have been a goofball played for laughs in an earlier Grand Theft Auto, has a pathetic vibe, with a false confidence that doesn't hide the fact that he's a tragedy waiting to happen. He's somewhere between the Falstaff character from Shakespeare and Namond from the fourth season of "The Wire."

The game reveals its true motivations a few hours into the action, on a dock at the edge of Liberty City, after a brutal (but deserved) murder. Niko gives a powerful soliloquy that reveals a large chunk of his past, and some previously unknown reasons for his coming to America. The scene is cut cinematically, lit by the moon, with the city's vast skyline looming ghostlike in the background. From there, it's clear where the game is going: Niko may have a dead soul, but his experiences have heightened his sense of right and wrong. He's a modern-day Tom Joad.

The amount of mayhem and carnage in GTA IV is about the same as in the two previous games, but it seems as if there's less - in part because Niko isn't just a mindless instigator, and in part because there's so much more to do in this game.

When the pedestrians, cars and buildings became repetitive in GTA: Vice City, released in 2002, it was always tempting to get bored, steal a cop car and end up in your own North Hollywood shootout. There are 10 times as many distractions in GTA IV, including working cell phones, televisions that can flip channels and the Liberty City version of the Internet. This time, the mundane is just as interesting as the more unsavory elements of the game.

How detailed is Liberty City? Bump into a sedan in the nice part of town, and a car alarm will go off. Go on a date wearing the same clothes you wore the last time you took a girlfriend out, and she'll make a snide comment about your wardrobe choice. Pick up a pot-smoking Jamaican friend, and small wisps of smoke will filter out the window as you drive around. Flies buzz convincingly around garbage bins, and food wrappers dance in the wind. The subway works, and the radio gives you almost as many choices as you'll get in real life, with each broadcast specific to the goings-on in Liberty City.

The new technology within the game adds to the depth of the story. The cell phones don't just make accepting new missions quicker - chatting on them during a drive through traffic can quietly flush out a character's backstory. When you go on a date to a nightclub, you get to see a real performance. (Reportedly there are acts by Ricky Gervais and Katt Williams, which we haven't discovered yet.) And the more time you spend with certain inhabitants of Liberty City, the more they're likely to help you in the future - whether it's a friend who has access to guns or a love interest with talents in other areas. (Most of the "romance" that we saw happened offscreen, except for the moaning.)

If there's a problem with the GTA IV, it's the new combat controls, which make fighting, shooting and driving a little more complicated and challenging than in previous games. The fisticuffs in particular are kind of wonky, and something as simple as climbing a ladder might take a minute to figure out. But a new in-game engine that makes your computer-controlled enemies much smarter more than makes up for the learning curve. GTA IV also has a new online multiplayer mode, which we didn't have time to sample before deadline.

Only for the mature

As for the controversies, all the consumer really needs to know is that this game has a Mature rating, and should no more end up in the hands of your 10-year-old than a triple feature of "Mean Streets," "Showgirls" and "Last House on the Left."

But take solace, parents and grandparents of gamers - no matter what you hear on the cable talk shows in the next few days, Grand Theft Auto IV is not a sign of the apocalypse.

It was once annoying to hear the more extreme detractors blather about Grand Theft Auto, speaking with authority when they so clearly had never played the game. (As it was with previous GTA franchises, critics this time around are hyper-focusing on one new feature - the ability to drive drunk - as if that's the sole purpose of the game, instead of one tiny detail that contributes to the overall realism.)

Now it's almost fun to hear the criticism. This is one of the better crime dramas that you're going to experience in any media - movies, TV and theater included. Someday pretty much everyone is going to figure that out.

'Grand Theft Auto IV' meets expectations

http://www.mercurynews.com/ci_9085714

Review: 'Grand Theft Aut IV' ets expectations - vulgar, violent, fun
By Mike Antonucci
Mercury News
04/28/2008

I was able to start playing the game over the weekend, and after my first six-to-seven hours of virtual mayhem and sleazy behavior, this much is clear:

• The game, as expected, revels in being hyper-violent, vulgar and offensive. But the context is sometimes so tongue-in-cheek that players are treated to clever, though extremely crude, parodies of American culture.

One example: Much of the game involves driving around the incredibly detailed environment of Liberty City (sort of an alternate world New York City). When you're in a vehicle, including those you've stolen, you control the game's rich soundtrack by changing stations on the car radio. When you get conservative talk radio, you get a near-brilliant example of sardonic political commentary.

• Most of the hype about the game's cinematic qualities and writing is just that, hype. There is a veneer of character development in the story of an Eastern European, Niko Bellic, who arrives in the United States as a refugee from a war-torn past. But it's hard to accept that anything literary will unfold over the rest of the game, partly because the dialogue is so cliche ridden and partly because the violence is so over-the-top that Bellic can't be taken seriously as a character with any human subtlety.

• The depth and interactivity of the gameplay is extraordinary. The size and complexity of Liberty City - particularly if you have Bellic walk instead of drive - sets up a fascinating virtual experience. Bellic's interactions with other characters, including when he "scored" (audibly but not visually) on his second date with a woman named Michelle, seem to be either trite or brutal. But the choice-and-consequence scenarios, such as using your acquired knowledge of the city to outrun the police, is even more compelling than in previous "Grand Theft Auto" games.

The $60 game, rated Mature (17 and older), is available for the Xbox 360 and PlayStation 3 consoles. I'm playing the 360 edition and as yet haven't been able to compare it to the PS3 version.

Reviewers are finding as much as 50 to 100 hours of gameplay in the game's single-player mode (before even considering the online multiplayer option). Much depends on each player's skills, as well as how focused a player is about following the story line.

After about six hours of weekend play, which includes watching the non-interactive story segments (called cutscenes), I've completed only 5.58 percent of the game. The game's stat tracker tells me that, as Bellic, I've driven 30.30 miles, walked 5.33 miles, stolen 13 cars, killed 15 people and been shooting with 77 percent accuracy.

Based on clips released on the Web from deeper portions of the game, it's clear that I haven't encountered the most salacious portions. It also seems clear, just from the content so far, that the game represents another milestone in its singular combination of creativity and crudity.
--------------------------------------------------------------------------------
Contact Mike Antonucci at mantonucci@mercurynews.com or (408) 920-5690.

'Grand Theft Auto IV' is exhilarating adventure

http://www.usatoday.com/tech/columnist/marcsaltzman/2008-04-28-grand-theft-auto-iv_N.htm

'Grand Theft Auto IV' is exhilarating adventure

Let's cut right to the chase: Grand Theft Auto IV is not a video game for kids, tweens or even young teenagers. As with its controversial predecessors, the latest in the 70 million unit-selling series is a Mature-rated adventure, created for players 17 years of age and older as it gives you a virtual taste of the criminal underworld. Think of it as an interactive episode of The Sopranos, if you will.

Because of its tremendous following and the fact it's available on both high-definition consoles, the Microsoft Xbox 360 and Sony PlayStation 3, Rockstar Games' Grand Theft Auto IV will likely be the best-selling game of 2008. It also helps that it's the first game in the series to offer online multiplayer modes. Having spent the better part of 10 days living this dangerous alternate life, rest assured this GTA sequel more than lives up to the hype.

In Grand Theft Auto IV, you play as Niko Bellic, a tough-looking character who arrives in the U.S. from somewhere in Eastern Europe, expecting the streets to be paved with gold. It seems Niko's American cousin, Roman, lied about his extravagant lifestyle: Instead of being wealthy and living in a mansion, Roman is indebted to loan sharks and lives in a cockroach-infested apartment the size of a walk-in closet.

Nevertheless, Niko decides to help Roman with his rundown cabstand and keep thugs off his back until he can figure out how to make money and connections in Liberty City, the same city as 2001's Grand Theft Auto III, modeled after New York City and New Jersey. If you're questioning how Niko could forgive his scheming cousin, you'll discover a few hours into the game that there are other reasons why Niko left his homeland.

Grand Theft Auto games offer "sandbox" play, meaning you can virtually go anywhere and do anything in this fully realized 3-D city with pedestrians, traffic and storefronts. This play from a third-person perspective includes carjacking any vehicle, listening to more than a hundred songs on car radios and playing minigames such as billiards, darts, bowling or arcade games. Niko can go on dates, swim, surf the Internet and buy clothing and weapons.

But it's the seedy missions that unravel the lengthy single-player story. In person or via his cellphone, Niko will be asked to perform missions that include escorting someone, taking out drug dealers, evading police cruisers, racing to one end of the city before someone else, flying a helicopter, retrieving stolen money or looking up an informant's address. In many cases you'll have three offers at once and will be forced to make decisions, which will affect the storyline and your friendships.

Grand Theft Auto IV offers high-definition graphics that trump 2004's Grand Theft Auto: San Andreas, including impressive lip-synching, non-interactive story sequences that were motion-captured for added realism, varying weather and a new physics engine that models everything authentically. This sequel also adds more hand-to-hand combat and optional in-car GPS to help you better navigate the city.

Without question, though, the biggest new feature is something gamers have been asking about for years: multiplayer modes. In Grand Theft Auto IV, up to 16 gamers can play online in a host of cooperative and competitive games including "Deathmatch" (every person for himself), "Team Deathmatch" and "Cops & Crooks" (a racing game). Because we reviewed the game before launch, however, this online component was disabled.

Xbox 360 gamers will also be able to download bonus missions and other content later this year, via the Xbox Live service.

Controversy is unavoidable with this game. As with past GTA titles you can shoot at cops, drive into pedestrians and request "services" from a prostitute. This sequel is also laced with foul language, plus you can drink and drive and watch pole dancers at a strip club. Again, take heed to the "M" rating.

Aside from a slightly choppy frame rate at times, when the action stutters a bit, and hard-to-read green GPS directions on your map, there is little to complain about with Grand Theft Auto IV. Adult gamers will find a single-player story that can easily last a month, not to mention the ability to hop online and play with friends anywhere, anytime. Expect a lot of bang for your buck in this highly polished sequel.

GTA IV sex video gives Thompson fresh ammo

http://arstechnica.com/news.ars/post/20080428-jack-thompson-targets-gta-iv-with-an-unlikely-ally-ign.html

GTA IV sex video gives Thompson, other critics fresh ammo
By Ben Kuchera
Published: April 28, 2008

Grand Theft Auto IV is one day away from release, and already Jack Thompson has begun to step up his war on the title. The embattled Florida attorney has written a letter to the US Attorney for the Southern District of Florida, R. Alexander Acosta, demanding that legal action be taken against Take Two and retailers for selling the game. This time, Thompson appears to have an unlikely ally thanks to video gaming news site IGN.

Thompson sent a copy of the letter to Ars Technica, and his demands are far-reaching. "Indictments should be returned against Take Two corporately and its Chairman, Strauss Zelnick, along with other Take Two officers. Indictment should also be against Sony and Microsoft which are making this pornographic game available to minors, and openly so, on their PS3 and Xbox systems," Thompson wrote. "Further, indictments should be handed down against Wal-Mart, Best Buy, GameStop, and all other retailers distributing this game to minors at their retail stores, openly, to kids who are only seventeen."

He then compares the game to, of all things, polio. "Grand Theft Auto IV is the gravest assault upon children in this country since polio. We now have vaccines for that virus... The 'vaccine' that must be administered by the United States government to deal with this virtual virus of violence and sexual depravity is criminal prosecutions of those who have conspired to do this. If you doubt me, look at the aforementioned streaming audio/video. It will make you sick."

This is where the story takes a turn, because Jack Thompson provides a link to a video, put together by the gaming news site IGN, called "Ladies of Liberty City." Be careful clicking on that link; there is absolutely nothing there that is safe for work.

The video strips the game of all context and merely shows scenes of sexual content and violence, one after the other. In fact, it can be hard to watch for that reason, and it's a rather numbing experience. The game's lead character, Niko, drives up to prostitutes, honks the horn, then shoots them. You see a simulated sex act, only to have Niko run the hooker over afterwards with his car. The video shows graphic lap dances featuring one, and then two, girls. The language is even worse, including—and excuse the stars, "F*** the s*** out of it, you nasty f******."

"This is clearly an Adults Only game. It's not even close," Thompson wrote. The sexual content shown in the IGN video is only a very small part of the game, and it can be avoided by players. The shootings are all random and, as far as we know, play no part in the actual play of Grand Theft Auto IV. We'll be sure to update the story if there's a prostitute-hunting mission, but the video seems designed to show just how depraved the game can be, and it has given Jack Thompson his best ammunition yet to fight the game.

The video is over the top, and since the acts are shown one after the other, the game can be portrayed as a nonstop sexual experience. When critics slammed Fox News over the coverage of the sexual content in Mass Effect, it was clear that no one involved had actually played the game or even watched a video of the content. With "Ladies of Liberty City," IGN has provided Jack Thompson and the mainstream media the perfect weapon to attack the game: a smörgåsbord of sex and violence that can be shown to anyone who doubts the game needs to be stopped.

It's doubtful any meaningful action will be taken, as Jack Thompson has recently been sanctioned and has so far racked up little apart from personal fame, but it's clear that the controversy surrounding the game is far from over.

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.

Wednesday, December 12, 2007

Rockstar Unveils New GTA IV Trailer

http://us.i1.yimg.com/videogames.yahoo.com/events/grand-theft-auto-iv/rockstar-unveils-new-gta-iv-trailer/1174740

Rockstar Unveils New GTA IV Trailer
We catch another glimpse at Liberty City in action. Will the Internet survive?
by YVG Staff
6 Dec 2007

Following the somewhat muted unveiling of Grand Theft Auto IV's official packaging, game developer Rockstar Games has released the third official trailer for their long-awaited blockbuster. For most games that's hardly newsworthy, but then again, most games aren't as massive, controversial and, well, newsworthy as GTA IV.

Clocking in at a hefty two minutes, it's nearly twice as long as the last trailer, which you might remember as the one that nearly crippled the Internet, bringing down the game's official site and almost every alternate download source. That behemoth lent insight into the overall look and feel of Liberty City; this one, however, focuses much more on protagonist Niko Bellic by showing off the game's dialogue and story through gorgeous cut scenes and absurdly lifelike animations.

At least that's what you take home after one viewing. If the response to the last trailer is any indication, the gaming community will treat this lengthier video as it would a frog in science class, poring over every detail in an effort to glean new insight into the dozens of as yet unannounced features. Two minutes of new GTA IV footage is like two hours to the millions of dedicated fans.

They've certainly been patient. After nearly ruining everyone's Christmas by delaying GTA IV until next year (the exact ship date is still unknown), Rockstar suffered a bout of deja vu when their controversial action game Manhunt 2 was banned in several countries due to excessive violence. GTA IV will also likely meet some resistance, though the franchise's high pedigree and tremendous pop culture impact pretty much guarantees success at retail.

Will this new trailer help their cause? Check it out and you decide.

Tuesday, August 7, 2007

Take-Two delays 'Grand Theft Auto IV'

http://www.msnbc.msn.com/id/20096543/

Take-Two delays 'Grand Theft Auto IV'
Game, scheduled for release in October, is now pushed to mid-2008
Reuters
Aug 2, 2007

LOS ANGELES - Take-Two Interactive Software Inc. on Thursday delayed its most important upcoming video game, “Grand Theft Auto IV,” and warned that it would post a full-year loss, before one-time items, sending shares down 12.5 percent.

“We are very disappointed to reduce guidance after having previously reaffirmed it,” Ben Feder, the chief executive who is part of a new management team at the troubled company, said in a statement, referring to the company’s previous assessment, in June.

The game, which had been scheduled for release in October, is now planned for release in the second quarter of Take-Two’s fiscal 2008. That means it will not be on store shelves in time for the holidays, dealing a blow to Microsoft and Sony Corp, who had been banking on the must-have title to help lift sales of their respective gaming consoles, the Xbox 360 and the PlayStation 3.

Chairman Strauss Zelnick, who helped lead a shareholder coup that ousted former management earlier this year, said ”certain elements of development proved to be more time-intensive than expected, especially given the commitment for a simultaneous release on two very different platforms.”

The company said that for the fiscal year ending October 31, it expects revenue of $950 million to $1 billion. It also forecast a loss of $1.25 per share to $1.35 per share, excluding one-time items.

Including costs for stock-based compensation, restructuring, and legal matters, Take-Two forecast a 2007 loss of $2.10 per share to $2.20 per share.

In June, Take-Two said it expected revenue of $1.2 billion to $1.25 billion for the year, with break-even results before one-time items.