GTA IV Impressions
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Initial impressions (played for about 30 minutes):
- I like the way the game begins the moment you turn it on.
- The intro sequence is cool, Niko is a likeable character with a funny accent.
- The graphics are solid, not eye-popping (so far) but much better than I was expecting. The frame rate is solid too.
- The lock-on system is much better this time around.
- I don't like the way the cars handle (never have for that matter).
- The gameworld reminds me of Shenmue, a definite plus.
Overall GTA4 has impressed me, especially considering I didn't like GTA3 or Vice City that much. I bought it based purely on hype (that and I managed to find a store in Osaka that has the UK version for sale at a good price, $60) but so far the game hasn't disappointed me.
- I like the way the game begins the moment you turn it on.
- The intro sequence is cool, Niko is a likeable character with a funny accent.
- The graphics are solid, not eye-popping (so far) but much better than I was expecting. The frame rate is solid too.
- The lock-on system is much better this time around.
- I don't like the way the cars handle (never have for that matter).
- The gameworld reminds me of Shenmue, a definite plus.
Overall GTA4 has impressed me, especially considering I didn't like GTA3 or Vice City that much. I bought it based purely on hype (that and I managed to find a store in Osaka that has the UK version for sale at a good price, $60) but so far the game hasn't disappointed me.
It is excellent all the time except when you have a six star wanted. At that point it drops to around one frame ever three seconds for a bit. If you are at the start of the game you can try this by swimming west to where you haven't opened yet. It also stutters on occasion when you hit those tyre dividers between roads. Still, how they managed the rest is beyond me.Rorschach wrote:The frame rate is solid
Really? GTA games weak point has always been the targeting of the wrong people and this was no exception. 99% of the time it is fine but sometimes it will lock onto someone walking by instead of that guy with the huge weapon shooting you. It is also difficult to switch to a character above your own and instead goes for those behind cover. Odd but workable.- The lock-on system is much better this time around.
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This is why I've always despised lock on in games whether it be using melee or gun weapons.Really? GTA games weak point has always been the targeting of the wrong people and this was no exception. 99% of the time it is fine but sometimes it will lock onto someone walking by instead of that guy with the huge weapon shooting you. It is also difficult to switch to a character above your own and instead goes for those behind cover. Odd but workable.
The only exception is for flight sims and anything that involves using a vehicle with lock on weapons.
Lets say two generations from now a gta is made which uses the microsoft waggle and you can do head shots with ease. I would love to travel to that future in a time machine and say to the people living in the present day: this is what accurate gun fighting is all about. None of this call of duty 3 auto-lockon business, or accidentally killing your own friends and then geting a message saying: "friendly fire will not be tolerated" because the computer was too stupid to know that I'm trying to get that other guy behind the friendly target doh.
Lock-on is like the days of going back to the digital dpad to move in only 8 directions and not feeling truly one with the characters own movements.
And before whitespider and the gta fans say it shouldn't matter because gta is still the funnest game around, or that the additions make up for the smaller things, remember there is is always room for improvement. Otherwise people wouldn't look forward to new editions of old things they liked.
This latest game seems to want to be a "godfather" of crime games, but even then it has some flaws (it's stuck between trying to be funny and trying to be serious) that can be mentioned by critics worth noting. (games being split between telling a story and allowing freedom to be in control of yourself within a world full of activity and other things to do beyond it)
Gamers still want control, creators want to be accepted for furthering what games can be (an artform) but at the end of the day, fans of it need to admit the small stuff; especially if it is something that should be easy to fix, is still worth tweaking/refining/perfecting regardless of what score you got from gamerankings or metacritic or the praise from the press. Fans should demand good controls in games as much as fans should demand good camera controls or good balance. Don't forget it's still a game that you play.
The very same criticisms of needing good controls (remember the frustration with the sword fighting in twilight princess using wiimote and how it is just not as responsive as using older GC controls?) should be leveled at all games and be taken into consideration as much as story and other stuff. Yes games can be art, they can have depth beyond mindless killing, (which is what they've always been about traditionally) have interesting and immersive worlds, but we shouldn't lose track of what is important after hours of playing. (can we fight properly? are we in control of what happening on screen? are issues like framerate or poor collision detection in one area making it hard to succeed, does the enemy ai have too much advantage because the computer only has to lock onto 1 target but you have to choose between several neutral and enemy targets so there is a delay from when you begin to attack to when you killed a target? All these little things count too)
Now I know you guys love your movies and take gaming as being like a movie you interact with, but I've always prefferred to see the medium as being better when it's seen as you being yourself projecting your own version of that character (who has many blank areas to fill in which are not filled in by the creator of the game so you can mold him like clay) within a world, acting of your own accord. (you can choose to break from responsibilities that would tie you down to a particular path to find out what it is like going the opposite direction)
I got into a melee with a bunch of guys because I ran one of their number over - I have to say the fighting system is pretty disappointing. If they had managed to do something like Shenmue it would have been cool but locking onto multiple targets consecutively can be a little hit and miss. Still, it is easy to ignore the small faults of the game so far. Just so long as it doesn't interfere with the overall gameplay. I'm not entirely sure this game deserves a 99% (overzealous reviewers in most cases) but it is definitely pushing the limits.offline wrote:Really? GTA games weak point has always been the targeting of the wrong people and this was no exception. 99% of the time it is fine but sometimes it will lock onto someone walking by instead of that guy with the huge weapon shooting you. It is also difficult to switch to a character above your own and instead goes for those behind cover. Odd but workable.
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what shenmue needs is a good script, non-boring events, and to understand what "free world" actually means. Too much fixing needed, impossible task. Fail.
Or alternatively,
I loved shenmue, it's script and writing where fantastic, I loved the story the most. Captivating and deep. The free roam elements where extraordinary. The graphics still impress me to this day. Best game ever.
Or alternatively,
I loved shenmue, it's script and writing where fantastic, I loved the story the most. Captivating and deep. The free roam elements where extraordinary. The graphics still impress me to this day. Best game ever.
God I hate smashmouth and the offspring.