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

Thursday, August 14, 2025

Grand Theft Auto V Review

 (Originally published to Glitchwave on 5/27/2025)













[Image from glitchwave.com]


Grand Theft Auto V

Developer: Rockstar

Publisher: Rockstar

Genre(s): Open World

Platforms: PS3, Xbox 360, PS4, Xbox One, PC

Release Date: September 17, 2013


Grand Theft Auto V has not aged particularly well. This isn’t to say that 2013 is now an ancient period of the medium, as plenty of other games released the same year still uphold the modern standard of gaming proficiency. This also isn’t to say that GTA V has pruned up while its peers retain their youthful luster past their prime generation either, as the high-definition visuals of GTA V are still astounding. I’m also not accounting for my own personal history with GTA V in my opening statement either. The “fifth” entry in this trailblazing Rockstar franchise was the very first M-rated game I purchased on my own without supervision at the age of 17 when it was released. Now, as of writing this, my 30s are creeping on me so suddenly that I can taste the oncoming arthritis in my knees. So, with all of the counterevidence I’ve given and anecdotes I’ve retracted, why am I introducing this modern classic with such a dismissive stance? Because GTA V has greatly overstayed its welcome. You see, GTA V exhibits what I call a “Van Wilder complex,” referring to the comedy film where a man maintains his status as a college senior despite advancing past the acceptable age to still be indulging in the spoils of campus life. It’s still drinking itself silly every other night and hooting and hollering at the prevailing drunken debauchery, even though most of its peers of the same age have settled down with their careers and prospective marital partners. It’s not a decrepit geezer by any means, but the noticeable signs of slight aging make his behavior rather unbecoming. Still, in the case of GTA V, it has to maintain the mantle of fraternity life because there haven’t been any new members to succeed its once-mighty reign, so it can finally retire. Failing to claim a successor has also sprouted some complications over time, namely that GTA V’s content represents the ideals of a newly bygone era that are no longer kosher in our age of heightened sensitivities. Lastly, and it’s the aspect of GTA V’s prolonged legacy that rubs me the wrongest, is that it is widely considered to be the greatest outing in the franchise. This stems from a trend across the series titles in which every entry tends to surpass the previous one on a technical level and the overall scale of freedom the game facilitates. Initially, GTA V might have seemed to fit the trend splendidly. With hindsight, even without a successor to compare to, it’s obvious to me that it never should’ve been held in such high regard in the first place.

I guess I’ll summarize my overall assessment of GTA V by borrowing the analogous insights from master American filmmaker Martin Scorsese: GTA V is akin to an amusement park ride, a rollercoaster whose adrenaline-pumping thrills are potent, yet are admittedly cheap and fleeting. Unadulterated mayhem has always been synonymous with the Grand Theft Auto series, and I suppose one can just toss their brain aside like a pair of shoes in a pool locker room when reveling in the anarchic bedlam. Still, despite the fact that the player always had an endless opportunity to mindlessly spill the blood of innocent bystanders, rinsing and repeating when confronted with overwhelming police blowback, each game offered something substantial in its narrative that dug into a layer of substance beyond the superficial playground of murder on the surface. Players always came for the carnage, but the game implored them to stay for the protagonist's growth arcs, character interactions that tactfully balanced drama and humor, and biting social satire on modern American society at large. Not to mention, progressing each game’s story always unlocked a plethora of new features, areas, and finances to diversify and expand the scope and scale of said carnage. As noted in my comparison, the prevailing issue surrounding GTA V is that progressing through the game’s narrative seems more like a formality than ever, an obligation that is treated like a secondary lark instead of the primary driving force of the game. Never before has a GTA campaign felt so haphazardly composed. Its characters, missions, and overall structure not only fail to reach the remarkable pillar of interactive storytelling in GTA IV, but seem to lower all of the bars in these regards to a degree that is immeasurably disappointing.

I could comment that the game’s introductory prologue mission is indicative of GTA V’s lack of tact, but it does sufficiently set the scene for the major characters and sets an overarching conflict premise for the duration of the narrative. One could even make the argument that it resembles the beginning cutscenes of the older (3D) GTA games, as opposed to the protagonist arriving at his destination with varying contextual setups like in San Andreas and GTA IV. Immediately, GTA V begins guns blazing, literally, with a robbery conducted by three men that has become increasingly turbulent with the interruption of a police squadron. During their getaway, one man is shot dead while another’s fate is hanging in the balance when he’s incapacitated by another bullet. With the screen shifting to a grave being lowered into the earth during a funeral service, we’re meant to believe that the man perished in the police fire. However, the man whom everyone suspects is being buried is alive and well and watching the ceremony from afar, suggesting that he’s slyly eluding the legal ramifications of his actions and starting his life anew. A decade later, Michael Townley, the man who cheated the law and has changed his name to “Michael De Santa,” is emphatically griping to a shrink about his family. A criminal seeking professional help to deal with feelings of stress and anxiety? Does “Woke Up This Morning” play as he drives home from this session? I kid, but believe me, the Sopranos comparisons will arise in due time. GTA V’s tutorial mission is an adrenaline hook that effectively reels the player into the game like sticking a trout through the eye, and I’d rather be introduced to the core conflict premise that set the stage for the game’s future events in an interactive manner rather than having to imagine it for myself through spoken exposition. Still, if you’ve played through the game before, you know that pumping the high-octane action to this extent before the player has a second to breathe or blink is indicative of GTA V’s lack of self-restraint that persists throughout the game.

GTA V’s prologue mission also might be slightly misleading to some players in terms of where the game primarily takes place, provided they ignored the gobs of trailer content that Rockstar excreted onto the public in anticipation of the final product’s release. No, GTA V hasn’t reverted to the snowy, rural countryside in a subversive series first, as the all-purpose depiction of the midwestern region of the USA in North Yankton has served its role in contrasting the humble origins of the main characters to the congested urbanity they’ve absconded to. The extravagant concrete jungle in question is Los Santos, Rockstar’s depiction of the sunny, “city of angels” celebrity mecca located in the fictional state of San Andreas. Evidently, Rockstar’s prerogative in developing their works in high definition is to give every urban environment they’ve rendered a makeover, brushing away the grains of primitive polygons to uncover a crisp, glossy sheen of heightened graphical realism. While the high-definition graphics certainly make the environment and its denizens more appealing to look at compared to the subdued, blotchy lens we’re accustomed to looking through from San Andreas on the PS2, GTA V’s next-generation refurbishment extends far beyond nipping and tucking the visuals. With the HD hardware of seventh-generation consoles, the three borough grid of Liberty City that vaguely resembled the USA’s most populated metropolitan area was painstakingly reconstructed as practically a digital simulacrum of the Big Apple, complete with the heinous congestion of traffic and dizzyingly roundabout highway system. In GTA V, Los Santos has been given the same treatment as the urban USA area located on the opposite side of the country, broadening the expanse of the city by widening its perimeter and fleshing out the architecture and other setpieces with exquisite detail. The downtown section of Los Santos sees several shining skyscrapers looking over bustling city streets with people conversing over chai lattes, the beaches and their boardwalks see droves of people playing volleyball and sunbathing, and the houses residing alongside the Hollywood (Vinewood) Hills have never looked so opulent. The Los Santos equivalent of the Playboy Mansion is even rendered somewhere in the city as an easter egg, whose topless tarts running about the pool area test the thresholds of gaming censorship as the series is known to provoke. Nothing this frivolous, yet finely realized, could have ever been rendered in San Andreas on sixth-generation hardware. The depressing, gray and brown haze that permeated GTA IV’s visuals has also been washed away, with Los Santos’ sunshine radiating incessantly. Some may define this as a sorely-needed quality-of-life enhancement that was actively decided by the developers, but this pleasant weather condition is a natural occurrence for a map modeled after a city in southern California, as opposed to the temperate, northern NYC. As marvelously spacious and crisp Los Santos is looking in high definition, one aspect of its reworking is how it changes the scope of the city from when it was last constructed. In San Andreas, Grove Street and the surrounding ghettos served as the nucleus of Los Santos, with ritzier places of the city feeling outside of its jurisdiction due to how disparate it was to CJ’s general surroundings. With Ganton and Idlewood becoming mingled in with the rest of Los Santos’ districts in terms of precedence, the city finally feels like a unified metropolitan monolith.

The map of San Andreas did admittedly extend far beyond the city limits of CJ’s hometown hub to two other urban areas inspired by more major cities that fall under the Pacific time zone. Sadly, we are not granted the privilege of seeing San Fierro and Las Venturas with a glorious graphical rehaul, as Los Santos maintains its focal point as GTA V’s primary epicenter for the duration of the game. Still, the entirety of the game’s map does offer alternate areas that deviate from the urban sprawl. GTA V reinstates the rural areas situated directly outside the borders of Los Santos that were present in San Andreas, with the contrast being more prominent than it was previously, given that they’ve also been expanded to encompass half of the entire map. Every step north of the Los Santos city limits becomes more modest and desolate, reaching the realm of Blaine County. The unpretentious district that directly juxtaposes the glitz and glamour of Los Santos comprises the trailer-infested, desiccated desert town of Sandy Shores, the farmland of Grapeseed, and the rustic, salt-of-the-earth town of Paleto Bay that will remind most returning players of the quiet, redneck burgs of San Andreas’ Red County. Blaine County also encompasses plenty of natural geographical locations such as Raton Canyon, several mountain ranges, and the Alamo Sea, whose branching rivers run all the way to the rocky shores of North Chumash to the west. The notable residential areas of Blaine County, with their own distinct zip codes, present enough map diversity to distract oneself from the noise pollution of Los Santos, but all of the more organic land surrounding it exposes a grave oversight with GTA V’s map. Their ambitions to broaden Los Santos and its neighboring rural stretches to unprecedented lengths have resulted in much of the map being nothing but vacant space. Sure, it’s logical that there would be some spots with little to no activity, but if I had to wager an approximation, the total percentage of natural land that comprises GTA V’s map is more than just half. From a gameplay perspective, traversing through miles and miles of rugged, empty terrain for the sake of geographical consistency is incredibly dull and tedious. At least have the decency to designate this type of terrain to a single, contained area of the map instead of bordering almost every significant place on the map around it.

Placing the player in a glossier version of a playground they have fond, sentimental memories of wreaking havoc in is all fine and dandy, but it’s the new features that every sequel bestows that truly prevent the player from reverting back to the old murder machines. In GTA V’s case, the game needed enough content to fill in the vacancies left by the inordinate range of hilly peaks that encircle Los Santos. Rockstar’s solution that slightly adds some character to the desolate places is the inclusion of wild animals. Elk, coyotes, jackrabbits, etc., will be roaming around the elevated plains of their natural habitats, while more domestic animals like dogs, cats, and rats can be found on the streets of Los Santos. God forbid you encounter a cougar while hiking up a steep mountain trail, for the rancorous, bloodthirsty beast will never hesitate to send you straight to the nearest hospital (which, considering how remote their territory tends to be, is not a quick trip). Full disclosure, yes: any animal one finds around can be exterminated as easily as any of the humans the series is used to serving up as impulse fodder. If killing and skinning animals in Red Dead Redemption didn’t provoke the wrath of PETA, then they figured it was fair game to finally transfer less capable creatures into the fray of their longest-running series free of consequence. However, one particular animal is completely immune to all potential harm, and that’s a rottweiler named Chop. Owned by Lamar but commanded by Franklin, the latter character can choose to have the pooch accompany him to sic the scrotums of all that come across him. If the player so chooses, they can interactively do Franklin’s bidding by looking through Chop’s perspective, which is only used for a single mission. Playing fetch with Chop is also a little lark of a pastime to increase the bond between Franklin and his furry, shockingly deadly companion. If calling Chop proves to be too inconvenient in the midst of action, each character’s “superpower” will certainly be useful in a pinch. Essentially, GTA V rebrands the “deadeye” feature from Red Dead Redemption, where a character can engage an extraordinary ability for a brief moment that allows for adrenalized moments to be more manageable. In addition to Michael’s move that blatantly copies John Marston’s “deadeye,” slackening the traffic around Franklin on the road so he’s able to swerve and turn smoothly while driving, plus Trevor’s “rage mode” that increases both his defense and offense, are all ridiculous from a conceptual standpoint. The “deadeye” mechanic naturally fit John Marston’s role as a gunslinger in the wild west, so it gives the player a suspension of disbelief between what they controlled on screen and what is actually occurring with the character. Here, each character inexplicably possesses superhuman capabilities, a shoehorned mechanic that is totally unnatural and nonsensical. Minigames are littered aplenty throughout Los Santos as well to take a respite from the chaos if one is so inclined, including gambling, tennis, golf, darts, etc. GTA V’s contributions in immersing players into its freeform world are ultimately marginal and or recycled from previous titles, but at least it still puts enough content on the player’s plate to make them hungry and curious enough to reach that desired time sink.

Then there are the series’ core mechanics that have been tweaked and altered extensively throughout its then-twelve-year period as a 3D open-world series. This section is also when the review becomes consistently contentious, as these aspects of GTA V are where the game falters considerably. I can’t believe I once thought that GTA V’s driving and shooting mechanics were a stark improvement over the previous game’s. Admittedly, GTA IV’s direction with these idiosyncratic assets of the series was a bit unyielding. Still, once I became accustomed to the game’s more realistic physics engine, I began to appreciate the intricacies of the driving mechanics and felt a profound sense of accomplishment when I drove proficiently enough that I wasn’t inadvertently ejecting Niko from the driver’s seat between every destination. On the other hand, the player is guaranteed to never face any initial complications when they step into any vehicle and rev up the engine in GTA V. The weight of realistic acceleration and vehicle momentum has been shed from the driving equation like a snake’s skin. Immediately, as the player puts their foot on the gas, it's pedal to the metal with very little in the way of rational physics inhibiting the player from safely swerving and turning despite the calamitous speeds. This applies to most if not all vehicles at the player’s disposal, ignoring variables such as the immense bulk of a fire truck or the longer, rectangular bodies of a limousine. Every single car, no matter the size, is also as durable as a cast-iron pan, so any damage received by driving recklessly is ultimately moot in the long run. It’s the farthest cry from the days of GTA III, where an abrupt shift in altitude could’ve upset a vehicle enough to burst like a ruptured appendix. As much as I groaned and griped about the fragility of GTA III’s vehicles, subsequent titles improved upon this issue to the point where it was no longer something I considered. In GTA V, the developers have overcorrected to the point of preventing the player from being inconvenienced by their lack of driving finesse. Auto shops have replaced the blunt, simple services of the series staple Pay-and-Sprays, where the player can modify and augment attributes of any car, such as speed and defense. What exactly is the incentive to visit this service when every conceivable vehicle zooms off like a rocket and can be bruised and battered with impunity like a Hot Wheels car?

The shooting in GTA V is also an indication of something that was once faulty and vexing in GTA III coming full circle to a degree of agreeability, albeit far too agreeable to the point where it becomes an issue again. The shooting of GTA has progressed from the awkward imprecision of its first 3D outing to directly targeting the desired opponent by pressing the trigger, with San Andreas and GTA IV supplying a health indicator as a nifty visual reference. GTA V decides that depicting a target’s health had become unnecessary, instead having the targeting reticle burst outward upon executing the target. It sounds like a regressive choice on all fronts, but signaling how much more firepower is required to put an enemy six feet under really is superfluous. Whereas the vehicles of GTA V are solid as steel, human beings have become a bunch of namby-pambys who can’t tolerate even a smidge of searing lead. NPCs and enemies no longer writhe around in grievous pain after being shot in a non-vital area like the arm or the leg, for any spillage of blood from any piece of anatomy is liable to be fatal. Even though aiming at any area of the body will efficiently subdue anyone pointed at, the game even course-corrects the reticle to automatically hone in on a person’s head, ensuring a critical hit just by pressing the targeting trigger. Needless to say, the immediate, effortless alternating of the two back buttons on the controller negates the satisfaction of a skilled kill. What was wrong with working one’s way up to a critical area while targeting with shaky precision in GTA IV? Every headshot I accomplished in that game felt gratifying, but here, I feel as if a condescending force is obliged to do it for me. To add to the newfound trivial nature of the series’ shooting, Ammu-Nations are no longer a necessary, continual source of ammo replenishment. Sure, the stores still exist and involve at least one mandatory look-around for one mission. However, the game automatically supplies the player with enough firepower to penetrate Fort Knox as the game progresses, with exorbitant ammunition to boot. I now know the jaded feeling of being a rich kid on Christmas, albeit with an adulthood self-awareness that knows where this disillusionment stems from. The weapon wheel that organizes each of these weapons is, however, a bona fide quality-of-life enhancement that should’ve been implemented several entries sooner.

If delving into the driving and shooting mechanics of GTA V didn’t already speak volumes on this point, I’ll say it clear as day: GTA V is stupidly facile. It’s the gaming epitome of the expression that something is so easy that a *insert a perceivably mentally deficient creature here* can do it. I’ve struggled more with brushing my teeth at times than at any point while playing GTA V. Since we’ve already discussed how the mechanics of the game have been nerfed to oblivion, we might as well throw the general punitive blowback of the police into the fire of modern GTA discourse. How do the boys in blue respond to the transgressive, anti-social acts that the player will likely be committing continually throughout the game? With relative lethargy, actually. GTA V continues the previous game’s wanted system, in which the player must avoid the blue and red circles on the radar that signify the police’s range of perception. Liberty City’s boys in blue were very vigilant in their efforts to crack down on illegal activities, so it was quite challenging to evade their militant, hawk-like gazes. On the other side of the country in Los Santos, Chief Wiggum is evidently the commissioner of LSPD operations. Zipping beyond their immediate reaches will take a few seconds, provided that the player isn’t accident-prone, and when the police lose sight of the player, the perpetrator in “hot pursuit” can simply obscure themselves in a shaded corner until they seem to concede defeat. Those who express the idiom that you can run but can't hide evidently have never committed a crime in Los Santos. The player will lose all but their equipped weapon if they’re apprehended, but having them use lethal force will instead result in spawning at a hospital, paying a $5000 fee. Considering that every character already has a substantial amount of money that only increases with progression, it’s as insignificant as paying a toll. Honestly, because the penalty for disturbing the peace is practically inconsequential, it fosters a greater sense of freedom than any other game in the series, even though it's ultimately another indictment of the game’s general emphasis on leniency. Again, I can relate to a child of the upper class, living day by day, only receiving slaps on their wrists for their poor decisions.

Naturally, the encompassing ease of GTA V complicates, or rather, uncomplicates, the array of missions that progress the game’s story. On top of lackadaisical police chases and elementary gameplay mechanics, checkpoints are littered all over in what feels like every step of the way across all missions in GTA V. Dying was not a common occurrence during my playthrough, something I thought I’d never utter when discussing a game from this franchise, so I can’t say with certainty how severely the game will punish the player for their failures. Still, whenever I did croak due to a miscalculation or lack of attentiveness, I swear that I only retraced a couple of steps upon respawning. Still, whether or not any of the missions fail to rekindle the red-faced frustration of some GTA classics, such as “Espresso 2 Go!” or “Supply Lines,” what really matters is the fun factor and diversity of the mission selection that GTA V bestows. Overall, I think that GTA V shuffles the objectives of their mission itinerary adequately enough so as not to lose the player’s interest, even though their lack of stakes ultimately bogs down their engagement. Ducking and covering will be as prominent a mechanic in GTA V’s missions as it was in the previous game, but the percentage of them has marginally decreased, probably because the onus is no longer on GTA V to showcase such a system. “Did Somebody Say Yoga?” sees Michael reluctantly humoring the activity his wife has traded for tennis, which is a rhythm-oriented sequence that trips up most players for some reason. “Monkey Business” makes wonderful utilization of the game’s diving mechanics, while planes have never been so graceful in a GTA game as when Trevor flies over the arid hills of Blaine County in “Nervous Ron.” One mission in the game that lives in infamy is “By the Book,” an interactive torture sequence where the player selects five different cruel instruments to forcibly coax information out of an FIB person of interest. The torturing itself isn’t all that involved from a gameplay perspective, but it’s still an upsettingly sadistic display nonetheless.

While GTA V doesn’t have any trouble providing diverse, high-octane missions to supplement the story’s daunting length, the prevailing issue lies in how they are paced and coordinated. For example, trying to maintain Michael’s balance with a sequence of analog directions and button presses in the aforementioned yoga mission does not end with Michael (rightfully) attempting to sucker punch the sleazy Fabian into his pool. Michael’s immediate decision to bond with his son, Jimmy, ends with a hallucinatory sequence where Michael is experiencing the effects of whatever drug his son slipped him. These two events easily could’ve been divided into separate missions, but a mission only offering yoga would’ve compromised on GTA V’s stubborn initiative to inject a constant surge of adrenaline at every waking moment in its story. Every single mission in GTA V is completely apeshit in one way or another, involving destruction on a scale that rivals the climaxes of every thrilling action film ever created. No matter the point in the story where the mission takes place, bedlam equivalent to the Bay of Pigs will commence. Michael will publicly kick the shit out of series stalwart Lazlo on live television, then go on a covert mission for the FIB to find a body in a morgue that cannot be conducted quietly, and then scale down a skyscraper trying to kidnap someone in broad daylight while Trevor is flying a helicopter overhead. Each of these missions are romps most riotous, but the overstimulation of excessive action leaves me numb to most of them. At the same time, the few exceptions that involve hauling crates at the docks and monitoring the travel of a car from a helicopter are definitely among the most boring missions in the series.

Really, this kind of conspicuously grandiose mission should be reserved for the heists, a prominent mission type in GTA V that does signal a milestone in the game’s story. These intricately planned missions, often constructed by Michael’s old friend, the pudgy, crippled, conspiracy-conscious Lester, where he’ll devise an intricate schematic that is malleable enough to pursue the heist from different approaches. Preparation for the heist, such as hiring additional manpower and procuring a getaway vehicle, also elevates their significance over the average illegal escapade. Forgetting the fact that dying during a heist after meticulous plotting is inconsequential, the act of storming the establishment or sneaking through it always exudes a thrill that is more deserved than the typical mission, plus accomplishing it always pays off with exorbitant dividends. Still, the heists are most emblematic of the problem that persists with most missions in GTA V: the scale of chaos committed is too large to ignore. For most GTA missions, no matter how the body count stacks up, they tend to still be contained to those involved in the criminal underworld and a select squadron of cops assigned to deal with them. With these characters constantly committing crimes of the century, targeting public places and highly secured businesses, you’d think someone would notice a pattern and they’d garner a reputation. Hell, the news of each heist is broadcast on every radio station, yet no one can surmise any suspects. Packy McReary can be selected as a supporting figure for the late-game heists, and he’ll boast about the bank vault score he partook in back in GTA IV. That heist had stakes, its difficulty matched its magnitude, and it was the only mission of its caliber that consequently changed the course of the game for its remaining duration. When the characters can just rob several secured businesses willy-nilly, it dilutes the impact of what a heist should have by proxy.

Criticizing the outlying context of GTA V’s heist missions is just one of several missteps in GTA V’s overall story, and divulging the extent of the game’s total number of holes is enough to trigger a sense of narrative trypophobia. A great deal of the story’s shortcomings stems from the spectacularly flawed trio of protagonists, and I don’t just mean from a moral standpoint. Let’s start with Michael, since his arc starts earlier than the rest of them. Because he’s still rife with depression, anxiety, and deep-seated anger issues despite his life of luxury, the Tony Soprano parallels are clear as a windex. Is it really fair to compare Michael to television's most complex character it's ever conceived? Considering that Michael is from the same series that birthed Niko, the most complex character in gaming, I believe that Rockstar is completely capable of crafting a protagonist with exquisite layers. Michael, however, missed the mark. Beneath the machismo demeanor and intimidating job title, Tony Soprano exuded plenty of other personality traits that subverted someone of his stature. He could be genuinely funny, sweet, and sensitive, almost making us believe that he could’ve been a productive member of society if he had been born under different circumstances. Michael, on the other hand, only expresses the unsavory surface traits of anger and self-loathing, without the moments of charm that made Tony likable. The nuclear family dynamic that provided more insight into Tony’s character is equally present with Michael, but every member of the Townley/De Santa clan is fucking horrid. His wife Amanda has shamelessly banged every other male NPC in Los Santos, his son Jimmy is a spoiled bum that manages to be less sympathetic than AJ, and Tracey is the bimboification of the one Sopranos family member who subversively didn’t fall into the obvious trappings of a teenage daughter character. Whenever Michael confronts each of them for their individual problematic behaviors, all they do is deflect it by reminding Michael that he’s also a bad person, a glass houses scenario if there ever was one. Still, they might be onto something, considering that there is no logical explanation for why Michael does what he does. Unlike Tony Soprano, who was trapped into leading a life of crime, Michael’s life decision of being a career criminal stems from an unknown origin. It’s matter-of-factly what he does to support himself financially, no more, no less. Because Michael is relatively one-dimensional, he falls a little behind Tommy Vercetti in the rankings of GTA protagonists, only because the man from Vice City was unashamed of his lifestyle.

Once Michael makes his criminal comeback and slips up by quoting a film to a witness that only he would be fond of, it introduces the character that was THE talking point among all the gamers at my high school. Trevor Phillips is, by far, the most rousing component to GTA V’s story and perhaps the entire game. During the first cutscene where he’s the primary character, he curb stomps Johnny Klebitz from GTA IV to a bloody pulp for confronting his adulterous rogering of Ashley, then proceeds to oust all the surviving members of the Lost. I knew that girl would be the death of him. Then, alongside the paranoid Ron and simpleton Wade, Trevor then embarks on a streak of endeavors ranging from wiping out an entire family of rival meth cooks to blowing up an entire trailer park. Don’t get me started on the atrocities he commits towards Wade’s cousin Floyd and a teddy bear named Mr. Raspberry Jam once he arrives in Los Santos. All of these missions in the desert are intended to frame Trevor as a man who should not be trifled with. He’s the embodiment of an untethered ID under the influence of methamphetamines, a flesh and blood boogeyman that presents the pinnacle example of why parents tell their children to never converse with strangers. Hell, he supports the argument that adults should follow the same advice. He’s incredibly entertaining but alas, he’s equally as one-dimensional as Michael. However, the developers evidently made an effort for the player to think otherwise. A character of Trevor’s persuasion (Frank Booth from Blue Velvet comes to mind) is usually reserved for an antagonist role as a formidable force of malevolent unpredictability. When this type of character is given as much screen time as Trevor, there needs to be a considerable fleshing out of his traits so they can comfortably fit a protagonist role. We’re meant to believe that Trevor has a soft, sensitive side to him, exhibited most prominently when he kidnaps the abused spouse of cartel kingpin, Martin Madrazzo. He treats this elderly woman with uncharacteristic care and affection, but it doesn’t really expose any sort of vulnerability. Because Trevor is defined by his intense unpredictability, this impulsive, scatterbrained action is still evocative of his dominant surface-level trait. Mommy issues might be a subject of discussion but if this were true, why doesn’t he treat Amanda or Franklin’s aunt with the same selective respect? Tony Soprano never discriminated against a select few animals! Because Trevor is nothing but a turbulent source of uncomfortable comedy, I approach him with a grain of salt.

Last, and certainly the least of the three playable protagonists, is Franklin. One might wonder why I’ve chosen to discuss him last, considering Trevor is formally introduced far later in the game, but Franklin truly is the least impactful protagonist. This twenty-something African-American who resides in the 21st-century version of CJ’s old stomping grounds is unsatisfied with his meager life, living with his aunt and collaborating with Lamar, his obnoxious, dim-witted childhood friend. When Franklin meets Michael after he repossesses his son’s car, Franklin eagerly takes the opportunity to put himself under Michael’s tutelage for the subsequent string of heists. Once Trevor is back in the picture, Franklin’s relevance in the story takes a complete nosedive. He’s relegated to being the outlying middle man between the butting heads of Michael and Trevor, but this only works if Franklin were the sole protagonist acting as a nondescript avatar like Claude. The missions assigned to Franklin by Lester are completely removed from the overarching story, shoehorned in to remind the player that Franklin (and Lester, really) are still active characters in this story. Nothing like a protagonist operating from the sidelines to show how insignificant he is, eh? Franklin’s arc essentially culminates in Lester housing him in an expensive, extravagant house in the hills, a shoehorned, sudden event that happens at an anticlimactic midpoint in the game. Hooray? Franklin’s inclusion is either the developers refusing to stray away from the hood environment that defined the conceptual backbone of San Andreas, or that GTA V had to have three playable characters because GTA IV did, like a younger sibling who whines that his older sibling’s piece of cake is bigger and therefore demands to have the same amount. Neither reason justifies the existence of Franklin, who is undoubtedly the series’ weakest protagonist.

Franklin’s role as the neutral mediator between the two actual driving forces of the narrative starts to actually hold some weight when all of their actions eventually culminate in shit hitting the fan (sort of). Suddenly, corrupt FIB agent and massive douchebag, Steve Haines, urgently requests that Franklin whack Trevor because he’s stirred up more shit than a witch’s cauldron. Alternately, billionaire magnate and fellow douchebag, Devin Weston, makes the same demand to Franklin, but to kill Michael instead, as revenge for him sabotaging a real estate deal. The last mission of the game sees Franklin ousting one of them, a choice the player has to make that will result in the decided target permanently being locked from playing as in that save file. Are they serious? In what timeline in any multiple universes would Franklin ever consider killing Michael over Trevor? Franklin and Michael are genuine friends, albeit if their relationship was formulated overnight for the sake of narrative convenience, and working with Michael has been the perfect avenue for Franklin to accomplish his long-term goals. Some have stated that Michael is manipulating Franklin to live a life of crime under his wing, but Franklin doesn’t seem to have any reservations about how he earns a living. Meanwhile, Franklin only sees Trevor as a source of comic relief at best and a terrifying nutcase at worst. Plus, Trevor has kicked far more beehives than Michael, so plenty more people will be appeased if the drug-addled spitfire is dealt with. The player also has a third option to defy all of the threats at hand alongside Michael and Trevor, which will result in all three characters surviving the end of the story unscathed. On second thought, this is the only ending that makes sense from the player’s perspective. Why would the player ever want to sacrifice a playable character and remove all of their individual content? The “Deathwish” mission is misleading, as it isn’t a risk in the slightest. I’d comment that there is no feasible way to kill two men of prestige as they do, but they’ve proven that there are no ramifications for their actions with every event leading up to this.

How does one make GTA V’s ending make sense? Simple, firmly establish Trevor as the game’s antagonist. I’m not saying he can’t be playable, but the game has to relinquish him at some point, and the game even provides just the occasion. Michael isn’t so much afraid of Trevor as a fellow human being and crime compadre; rather, he’s afraid that he’ll dig through Michael’s dirty secrets from a decade prior and strike oil at the full extent of the awful truth. I guess one surprising trait Trevor exhibits is that he’s a bit of a sentimentalist, pining for the days with his old crew intact, including Brad. We know that Brad is dead, but Trevor believes he’s simply incarcerated. Once Michael and Lester make too many deflections on Trevor’s plans to break Brad out of his supposed cell, a lightbulb shines over Trevor’s head that takes him back to North Yankton. Michael follows him to adulterate the evidence, but Trevor soon finds that Brad is rotting in a coffin in Michael’s place. How does this unhinged maniac respond to the extent of Michael’s deception? He avoids Michael for a few days and then harps on it in a pouty, passive-aggressive manner like a scorned spouse. Really, Rockstar? Seeing Trevor respond like this, knowing his penchant for depravity and vehement rage, is fucking pathetic. This should’ve been the point where Trevor becomes the sharpest thorn in Michael’s side, and killing him should be more of a no-brainer.

Grand Theft Auto V reminds me of something insightful, albeit cynical, that a high school teacher of mine once said about the alcohol industry. You see, Coors Light, one of the biggest beer brands in the world, has a gimmick where its cans turn blue once they are cold and therefore, sufficient to drink. As a fifty-something man who had been drinking legally for decades, he pointed out that he doesn’t need a visual aid to know when his beer is cold. What he alluded to is that this gimmick would only impress a demographic too young to legally consume its product, namely, the kids he was speaking to. Alcohol corporations would be overjoyed if children could indulge in their wares to maximize profit, separating law and business like church and state. Children are also not supposed to be playing Grand Theft Auto, but this doesn’t mean that they aren’t designing their games to cater towards this lucrative demographic, regardless. This is why I believe GTA V is as undemanding and streamlined as it is, to placate their impressionable, secret customer base. As an adult, I did admittedly still have fun playing it, but everything from the effortless ease of the mechanics to the slapdash story resulted in a flaccid, impotent experience. Then again, GTA V has become the second best-selling game of all time as of writing this, so what the fuck do I know? I’d like to point out that R-rated movies rarely ever break sales records like these, by the way. It’s about time that an heir appears to knock GTA V off its pedestal and end this unethical, extortionate cash flow. Still, I fear that Rockstar’s successful business model will just produce a new product that will commit the same sins all over again.

Saturday, May 18, 2024

Grand Theft Auto IV Review

 (Originally published to Glitchwave on 5/3/2024)













[Image from glitchwave.com]


Grand Theft Auto IV

Developer: Rockstar

Publisher: Rockstar

Genre(s): Open-World, Third-Person Shooter

Platforms: Xbox 360, PS3, PC

Release Date: April 29, 2008


Have we all collectively performed a 180 regarding the legacy of Grand Theft Auto IV? At its release, this entry in the chaotic video game series that facilitates every gamer’s darkest, antisocial impulses was welcomed into the Met Gala of gaming on a rolled-out red carpet. After establishing itself as one of the most prolific and influential series across the previous array of video game consoles, how could the rabid gaming consumer base not refrain from salivating at the prospect of a next-generation GTA game? While the 3D open-world template of the series evolved throughout the trilogy of games released for the PS2, plenty of rudimentary presentational sniggles still persisted with the hardware. Grand Theft Auto, along with the open-world genre on the whole, could’ve benefited greatly from being developed on superior pieces of technology because its ambitions transcended the confines that restricted the sixth generation of consoles. With the borderline cinematic framework that the seventh generation’s graphics supplied, the realistic rendering of the citywide bloodbath gamers could commit in a matter of a few minutes would really give everyone’s parents a valid reason (in their minds) to start picketing once again in an attempt to preserve the fading sanctity of childhood innocence. However, one prevalent criticism of GTA IV that only became more pervasive as the years passed is that perhaps the game was bogged down by its attention to cinematic realism. Vice City and San Andreas had established a sense of buoyancy that complemented the free-flowing nature of the open-world genre, and the comparatively subdued graphics and mechanics contradicted the desired evolution that fans had anticipated. Sure, GTA IV was still a colossal hit whose adulation rivaled that of the previous PS2 titles, but the exhilarating fun factor that the PS2 games sought to develop was sort of lost with the developers striving for artistic deliberation. However, the two words at the end of the last sentence are exactly why I’ve come around to lauding GTA IV as a pillar of creative commentary and gaming narrative.

Something that I often harped on pedantically regarding GTA IV from the get-go is the game’s continuation of the numerical titles. Obviously, if you’ve been counting, GTA IV is the sixth entry in the series, and Vice City and San Andreas received far too much widespread critical acclaim and financial success to be relegated to the status of subgames. The validity of the numeral in the title could still be sustained on account of GTA IV being the fourth 3D GTA game, pretending that the primitive first two GTA games evaporated from existence. It could be that every mainline title in the series is connected by the setting of Liberty City, the familiar urban environment that GTA IV has chosen to update with the visual sheen of advanced graphics. Still, how could anyone possibly decipher what real-life urban area the first two GTA games were emulating from a painfully constrictive, 90-degree top-down angle? Really, the pattern that connects GTA IV to its predecessor last used a Roman numeral in its title is the shared pessimistic disposition toward the often romanticized ideal of the American City.

Specifically, GTA IV comments on how it pertains to the fabled “American Dream,” channeling F. Scott Fitzgerald in the 21st century with the same amount of critical venom. Compounding this thesis in GTA IV is how especially fallacious America’s promises are for those migrating to its supposedly lucrative soil as immigrants. Namely, if you’re a thirty-something Serbian man named Niko Bellic, who has just finished his six-month maiden voyage to the land of liberty (relating to the country as well as the city) to start anew. Upon docking the frigate on the offshore Liberty City harbor, Niko is cheerfully greeted by his pudgy, former Serbian immigrant cousin Roman, who drives Niko to his apartment with the rapturous aura of a chariot taking Niko to Shangri-Las. To his dismay, the state of Roman’s compact, cockroach-infested apartment located under the train tracks in the southern region of the borough of Broker is more like Shangri-Lousy, affirming Niko’s suspicions that his cousin was embellishing his American lifestyle and he’s just as much of a doofus as he was in the home country. To magnify the already substandard conditions of Roman’s living space, Roman is steeped in debt to the locally operated Russian mob thanks to his frequent gambling habits. Not only does American life not come with the privileges of “Barbara with big titties and Stephanie who sucks like a vacuum,” the constant prying eyes of organized crime place a looming cloud of danger over the heads of these two Slavic cousins. Niko’s honest assessment of the circumstances he finds himself in Liberty City is that they are not too dissimilar to that of his homeland, except that he assumes that he at least won’t have to duck and cover due to a midnight bombing. Roman’s crappy American existence being plopped onto Niko as a welcoming gift only scratches the surface of the disappointment he is about to endure.

But Liberty City isn’t necessarily indicative of the entirety of the land of the free and the brave, nor is it Rockstar’s mirrored microcosm of the country displayed in a fully fabricated, end-all American urban environment. Players of GTA III tended to jot down contextual hints that Liberty City was Rockstar’s rendering of New York City due to it sharing some stark similarities in its fractured, multi-burrough architecture and generally smoggy, congested city atmosphere associated with America’s most populated metropolitan area. Rockstar never explicitly stated that Liberty City in GTA III was a polygonal parody of The Big Apple but upon inspecting the layout and topography of GTA IV’s map, they no longer have to. Narrowing the scope of the game’s setting to a singular city after exhibiting a grand tour of notable West Coast zip codes in San Andreas might seem like a regression unfitting for GTA IV’s newfound, next-generational capabilities. However, I must impress on the full scope of this map’s full ambitions: Liberty City is now a bonafide recreation of New York City to every last minute detail. If calling it an exact replica is too hyperbolic, then it's at least the most realistic and intricate depiction of New York City seen in gaming thus far. At the beginning of the story, Niko is restricted to a rough amalgamation of the Long Island twin boroughs of Brooklyn and Queens sandwiched together as the borough of Broker, with the Coney Island Ferris wheel and wooden roller coaster as prominent backdrops from the street view of Roman’s apartment. Once Niko and Roman are forced to flee Roman’s humble abode in Hove Beach, the player will receive a taste of the northern industrial borough of The Bronx as Bohan, and then the voluminous glow at the heart of the city with Manhattan repurposed as Algonquin. The suburban Staten Island should’ve ideally rounded out all five boroughs here but was swapped in favor of bridging Algonquin to the adjacent state of Alderney. Whether it be the isolation, relative insignificance, or an inspirational nod to The Sopranos, it must sting for Staten Island residents to see their legitimate slice of New York life get axed to instead exhibit an area modeled after Jersey City. Still, the meticulous mapping of the metropolitan area arguably the most synonymous with American urbanity is undoubtedly a substantial leap in evolutionary feats for the open-world genre. Some will bemoan the fact that the entire city is shrouded in that dour graphical haze that permeated throughout the seventh generation of gaming. However, how GTA IV uses this aesthetic exudes the cold atmosphere similar to GTA III’s depiction of Liberty City, so I’ll take it as an example of an artistic choice rather than hopping on a trend. What exactly are the developers suggesting about NYC with this continually glum aura, though?

I still don’t think I’ve fully elucidated the extent of Rockstar’s efforts to recreate New York City for GTA IV’s world map. For those who have never visited or are completely unaware, New York City exhibits such a confounding amount of hustle and bustle that it has been dubbed “the city that never sleeps.” One can infer from the city’s perpetual state of insomnia that its cacophonous vibrancy is ceaseless, and therefore will always prove to be an overwhelming setting to exist in. Even for those who comfortably live amongst the neverending soundscape of chatter and the honking of car horns, none of them are willing to contend with the rat race of its street traffic. There’s a reason why every New York resident has thigh muscles made of steel and or a storybook of bizarre encounters on the subway. Even the zen patience threshold of a devout Buddhist monk would snap like a twig amid the non-stop wall-to-wall congestion of vehicles. Because the name of the game is Grand Theft Auto and not Grand Theft MetroPass, Niko is forced to become another brick sealed into the stiff cement of traffic. Not only is avoiding head-on vehicular collisions much more difficult than in any previous GTA game, but New York’s street schematics are anything but straightforward. Navigating through any of these boroughs more serpentine than a dragon’s small intestinal tract is a dizzying escapade liable to drive the player mad. Not to mention, GTA IV’s driving mechanics have been adulterated by the game’s realism initiative, buttering the controls that inflict realistic, dire consequences to those who drive erratically like a GTA game would normally warrant. Apparently, seatbelts are also a foreign concept to our Serbian protagonist as well, so get ready to witness Niko violently ejecting himself from the driver’s seat when hitting another car as an example of the game’s ragdoll-intensive physics engine. As frustratingly complicated and frankly dangerous the roads are for the player, their design emulates the hectic drive of New York City as genuinely as possible. I’d claim that this facet of realism is too imposing on the game’s enjoyment factor because I started to dread getting behind the wheel when every island borough was unlocked and each trip required crossing a bevy of bridges to venture between them. However, the developers show some awareness that driving through NYC is admittedly excruciating and provides innovative conveniences like the modern GPS tool that directs Niko to his waypoint objective and the ability to catch a taxi cab. Still, I must remind everyone what the name of this game is and how this map discourages players from engaging in it.

If the core gameplay of Grand Theft Auto isn’t literally snatching vehicles for joyrides, one could argue that it's the third-person shooting gameplay that facilitates the franchise’s freewill imperative. Across the 3D PS2 trilogy, the gunplay had improved from unwaveringly clumsy in GTA III to a point of sharper efficiency with the requisite addition of the target system in Vice City and San Andreas. Still, defending oneself with the protagonist’s roulette of firearms always required them to expose themselves to the firepower from the enemy’s opposition. Years later during the next console generation, the ubiquity of ducking behind cover among games in the third-person shooter genre most likely caused a lightbulb to appear over the heads of the developers at Rockstar. During missions that involve Niko being pinned down by various goons in an alleyway or building complex, he is the first GTA protagonist who can take advantage of shielding himself behind a pillar or a vertical grounded structure and conduct business from a relatively safe position with the press of a single controller button. Of course, enemy AI wisely recognizes that they can also use the cover that the environment organically provides, so combat during these sections tends to divert into a tense waiting game. Once one of these moles briefly peaks its head above the barrier to aim their weapon at Niko, this opportune moment allows the player to practice the nifty augmentation to the targeting system. Upon locking onto a target, the cursor can now move slightly to hone in on a specific piece of anatomy. Needless to say, enemies are likely to falter much quicker due to the greater assurance of executing headshots. Enemies will also stagger vigorously even if Niko’s shot wasn’t fatal because realism begets writhing in pain upon one’s flesh being pierced by hot lead. The ragdoll physics that cause enemies to stumble and fall upon being shot not only provide instances of physical comedy but they’re indicative of how agreeable the overall combat is in the player’s favor after taking too severe a risk by standing out in the open like a sitting duck for three straight games.

It’s most fortunate that the GTA series has finally honed its shooting gameplay to a point of comfortable competency because the vast majority of the game’s missions will involve Niko being catapulted into these perilous situations. Because absconding to America hasn’t automatically granted Roman the “Life of Riley,” his financial outlet to support his meager living is managing a taxi cab company operated out of Broker, which Niko assumed he would work at as his cousin’s subordinate. However, the constant harassment towards Roman by Russian mafia lieutenant, Vlad Glebov, allows Niko to earn a living the GTA way: climbing up the crime world ladder by stacking a body count. However, Vlad’s bullying towards Roman crosses the line when he starts making sexual advances toward Roman’s girlfriend and secretary Mallorie, and Niko permanently subdues him for his lecherous behavior and simply for being a repugnant human being overall. Niko’s actions here absorb his employment to Vlad’s crime boss: the irascible, volatile Mikhail Faustin who commands Niko to kill on command with disturbingly little consideration. Faustin’s right-hand man, Dimitri Rascalov, eventually has Niko return the favor of mindless murder to their boss after his tyrannical power streak goes too far, killing a rival mob boss's son in cold blood. However, Dimitri’s true motivations for what seemed like a debilitating, yet dutiful decision was to usurp the crime throne for himself and launch a full-scale manhunt for Niko’s head in the interest of friend and business associate Ray Bulgarin, a former employer of Niko back in Europe who seeks revenge after fingering Niko for a coincidental cargo freight mishap. After Dimitri sets Roman’s home and business ablaze, the cousin’s refuge in Bohan allows Niko to become acquainted with some of Mallorie’s neighbors. Poser philanthropist Manny, Catalina’s spiritual successor Elizabeta along with her prime drug peddler Playboy X, and Irish criminal Patrick “Packie” McReary, all provide Niko with work committing acts of ultraviolence so he can sustain livability in Liberty City. The last character mentioned even introduces Niko to his (literal) crime family with their own story arc, which eventually leads Niko to work for the Italian Mafia. The Italians are also at war with the Russians over control of the city’s organized crime, and Niko gladly sides with them as an outlet to stick it to Dimitri for causing him and Roman so much strife.

What I’m trying to illustrate by detailing Niko’s journey through Liberty City’s illegal underbelly is that no matter who is assigning Niko odd jobs, they will involve Niko barricading himself behind sheet metal or solid concrete to deflect the whizzing bullets from a small army of enemies on most occasions. However, I can confidently state that once Niko progressively shifts to another employer, the game naturally increases its difficulty curve. The legions of armed goons Niko tackles when servicing Elizabeta are more formidable than the ones he’s hired on to kill for Faustin, and the same rate of increase applies to when Niko starts to mow down suited thugs for the mafia. The fluctuating difficulty curve that all three GTA games on the PS2 practically etched into the open-world code through habitual persistence is rearranged into something neatly structured. Exceptions that disrupt GTA IV’s harmonious flow pop up now and then, and my pick for the steepest mission is when Dimitri kidnaps Roman as bait to lure Niko into an abandoned warehouse guarded by at least fifty of his cronies. The bank heist mission with Packie and his family is the notorious pick for most players, but I argue that they are conflating difficulty with the length of the mission. San Andreas was littered with feats of endurance similar to GTA IV’s bank heist, but a mission of this caliber seems excessive in GTA IV because the game’s missions are tied down to a cinematic construct. Between the commonplace duck and cover missions, GTA IV often features shorter missions with only one objective to further the plot. I’d normally decry these types of missions as nothing but lazy filler, but the character preambles before each mission are consistently entertaining. In fact, GTA IV’s writing is so razor-sharp that it distracts the player from noticing when the mission objectives start to blur together. Still, whether or not a mission asks for considerable effort from the player or to complete a cursory task, GTA IV is far easier than any of its PS2 predecessors. Forward aim while shooting in a vehicle, body armor having distinctive attributes removed from one’s health, and only losing a sum of money upon death as opposed to stripping the protagonist of their entire arsenal also greatly factor into GTA IV’s agreeableness.

If you’re feeling like your engagement with GTA IV’s missions is starting to wane, the game offers a plethora of momentary distractions as par for the open-world course. Similar to Call of Duty around the same time, GTA recognized that there are certain perks to modernity. The developers could implement fresh features that extend the parameters of the player’s total activities as technology progresses in the real world, no longer having anachronisms to be mindful of while developing a period piece. Because GTA IV is set in the late 2000s when the game was developed, Niko owns a fully functional, customizable cell phone with a digital screen and camera. It goes without saying that this device is far more practical and accessible than that brick with an antenna CJ was lugging around the state of San Andreas. Another aspect of the then-current technological landscape is the addition of internet cafes, rows of computers available at all times of day for a small fee of one dollar per visit. Here, Niko can sift through emails, look at car listings, and even interact with strange women on a primeval dating site before such platforms took the world by storm. It’s just a shame that all of these technological advancements implemented in the GTA universe are just as endearingly antiquated as the intentionally quaint facets of the retro culture showcased in both Vice City and San Andreas as of writing this review. Fortunately, GTA IV also features new “timeless” activities, for lack of a better word. Minigames unseen in any prior GTA game include pool, darts, and bowling, whose mechanics are all at least competent enough to win a majority of the time. Niko can visit the city’s various watering holes to drink himself stupid, which then can result in a drunk driving sequence if he hops back into the vehicle he arrived in. If I’m not mistaken, this specific element of GTA IV’s gameplay garnered the biggest backlash from irate parents, who protested that the ability to drive while intoxicated somehow topped all immoral activities one could partake in across the series. With some perspective, it could also serve as a cheap simulation to teach younger gamers how affected one’s ability to drive is while under the influence, but I digress. The coolest new addition for my money is going to a comedy club, for both Ricky Gervais and Katt Williams essentially perform an exclusive set for the game in a motion capture suit. Helicopters have totally overtaken jets and commercial planes as the flying vehicles to jack due to the sensitivities of a certain event that occurred in NYC earlier that decade, and the strip clubs are more immersive thanks to the upscaled visuals. Don’t worry, Niko still isn’t allowed to touch the strippers wearing nipple tassels in the backroom, so another “Hot Coffee” minigame moral panic isn’t necessary (discounting how realistic the sex looks with the prostitutes now).

These frivolous activities aren’t solely offered to let the pent-up and guarded Niko unwind. Rockstar is apparently a firm believer in the “the more the merrier” sentiment, and they convey this theory through another new overarching, optional mechanic. From time to time, Roman will ring up Niko while he’s out on the town if he’d like to engage in one of the aforementioned activities with him. If Niko complies and nothing goes horribly awry during the outing, Roman will express his satisfaction by giving Niko a “thumbs up” which increases his “friendship meter.” As the game progresses, Niko will extend his cellular number to other people whose relationships can be strengthened through spending time with them. Niko merely tolerates the brash adrenaline junkie Brucie for Roman’s sake, as he combats Brucie’s obnoxious posturing with comments on how it's all compensation to mask his deepest insecurities. Niko rather gels nicely with level-headed pot-dealing rasta man “Little Jacob” whose thick Jamaican verbiage eludes even the subtitles. The pessimistic attitude of ex-con Playboy X associate Dwayne practically makes him a kindred spirit to Niko. The crass, ill-tempered Packie is the only McCreary brother to join Niko outside of business hours, but his younger sister Kate is a dateable character who catches Niko’s affections. The date-oriented outings function the same as hangouts with the bros, with the only difference being that Niko can press his luck for some hanky panky upon completing the date. However, Kate’s adulthood chastity streak practically makes her eligible for nunhood, but there are plenty of other girls who will fuck Niko’s brains out after an enjoyable evening. Michelle is a girlfriend given to Niko automatically to test the waters of this new mechanic, who perhaps submits herself to Niko too quickly that it verges on suspicion. If there is one feature of GTA IV that is infamously derided, it’s definitely this one. Sure, spending time with mates is an ideal facet of a prosperous life that increases the immersion into reality that the series has always sought to emulate. However, if one’s friends are as needy and entitled as the ones in Niko's contact list, I’d rather live as a lone wolf. Again, these interactions are optional, and maxing one’s relationship to Niko does come with legitimate benefits. Still, it’s not as if Niko can turn his phone off to halt the incessant phone calls from these select people, which always seems to occur whenever Niko is nearing the start of a new mission. What infuriates me the most about these distracting little excursions is that every friend insists that Niko chauffeur them, and they actually have the fucking gall to complain if he’s a smidge tardy. I apologize, but I thought Niko was the new kid in town who isn’t privy to Liberty City’s perpetual ongoings. What city do they think this is? Wichita? Perhaps to make this mechanic less grating, Rockstar should’ve taken note of Persona’s social links and let Niko have sole control of who he hangs out with and when rather than being bombarded with requests at inopportune moments.

Even though they can be annoyingly inconsiderate, I still enjoy spending time with these secondary characters in GTA IV. Each of them exhibits unique personality traits with a dynamic and personable aura that heightens their charisma, and the less likable ones (Brucie) at least offer consistent amusement. Still, all of them are as lifeless as mall mannequins compared to the Niko tree that they all branch from. On paper, Niko is yet another example of an archetypal protagonist serving as the focal point of a wild, high-octane crime story. He’s another useful idiot in the crime world whose livelihood is contingent on obeying the assassination tasks given to him by the scum of society with no questions asked. One could initially write Niko off as another murderous sociopath with little consciousness of his actions, but Niko is surprisingly more complicated than calculus with layers of richness stacked higher than a red velvet wedding cake. Like CJ, Niko is a product of his environment but is far more aware of how his unfortunate upbringing affected him. Besides the fact that his formative years were spent in a third-world country where he lived without electricity until he was twelve, Niko is among the generation of post-soviet youths to unwillingly participate as soldiers in the Yugoslav Wars of the early 1990s once the nation of Yugoslavia dissolved into six sovereign countries. He might not have sustained any mortal injuries during this tumultuous era of Eastern Europe’s history, but the atrocities he witnessed and was forced to commit were abominable enough to permanently fracture his soul. Anytime Niko waxes poetic about his experiences, namely in the scene where he discusses them with Faustin’s wife or when he reveals what really happened to Roman’s mother, I feel as if an anvil has plummeted on my stomach and I’m about to be sick. Because the war has irreparably scarred Niko, a thick callousness to all amoral human behavior has coated his persona. This is how he thinks nothing of performing deplorable tasks for money, and why he laughs in the face of any adversary’s intimidation tactics. Niko’s been through the wringer, and he’s come out of it as spiritually broken as a glass menagerie after an earthquake. Yet, despite his nihilistic disposition, Niko is known to exhibit signs of compassion towards others. While Roman’s oblivious optimism often irks Niko, he would never compromise his thick and thin, brotherly loyalty to his cousin for any profit. He’s friendly towards those who do not antagonize him, and he’s probably more honest than any of America’s notable presidents whose legacy is defined by that positive character trait. See how lovingly Niko treats the heroin-addicted teenage girl Marnie encountered during a “stranger mission” despite her hostility and pathetic desperation and tell me with a straight face that Niko isn’t an upstanding citizen given the right circumstances. With all of the blood that he regularly spills during the missions stacked against him, I guess no one can definitively say. Yet, this quandary caused by character complexities is exactly why Niko is bar none GTA’s greatest protagonist. Also, Niko’s dry wit he consistently brandishes while bantering with any secondary character makes him the funniest GTA protagonist as well. Sorry, CJ. The bar set by the emotionless Claude was buried under the sea floor at the start, but Niko skyrockets the standard of GTA protagonists over the moon. He’s going to be a tough act to follow.

While most players sympathize with Niko and grant him positive merits as a human being, his true incentive for coming to America is one marked by vengeance. After dumping Vlad’s body into the harbor, Niko reveals to Roman that the real reason for shipping off overseas is to enact revenge on one of his old Serbian friends during the war who sold his platoon out for a sum of money. Niko was one of three survivors of the ensuing massacre, and he figures that the possible perpetrator of the unforgivable betrayal now lives somewhere in Liberty City. Niko’s goal is sidelined until “Michelle,” who unsurprisingly reveals herself to be a federal agent after a miserably bad performance while “undercover,” intercepts Elizabeta’s cocaine raid. Elizabeta will never see the light of day, but Niko is given an ultimatum to cooperate with a disguised intelligence unit to avoid jail time or deportation. For his efforts, working with UL Paper shows their gratitude by locating the man Niko is seeking. However, Florian Cravic, a flamboyantly gay man who legally changed his name to Bernie Crane, is not the man Niko is looking for. It’s really hard to believe that this guy shares the same harrowing experiences as Niko, to be frank. By process of elimination, Niko figures that the culprit is Darko Brevic, and Niko must get involved with a topsy-turvy diamond racket for the Italian Alderney City mafia. Eventually, they perform that favor for Niko and fish the European vermin out of whatever hole he resides in and must answer to Niko for his sins. In this moment, Niko can choose whether to cathartically execute Darko, or spare the pathetic junkie wastrel who has managed to carve out a worse fate than death for himself.

This arc-fulfilling moment, along with several other instances beforehand, highlights that life is a series of choices of one’s own volition. Besides deciding whether or not to put Darko out of his misery, which leaves Niko empty inside anyway, providing critical options to the player that affect the outcome of the story is immediately granted again in the game’s final mission. Niko evidently forgot to give the Italian mafia a two-week notice of resignation because as far as mob boss Jimmy Pegorino is concerned, he’s still on the family’s payroll. Niko refuses to adhere to Pegorino’s demands on principle, but the other factor of working with his arch nemesis Dimitri makes this deal out of the question. However, the game lets the player choose between the two outcomes of Niko’s predicament: to defy Pegorino or to swallow his laurels and cut a deal with Dimitri for the sake of his employer. Given that the mere mention of Dimitri’s name causes Niko to erupt in a fiery rage, I realize it's nonsensical for him to engage with the borscht-eating scoundrel professionally. However, the route where Niko lowers his guard to Dimitri leads to the only sensical outcome that puts a period on this story. Dimitri will still screw Niko over and cut him and the mafia out of the profitable heroin deal. To further show that this man has no limits to his duplicity, he hires a hitman to shoot Niko during Roman and Mallorie’s wedding reception. Roman is accidentally shot and killed instead, which lights a furious fire under Niko’s feet to finally pursue Dimitri and bring him to justice. With Little Jacob’s assistance, Niko shoots down Dimitri’s escape chopper and delivers the finishing blow to him on the islet where the “Statue of Happiness” landmark resides. If Niko instead plans to kill Dimitri on the ship that Niko arrived in at the very beginning of the game, Pegorino takes it upon himself to perform a drive-by shooting for Niko’s insubordination and Kate dies instead. Pegorino is swapped for Dimitri in this instance.

Besides the fact that killing Pegorino is fairly anticlimactic and Niko’s relationship with Kate is budding and uncertain, Roman’s death is the sensible outcome between the two potential tragedies that end GTA IV. Not only was Roman a central character as soon as Niko’s boat docked, but he’s the optimistic ying to Niko’s despairing yang. While both characters live in the same unideal situation, Roman embraces every bit of his life with little to no complaints. Roman adores the opportunities that living in America has given him even if they don’t match the ecstasy of excess. He expresses to Niko that he should adopt the same attitude not only to make the expedition here worth the effort but to truly shed the crushing weight of his Serbian past. Throughout the game, Niko has only allowed his past to shape his present, which has only resulted in more baggage with fatal repercussions. Once Roman has been ousted from Niko’s life as a result of his actions, he fully submits to Roman’s optimistic ideals and quits the crime life for good. As much as Roman was depicted as a bumbling fool for the entirety of the game, his outlook is surprisingly the wisest way to interpret the American ideal. This nation can’t entitle you to excellence, but it will at least give anyone the chance to alter the conditions of your life for a more promising tomorrow.

The three GTA games on the PS2 were the cutting edge of video game advancements, so much so that they all suffered from biting off more than their hardware could chew to some extent. Now that a succeeding generation could prosper with those games as a template, I can empathize with the prevailing disappointment that piled onto GTA IV. Unlike the previous games that astounded gamers because they were before their time, GTA IV is a product of its time and all-pervading peculiarities of the era. Given that I’ve been known to vocally disparage many seventh-generation practices and that GTA IV is rife with them, I should persist in lambasting this entry. However, Rockstar manages to grasp all of the aspects of this era of gaming I find unsavory and cultivate them into something surprisingly masterful. There isn’t a single space of land in Liberty City that is wasted, and the writers have written a story of the same spellbinding magnitude as the Martin Scorsese films and HBO crime dramas of where its inspiration stems. I still find some elements of GTA IV to be more objectionable than in San Andreas, and some are so jarring that I don’t care if it's for the sake of artistic integrity. Still, how many triple-A developers are willing to alienate some of the gaming audience to fulfill their desired vision for their work? Not too many, I presume. I tip my hat to thee, Rockstar.

Monday, December 25, 2023

Grand Theft Auto: San Andreas Review

 (Originally published to Glitchwave on 11/30/2023)













[Image from glitchwave.com]


Grand Theft Auto: San Andreas

Developer: Rockstar North

Publisher: Rockstar

Genre(s): Open-World

Platforms: PS2, Xbox, PC

Release Date: October 24, 2004


In all honesty, I don’t feel all that confident or comfortable assessing Grand Theft Auto: San Andreas. Why am I plagued with a looming sense of apprehension? Well, to be frank, it’s because I’m white. I’m not only referring to the fact that my skin pigment lacks so much melanin that I cannot physically tan, as the sun’s rays have always transferred searing burns to my skin instead of a radiant, golden sheen. I’m alluding to all of the cultural factors of my ethnic background that have molded my general upbringing whether or not I actively engaged with them or was aware of their status quo alignment in American society at the time. I grew up middle class on a street with three churches of differing Christian denominations, my music of choice was a variation of rock/metal music, and my dad votes Republican. And yes, I was an avid watcher of The Simpsons (a strong white signifier according to Aqua Teen Hunger Force). My background and the one that comprises the cultural iconography of Grand Theft Auto: San Andreas are as contrasting as fire and ice, which is why attempting to delve into the substance of the game’s narrative, characters, and real-world parallels may result in a vortex of ignorant poppycock. The cold comments on modern urbanity in Grand Theft Auto III affect all city dwellers, and the neon-lit Vice City is arguably more akin to the nostalgic recollections of 1980s pop culture from an Anglo-centric descendant demographic, albeit of a certain age. San Andreas, on the other hand, draws its influences from a specific facet of American culture that is almost alien to myself and several other gamers, and should probably be approached with a modicum of sensitivity. Still, I have to discuss San Andreas, for it would be detrimental to my reputation as a comprehensive video game critic if I never even uttered a single word on this monumental achievement for the interactive medium. San Andreas is the most significant entry in the infamous Grand Theft Auto franchise, arguably the most exceptional title on the basis of quality, and a titanic benchmark for the burgeoning open-world genre.

A gangster’s livelihood is neither fun nor glamorous, or at least that’s what I’ve come to understand. The gangster genre of fiction in film and literature gave us a glimpse of the seedy underbelly of society to elicit a great vicarious thrill for all of the good-natured, god-fearing common folk. The highs of gangster life verge on euphoria, but every piece of mob media assures their audience that the repercussions of this lifestyle can be cataclysmic in more ways than one. While the allure of the criminal life is strong, one can still ignore the enticing criminal riches and intimidating swagger that come with it, unless you’re The Sopranos who argues that a mafioso lifestyle is a damning, dominant genetic trait for certain ethnicities. Also, all of this pertains to organized crime. A facet of the gangster world that is just as ever-present as Italian guys in their pinstripe suits and loafers carrying Tommy guns around are the street gangs predominantly run by African-Americans in impoverished urban areas, a harrowing result of the American government’s war on drugs and racial systemic oppression. Unlike the mafia, the excess and glamor of street gang life are far less extravagant, but the ramifications are no less disastrous. Still, the conditions of the streets where gang violence occurs are so bereft of any legitimate economic prosperity that it seems like flirting with danger is the only way to make a living. The vicious cycle of drug-inflicted murder in America’s ghettos among young black men was the subject of John Singleton’s 1991 film, “Boyz n the Hood,” and its breakout success gave the rest of the world insight into the Afro-centric state of depression. Despite how sincere Singleton was with his film, several insubstantial imitators came out of the woodwork like Menace II Society and Juice, along with an influx of “gangsta rap” music emerging from Los Angeles which expanded to other parts of the country as the decade progressed. Like its GTA predecessor Vice City, San Andreas is a time capsule that intentionally oozes the motifs and atmosphere of the raw and grimy scene of urban decay when it was ubiquitous in mainstream culture. I’m actually surprised that it took until the franchise's fifth entry for Rockstar to revel in its thematic potential. While San Andreas is intended to be manic fun like any GTA game before it, the game offers enough tact and subtle substance in its narrative to prevent the act of making mayhem in its culturally sensitive setting seem tasteless.

Enter Carl Johnson (aka CJ), a young, twenty-something black man who is seen returning to his hometown of Los Santos after a five-year stint in Liberty City. He absconded from his birthplace because his younger brother Brian became another statistic of gang violence, and he returned to Los Santos under the unfortunate circumstance that his own mother had also fallen as a result of their environment. Before he arrives at his old stomping grounds, he is intercepted by two C.R.A.S.H officers named Tenpenny and Pulaski. They blackmail CJ by threatening to pin the murder of fellow officer Pendelbury, who was actually killed by the two when he attempted to call public attention to their prevalent corruption within the force, on him unless he becomes their indentured servant. Carl reconnects with his brother “Sweet,” his sister Kendl, and a plethora of other familiar faces upon his arrival. He’s been away for so long that his old homie “Big Smoke” rashly tries to bash his face in with a baseball bat, confusing him for a common thief upon not being able to recognize him. Now that the gang's back together, Sweet orchestrates a revenge mission against the rival “Ballas” gang in purple on the speculation that they’re responsible for his mother’s murder, and CJ is the muscle of the operation. Rockstar has decided to continue their streak of setting the scene with the protagonist returning to the streets after a long hiatus to draw parallels between the player’s unfamiliarity and the protagonist’s refamiliarization. The only difference now is that CJ isn’t returning after any time behind bars, mussing up the traditional introduction a bit. Still, the opening sequence of San Andreas splendidly establishes the tone of the setting along with the characters that reside in it, mostly through natural character interactions as opposed to overt exposition.

Judging from how his return is received, CJ gets even less respect than Rodney Dangerfield. His long absence from the dilapidated cradle of civilization he was born into has made him detached from the rough and rowdy gung-ho attitude that all ghetto denizens live by to survive. Or, at least that’s a concern that his brother Sweet and other various acquaintances vocally express regularly. His neighbor and fellow gangbanger Ryder, especially, keeps calling CJ a “straight busta,” which I can infer from context clues means that he’s calling CJ a “lameoid” or a “poser.” All of his family members consistently give CJ a hard time, but Ryder has the gall to disrespect CJ right to his face. I am appalled at the audacity of CJ’s friends and relatives for treating this man with such blatant contempt because he’s a glowing instance of the continual evolution of Grand Theft Auto protagonists. San Andreas is far more character-driven than any of the previous 3D GTA games. CJ, our newest mischief maker in the realm of chaos that is the GTA world, supersedes the stigma of a simplistic avatar character that Claude had unfortunately established for any future GTA successors. Tommy was a stark improvement on Claude with a voice and a clearer background but let’s be frank, his brightly colored Hawaiian shirt carried his character’s charisma. CJ is as animated as a Tex Avery cartoon. He’s confident to the point of being arrogant, he isn’t afraid to shout at those who provoke his ill temper, and he’s quite diligent when it comes to enacting all of his destructive, illegal deeds. Still, he shows compassion and respect to those that he is loyal to, namely his older brother Sweet who gets himself trapped in many perilous pinches as an executive gangbanger, and CJ must provide his aid to protect him. GTA’s protagonists have been upgraded from emotionless psychopaths to a wavering, complex sociopath. Hey, it’s still Grand Theft Auto at the end of the day. Don’t expect CJ to be Levar Burton from Reading Rainbow. Most of all, CJ is uproariously funny. Because he’s brash as can be, he combats all social interactions with hilariously candid and loud retorts. The characters that I enjoyed from the previous two GTA games were the secondary characters seen through sparse interactions via cutscenes, but San Andreas marks the first instance where the protagonist is a strong contender for my favorite character in the game.

But the ostentatious CJ isn’t simply caterwauling at blank NPCs just because he enjoys the booming sound of his own voice. San Andreas’ greater emphasis on character relationships and interactions is a two-way street between CJ and those that he is close to. I’ve briefly stated that CJ’s loved ones and acquaintances give him heaps of grief, but the amounts of spurning vary in loads and stem from different perspectives. Sweet, CJ’s older brother, is fiercely dedicated to the feuding struggle between his hood and the rival Ballas gang around the perimeter. If the conflict between the Families and the Ballas were comparable to war, Sweet would be General MacArthur, patrolling the streets with a towering sense of pride as a de facto five-star ranked warrior. You can imagine why he’d be disappointed in his brother for abandoning the cause for half a decade. Meanwhile, CJ’s sister Kendl, expresses a disgusted resentment for all the senseless violence that her brothers are aggrandizing. She’s so deliberately detached from the Grove Street insularity imposed upon her that she’s dating Cesar, the leader of the Los Aztecas Hispanic gang, much to Sweet’s chagrin. The close allies around the block that support Sweet’s cause are OG homies Ryder and Big Smoke, the lieutenants that directly assist Sweet with missions of defending the reputation of the Families. Ryder is an amoral degenerate who brandishes his angel dust cigarettes as casually as if he were smoking tobacco. Gang activity seems to be a perfect outlet for this unfeeling soldier of death and destruction. Big Smoke, on the other hand, is more akin to a comic relief character. Whether it be his artery-clogging order at the Cluckin’ Bell drive-thru or his incoherent musings on life, Big Smoke is quite lighthearted for a man who regularly murders people. It must be a law for all rotund supporting characters across all fiction to be somewhat jovial. Non-affiliated characters from around the block include aspiring rapper Jeffrey “OG Loc'' Cross, the celebrated MC whose fame OG Loc covets named Madd Dogg, drug dealer B Dup, and his drug monkey Big Bear. While these supporting characters exist on the outskirts of Grove Street affairs, their existences are still influenced by the same destitute state of urban life. Up until now, GTA’s approach to character interactions was becoming acquainted with strangers, and the overarching goal of the protagonist’s relationship was still constricted by business. When every supporting character already has a history with CJ and some are composed of his family and friends, their personal chemistry heightens the dramatism of both conflict and moments of mirthfulness.

San Andreas extends the enhanced dynamic between the protagonist and the other characters with the game’s main antagonist(s). The opposing force that is making CJ’s life more of a living hell is LSPD officer Tenpenny and his crony Pulaski. One strong facet of hood-related media is the presence of a corrupt police force that puts the already underprivileged members of society under further subjugation. The constant slaps in the face the boys in blue inflict on individuals of the impoverished African-American community especially sting when they are from people of the same skin color who are perceived as traitors to their own kind, as portrayed with Officer Coffey in Boyz n’ the Hood. Not only does Tenpenny not share any kinship with those he undermines, but he treats them as pawns in a game he manufactured by abusing his power as an officer. He’s sitting pretty as the king of the streets, and he’d go to horribly despicable lengths to maintain his tyrannical reign. Pulaski is like Tenpenny’s attack dog lackey, enforcing Tenpenny’s demands with bellicose strong-arming. I’d say he represents the bad cop delivery to Tenpenny’s good, but they’re both rotten to the core. A major strength of Tenpenny as a villain is his confident control over CJ. One might question how Tenpenny could simply snatch CJ off the streets and make him indebted to serving them when their blackmail against him is baseless, but it’s terrifying to realize that this is the extent of influence he has over everyone that falls under his jurisdiction. Unlike the distant main antagonists of the previous GTA games, Tenpenny is an omniscient force of evil who appears periodically to rub CJ’s face in shit and remind him that he’s his bitch.

If CJ isn’t going to receive the respect that he so duly deserves, the player can assure that he eventually will, gosh darn it. How can the player prevent future acts of harsh criticism, insults, and other forms of impoliteness from being dogpiled onto CJ from all angles? The amount of respect stemming from the general perception of others is actually something that can be improved on, the top of the increasable statistics in the quasi-RPG mechanic that San Andreas introduces to the series. Given that San Andreas is relatively grounded in reality, albeit a warped one, and is set in 1992 and not 1092 (AD), the RPG attributes displayed here are all domestic. By pulling up a side menu, the player will see five gray bars that coincide with either a physical or personable attribute. These attributes range from subjective, intangible concepts like respect and sex appeal to the measurable fat, physical stamina, and muscle content of CJ’s body. Throughout the game, the player will be either actively or inadvertently increasing these stats, with a variation of pacing and methods to maximize them. CJ can visit the nearby gym to lift weights and become shredded immediately, provided he’s harboring enough fat to burn so his hard work doesn’t atrophy away (always remember to visit your local Cluckin’ Bell to refuel!). Other attributes such as respect are boosted in microscopic increments by completing missions or gaining gang territory. Don’t be discouraged by how disastrously low CJ’s sex appeal is and the immovability of its pitiful status for the vast duration of the game. Eventually, expensive clothes and driving around in a bodacious automobile will shift CJ into an irresistible, suave casanova this side of Shaft. Additional to the five featured in the menu are also a plethora of alternate stats. Excess shooting with any type of firearm will increase their caliber and spread, and driving around the map in between missions will ensure that CJ will gain a tighter grip on swerving around, thus preventing unfortunate accidents. The RPG elements are an oddly genius way to enhance the player’s engagement with the protagonist. A recurring theme in the GTA series is climbing up the social and economic ladder to glorious prosperity, and incorporating RPG character attributes alongside the protagonist’s narrative growth is a finely complimentary gameplay mechanic. The player will notice the shift in how CJ is perceived by the NPCs based on the stats at hand, even in a negative light if CJ eats too much and plumps up like a Christmas ham. Truthfully, I wish Rockstar had introduced something of this nature in GTA III. Claude was a vacant blueprint similar to a base character from an RPG, making him an ideal contender for role-playing customizability. Still, this staircase thought evidently works just as effectively for a personable character like CJ.

The RPG mechanics are just one of many ways to immerse the player in the world of San Andreas. An argument could be made that a game in which the player is free to cause cathartic amounts of chaos to their heart's content doesn’t need additional perks to enhance the experience. Nevertheless, San Andreas incorporates a plethora of new activities to spruce up the sandbox. Firstly, why is sex appeal a relevant factor in a game revolving around gang violence? Certainly, CJ isn’t trying to bed any of the homies. CJ needs to exude the manner of a debonair gentleman to impress the ladies he can take on dates. After saving a fellow Ganton girl Denise from a burning building during a mission tasked by Tenpenny (that CJ burned down in the first palace, mind you), the expression of her gratitude towards CJ is to become his girlfriend. But Denise isn’t merely a status symbol so CJ can brag about getting a little action on the side to Big Smoke. CJ has the option to occasionally court her whenever she can fit into his demanding schedule. CJ can show Denise a good time by entertaining plenty of the fun new features the game offers, including a rhythm-oriented minigame on the dance floor where CJ can flaunt his sweet dance moves. If Denise is satisfied with CJ’s efforts to woo her, she’ll return the favor by offering him “coffee,” leading to a cutscene depicting an outside view of her house with screams of pleasure echoing overhead. If you’re of the appropriate age demographic to play a Grand Theft Auto game, I shouldn’t have to spell out what is happening behind these closed doors. If CJ goes on enough dates to the point where their relationship is super serious, maximizing their relationship status will earn CJ the reward of a pimp suit. While CJ should be grateful, other girlfriends can give him the privilege of retaining all of his weapons and body armor after being wasted or busted by the cops, a GTA player’s dream finally come true. Normally, I wouldn’t condone adultery but here, I recommend discretion to reap all of the benefits. Another extracurricular activity that coincides with another of CJ’s stats is conquering the rival gangs that pollute the streets of Los Santos with drugs and whizzing bullets that are as precipitous as rain. Outside of the missions, CJ has to approach and kill three Ballas or Vagos members standing in districts with their respective gang colors on the map. This act of aggression will trigger a gang war where hordes of them will ambush CJ in three waves. Once they surrender, the territory will be CJ’s for the taking, painting Los Santos green like a St. Patrick’s Day parade. If acting as a one-man army in the line of fire sounds scary, CJ can recruit a posse of generic Family members to help wipe the Ballas off the map. Other activities verge more on leisure such as billiards, basketball, casino games, arcade games, etc. I’d even count the new ability to ride a bicycle as a merry little lark. Admittedly, none of these activities are as thrilling as blowing off the heads of pedestrians, but the fact that CJ can still engage in these mundane minigames helps the world of San Andreas mirror reality a tad clearer.

For more serious engagements with San Andreas, the game offers as many quality-of-life enhancements as it does frivolous distractions. I’ve bleated on and on about how shooting combat in the past GTA games is an awkward, imprecise process that involves more tension than necessary. To expand upon the life-saving targeting system, the player now has a reference to the amount of health an enemy has with a declining color-coded indication. CJ can also shuffle between arrays of enemies with the back trigger buttons to mow down multiple enemies with quicker efficiency. CJ can also execute a dodge roll and aim at the gas tank of a car to immediately blow it to smithereens in a fiery inferno. However, the location of this spot on any car is as elusively nanoscopic as the clitoris, so any occurrence in setting off this makeshift bomb was a stroke of dumb luck. I would execute a total face turn on GTA’s combat system if CJ could duck and cover behind walls and scaffoldings instead of merely crouching, but at least San Andreas marks the first GTA game in which encountering a gang of enemies firing at me from all angles didn’t make me feel like a sitting duck, causing me to take passive precautions to survive. CJ is also thankfully the first GTA protagonist who can swim and no, I’m not pointing out the irony of this milestone. How the developers didn't consider that the first GTA character who should've been granted this useful ability was Tommy, who resides in a city surfaced below sea level, is befuddling, but this other staircase thought comes much appreciated nevertheless because CJ is still in close proximity to the Pacific coast. One slight regression to the GTA gameplay is that CJ’s health and body armor are displayed with bars instead of percentages. I prefer having a pinpoint accurate reference to the state of my character’s being so I have a better understanding of how to approach dangerous situations. Still, complaining about this slight change is but a nitpick. Overall, the greater accessibility with performing the combat and CJ’s apt mobility make for the most capable I’ve felt in a GTA game so far.

Because CJ seems to have a higher battle acuity, progressing through San Andreas’ story through the missions is a smoother excursion. I’d need an extra pair of hands to count how many times I failed most of the individual missions in both GTA III and Vice City, but I copped a clear victory on my first try for every other mission in San Andreas. Tis’ a blessing that CJ is such a talented killing machine, for the total number of story missions in San Andreas exceeds double digits. Objectives in San Andreas tend to revolve around the GTA standard of mass murder and driving with frequent deviations to keep things interesting. One frequent element that pops up from time to time is the necessity for stealth. Missions where CJ channels his inner Solid Snake that come to mind are stealing a war veteran’s weapon crates as he sleeps in “Home Invasion” and “Madd Dogg’s Rhymes” where CJ must ransack Madd Dogg’s mansion using only a knife to dispatch his roaming guards, boosting the potential rap career of his corny and untalented hood acquaintance OG Loc. Still, San Andreas’s difficulty curve compensates for its lack of rigidity by stacking individual missions with multiple objectives or expanding the scope of one objective to epic proportions. “Reuniting the Families” sees CJ rolling through the halls of a hotel defending his homies from a SWAT team ambush that intercepted their plans. Then after wall-to-wall SWAT officers fire at CJ in enclosed spaces, CJ has to shoot down a police chopper on the roof and then blaze through dozens of police cars pursuing him while he makes a getaway with Sweet, Big Smoke, and Ryder. “Wrong Side of the Tracks” involves CJ and Big Smoke biking all the way past the Hollywood Hills following a train with four Vagos members trying to escape. This mission is infamous for not only its length but Big Smoke’s wonky upward shooting that the player has to rely on the unstable accuracy of to succeed. On a positive note, Big Smoke’s AI is far tighter here than in any instance of cooperative missions with an NPC in the previous games. If it were, say, Lance Vance on the back of that motorbike, the mission would turn from disagreeable to impossible. While scraping through some objectives by the skin of my teeth just to have another to contend with before completing a mission made my brow sweat like I was under interrogation, I appreciate the constant stream of climactic missions that San Andreas offers. Every mission in the game is all killer with maybe the occasional filler. There definitely aren’t any missions where CJ has to race to four phone booths or sit and wait to spend over $300 at a strip club, that’s for sure.

For as grandiose as the missions in Los Santos are, the surprising thing is that they aren’t even situated at the halfway point of the game. If the player opens the map in the pause menu, they might question why 75% of the map is obscured in an unopened blue and perhaps realize that the unexplored areas are not situated in the Los Santos zip code. The state of San Andreas encompasses lands that greatly extend past the parameters of CJ’s home city, which should be an exciting prospect for those who salivate at the soaring breadth of a game’s map facilitated by the open-world genre. As wondrous as exploring beyond the reaches of CJ’s hood of Los Santos is, the starting point of CJ’s San Andreas odyssey couldn’t have been started under less felicitous circumstances. Before CJ meets up with Sweet to dispatch a high-ranking unit of Ballas, Cesar calls him to show him something urgent. CJ is shocked beyond belief to find out that both Ryder and Big Smoke are working for Tenpenny in his syndicate to sell out the Families alongside the Ballas, the same syndicate that coordinated the drive-by that killed CJ’s mom. In his attempt to reach Sweet and save him from the trap Tenpenny has set up, everyone is taken into custody by a fleet of police helicopters. Instead of sharing a cell in prison with Sweet, CJ is bagged and driven to the southwest wilderness of Whetstone by Tenpenny, who threatens to harm Sweet if CJ returns to Los Santos. The “Green Sabre” mission that unfolds the game’s most crucial turning point in the plot has a devastating outcome. CJ’s world is completely shaken and disturbed in a state of irrevocable disrepair. All CJ can do now is reshape his life in his new environment and even though things seem awfully grim, CJ’s relocation has given him a golden opportunity. CJ’s story as a Grand Theft Auto protagonist isn’t only defined by financial growth, but a personal one through broadening his horizons past the deficient confines of his unfortunate birthplace.

Alas, CJ’s journey of self-discovery must begin below his former status as a Grove Street gangbanger. In order to hoist himself up by his bootstraps, CJ has to contend with surroundings outside of his comfort zone. I can’t think of a starker fish-out-of-water scenario for this black city slicker than residing in the podunk wooded area up north, where his racial background makes him stick out like a sore thumb among the unsophisticated white farmer folk, who drive tractors and only use their guns to shoot wild animals. CJ is proverbially naked and afraid in what is the antithesis of his normal setting, so he feels inclined to find anyone out here who is affiliated with his riotous way of life for comforting familiarity. Unfortunately, Cesar recommends somebody whose criminal tempo runs faster than even CJ’s. Cesar’s cousin who he hooks CJ up with is none other than Catalina from GTA II, yet another instance of Rockstar revitalizing a character from a previous game and seeing them at a different point in the series canon timeline. CJ and Catalina form a Bonnie and Clyde bond with one another where the two rob every bank and place of business in the rural vicinity, with the striking difference of the Bonnie character in this dynamic calling all the shots with Clyde scared shitless of her. We can infer from her role as GTA III’s main antagonist that Catalina is a deplorable person, but the amplified narrative and character interactions seen in San Andreas allow us to see the full extent of her loathsome personality. Catalina isn’t a firecracker: she’s an entire fireworks show firing off all at once and crippling all those in the blast radius. She’s an inexhaustible beacon of rage and rancor whose source of scorn is self-generated. She makes bunny boiler Alex Forrest look like Mother Teresa. She’s also the reason why the mute button was invented, for she nags and disparages CJ every five seconds they are together. This section is perceived as the weakest in the game, but I appreciate how it depicts how dire CJ’s life is here with Time Magazine’s contender for craziest bitch of the century, giving greater impact to his downfall in Los Santos.

Once Catalina leaves CJ for Clyde, who still doesn’t utter a single word, it’s time to head on up north in the 1967 Volkswagen Camper van belonging to aging hippie “The Truth” to the American free love mecca of San Fierro. This fictional depiction of San Francisco, while sharing the urban architecture of Los Santos as opposed to the wild woods of Angel Pine and the surrounding areas, is essentially just as alien to CJ. The steep, slanted streets of this fellow San Andreas metro are not covered from head to toe with loitering gangbangers ready to aim their AKs at CJ once he crosses their peripheral lines of sight. The friendlier atmosphere of the baked bay area sounds lovely, but CJ is still flying solo. Because the exposure that comes with lacking support is discomforting, the facet of CJ’s journey of personal growth explored in San Fierro is fraternizing with people who aren’t of the same skin color and don’t share the same upbringing. Specifically, gathering a whole new gang of people to take down the Loco Syndicate, the drug distributors who supply Big Smoke with his biweekly load of crack cocaine, his incentive for selling out CJ and Sweet out to Tenpenny. To put a hurtin’ on CJ’s former friends, CJ establishes connections with all walks of life in San Fierro. Wu Zi Mu, aka Woozie, is the blind leader of a faction of San Fierro triads who employs Carl in the interest of using him to combat the rival Vietnamese Da Nang gang. For having a leadership position in a crime organization, Woozie is calm, level-headed, and extremely polite. However, the mere mention of the Da Nang does tend to rile him up a bit. Zero is the owner of an RC shop in San Fierro, and seeing him and CJ interacting with each other during the cutscenes is as unnatural as the sun and moon sharing the same sky simultaneously. CJ has found his polar opposite in every way imaginable. To gain Zero’s valuable electronics expertise, CJ must vanquish his intellectual rival Berkley, who is constantly giving Zero grief with his weaponized RC equipment. Next to Catalina, this pasty, timid dork tends to draw the most ire out of gamers. Gaining his shop as an asset only requires the completion of three missions, but they are definitely the most bizarre and demanding missions that San Andreas has to offer. “Supply Lines…” is even a prominent contender for the hardest mission in the entire franchise. If I were CJ, I’d just hire somebody working at Radio Shack and leave this pathetic nerd hanging by his underwear where he belongs. CJ also finds himself in close quarters with his Loco Syndicate enemies as a tactical maneuver, which includes the brazen, purple Jizzy the Pimp and the prickly T-Bone Mendez. At first glance, circling the map to the various mission markers to conduct business with these strangers mirrors the impersonal interactions found in GTA III. On the contrary, CJ forms a genuine camaraderie with the people he meets in San Fierro, playing video games with Woozie in between hunting down the Da Nang and cracking jokes about the absurdity of Zero’s predicament with Berkeley. Cesar, the man whom CJ previously judged because of his ethnic background, starts to form a deeply compassionate bond with him as they work on building their San Fierro garage. In an ironic twist of fate, Cesar, a man from across the tracks in the no-man's land of Los Santos, shows CJ more loyalty and respect than anyone who runs with the same colors.

After dismantling the syndicate’s drug operation and getting revenge on that mark-ass trick Ryder, CJ ventures across the Golden Gate bridge beyond the coastline to the scorched wasteland of the desert, along with the sin city parallel of Los Venturas to traverse. In the gambling capital of the USA, the overarching conflict is Woozie’s casino business venture being eroded away by the competing one controlled by the Italian mafia. To halt the suckling straw of greed and ensure the success of Woozie’s new livelihood, CJ and his pals from San Fierro methodically conjure up the scheme for an elaborate heist mission in the rival Caligula’s Casino. A balder, yet no less stressed out Ken Rosenberg and a neutered Kent Paul also return six years after the events of Vice City to join the ranks of CJ’s new friends. The heist mission “Breaking the Bank at Caligula’s” is the climactic finale that closes this chapter of San Andreas but up until then, CJ isn’t twiddling his thumbs in the planning room waiting for further instructions. What this section of San Andreas showcases for CJ’s journey is the grander scope of what he is capable of. Acting as the tail gunner in a police car chase as wild and adrenaline-pumping as that of To Live and Die in LA with the Grove Street gang is thrilling as is, but CJ’s new compatriots squash the missions of Los Santos into small potatoes with their extravagant assets. Mike Torino, a seedy, borderline insane government agent, grants CJ full access to his hangar of fighter jets and compromised commercial airline planes to zoom around the skies of San Andreas, enacting feats of espionage that even Solid Snake would shy away from. Any mission involving flight is a hair-raising affair, with the fear of crashing and burning always a distressing possibility because the plane controls require substantial proficiency to prevent CJ’s fiery demise. Flight school sucks, but the courses are warranted. “Black Project” sees CJ humoring The Truth’s scattered-brained conspiracies, believing that there is a government project housed in the deep catacombs of the highly secured Area 69 facility located in the desert. Only a damn fool would even spit near this alert quarantined zone where guards would call an airstrike on a fly that buzzed over it, but CJ does the impossible and yoinks a jetpack financed by more American tax dollars than anyone could fathom. The “Saint Mark’s Bistro” mission entails CJ flying all the way to Liberty City on a hit job assigned by Salvatore (yes, the same Salvatore from GTA III) and flying back in one piece, and I’m still in disbelief of the country-wide scale this mission covers. CJ starts San Andreas with acts that would make him an un unnamed statistic but outside the realm of his hood, he performs stunts that would define him as public enemy #1 on all of the San Andreas headlines.

Even though CJ is out of town cultivating growth and wealth, it becomes time to end his adventure by clicking his heels and repeating “There’s no place like home.” When CJ finally returns to Los Santos, however, he repossesses Madd Dog’s mansion that was foreclosed on him and houses himself and his new allies there to aid Mad Dogg with the production of his big musical comeback. Sweet is even released from prison, so the story of San Andreas seems as if it's neatly wrapped up nicely in a pleasant bow. However, Sweet’s transgressions upon hearing that CJ has forsaken his hood yet again to gallivant off with non-affiliates touring the state of San Andreas means that closure is still out of reach. That, and the non-guilty verdict given to Tenpenny after good-natured Officer Hernandez blew the whistle on his vile ass erupts into a city-wide state of utter chaos that mirrors the historic events of the 1992 LA riots. To restore (relative) balance to the hood, CJ must bring Tenpenny to justice by exterminating him, along with Big Smoke as an auxiliary act of personal retribution. The “End of the Line” mission in which all of this transpires is a five-act endurance test that had me breathing heavily out of sheer tension by its completion. All's well that ends well when CJ looks over the deceased body of his uniformed oppressor and says, “See you around, officer.” The line gives me chills every time I hear it.

Understanding San Andreas comes with the realization that Sweet is the game’s main villain. Tenpenny is the flower of evil acting conspicuously above the ground, but Sweet is really the root of CJ’s problems. Like a strict parent, no matter how much money CJ earns or how far he climbs up the chain of command in life to better himself and his family, Sweet is unsatisfied with CJ’s success if it conflicts with his own perspective of success; dominating the Los Santos gang terrain as an unrelenting foot soldier. Near the beginning of the game, wiping out the presence of the Ballas and Vagos gangs was something to take pride in because it was the pinnacle of achievement for the narrowly bounded world which our protagonist was born into. After broadening CJ’s perspective by traveling abroad, initiating outside connections, and accomplishing insurmountable odds that make those around him awe him like he’s Superman, returning to the origin point to reclaim lost gang territory feels unsatisfying. Grove Street and all the baggage that comes with it is beneath CJ at the end of the game, which is why reverting back to being unappreciated and unpaid like at the start is undignifying. Sweet is an irritating anchor who is tying down CJ and the rest of his family to a life of squalor, but he’s still a sympathetic antagonist in a pitiable sense. Sweet has drunk too much of the thug life kool-aid supplied to him by the systemic restrictions of his background. He’s been fed lies of honor and loyalty that come with sticking to his literal guns, but the game proves that Sweet’s convictions have little basis in reality. Eventually, his stubborn, myopic dedication to the life that has been chosen for him, even when CJ gives him an avenue out of it, is going to kill him and cause even more grief for the Johnson clan. Using the juxtaposition between CJ’s success and Sweet’s propensity for lying in the dirt, San Andreas presents the viewpoint that gang life is tragic and unnecessary, which is how the game prevents itself from existing as a case of glorification despite gamifying it.

GTA III, Vice City, and San Andreas act as a loose trilogy of games from the franchise, sharing the designation of being developed for the PS2 console as early stepping stones for the open-world genre before it reached its mechanical peak in successive gaming generations. While the varying years, stories, settings, and central characters slacken the connection between the three games, I’m still going to reference it to convey that Grand Theft Auto: San Andreas is the The Good, The Bad, and The Ugly of this GTA threesome. It’s the entry that dwarfs the previous two by catapulting the open-world design built from their framework into the stratosphere with ambition so remarkable that it is unbelievable that it was capable of being presented on the PS2. Admittedly, the shoddy graphics and compressed audio are a humbling reminder that it shares the same system as GTA III and Vice City. Still, Grand Theft Auto was never intended to be pretty: its allure has always been associated with the thrill of vicariously simulating the freedoms deemed too taboo to execute in real life. GTA: San Andreas offers so much content on one game disc that it transcends the initial novelty of committing acts of unspeakable violence that it could potentially supplement one’s real life entirely to the digital realm of gaming. For those who want substance behind the slaughter, San Andreas provides an insightful narrative arc into the dynamic life of a street gangster arguably more riveting and substantial than the hood movie that inspired it, created by a team of British guys whiter than I no less. Grand Theft Auto: San Andreas is absolutely incredible on all fronts and is truly when what we wished for the open-world genre came to fruition.

Spyro 2: Ripto's Rage Review

 (Originally published to Glitchwave on 6/12/2025) [Image from glitchwave.com ] Spyro 2: Ripto's Rage Developer: Insomniac Publisher: SC...