Showing posts with label Rockstar. Show all posts
Showing posts with label Rockstar. Show all posts

Grand Theft Auto: IV


When we reviewed GTA 4 on Xbox 360 and PS3 earlier this year we made some pretty bold statements. Here's probably the boldest: GTA 4 "has moved video games on to a point that most developers just won't be able to compete with". Looking at it again, a fair few months since we'd driven the streets of Liberty City, that was perhaps overstating things slightly (everyone can get caught up in the moment), but it's still abundantly clear that GTA 4 is a high point in video game history, and just as good on the PC now as it was back in April on console.
We won't explain just why we love the game so much (you can get a full, lengthy run down from our console review), but for those completely in the dark, know that you're going to get open world action that makes you care about the main characters in a way we doubted would be possible - at least in this generation. As an action game it's top class, it's larger and more expansive than practically every other non-RPG released this year, and it's got visuals to die for. Having sunk hours into the PC version it's still a sight to behold.
Instead of re-treading old ground, we'll rundown how the PC version of GTA 4 has been handled, including the performance on modest gaming rigs, and the extras that Rockstar has included. Performance first then, and this is probably our biggest concern with the port. To put it bluntly, you're going to need a very beefy machine to get the game running well. Even the game's suggested settings caused our quad core, 8800 GTX equipped machine to struggle, and this was after we'd lowered the resolution to well below our monitor's native resolution.
To be fair, when we finally managed to get the game running well, it still looked superb, but it seems it's going to be some time before you're going to be able to set all the graphical options to max and enjoy the show. A nice touch is the way the game shows you what the visuals are going to look like as you make changes, removing detail in the distance as you slide the view distance slider down from the hopeful 100 per cent to a more realistic mid twenties number. Texture quality appears to be the real killer, with anything above medium causing big issues with our non-SLI setup. It's hard to say for sure without comparing side by side, but a modest gaming rig should be able to pump out visuals at least on par with the console versions.
Perhaps more exciting than visual and control tweaks is the brand new video editor. In the PC game you're able to record 30-second clips and then edit them together using the in-built editing suite. We're not experts (at all) when it comes to video editing (apart from Seb), but in 30 minutes or so (including play time) we were able to put together a fairly amusing short video, manually positioning the camera, zooming, panning, and other things that are over our heads. We ended up with a rather dramatic scene showing Niko being shot by a cop's shotgun, before falling to the floor in slow motion. Not Oscar worthy material, clearly, but we can see YouTube being dominated by this stuff in the near future. Once you're done editing the video, inserting music and adding any text you think will improve the film along the way, you can save to a 720p WMV or upload to the Rockstar Social Club - both took a fair amount of time, but the results are worth it.Controls next, and here Rockstar has done an excellent job. Mouse and keyboard controls work great for the most part, obviously excelling when it comes to gun-play, but even driving isn't so bad with the WASD keys. It's not completely ideal though, so we'd recommend you have a gamepad plugged in at the same time - preferably the 360 controller that the game recognises automatically. You're able to switch between the two control setups on the fly, so it's perfectly possible to dump the pad when you're done driving, returning to the keyboard and mouse to tackle some goons with your AK-47.
Aside from the aforementioned performance issues (we expect people will be using GTA 4 as a benchmark tool for years to come) there's the issue of all the apps that need to be running in order to play the game. If you want to play online you'll need a Rockstar Social Club account (free) and a Games for Windows LIVE account (also free), and both of these must be running. Add in Steam if you've got the digitally distributed version, and that's three apps all running while you're blasting away gang members. Our experience was quite painless, with our Games for Windows account linking to our Rockstar Social Club account seamlessly, with the only odd thing being how our friends were split between Steam and the GFW service. Still, it's nice to be able to earn Achievements (tied to your gamertag) - something few PC games support.The final tweak of any real significance is the increase in multiplayer numbers from 16 to 32, at least in the Deathmatch, GTA Race and Free modes. It's one of those things that you assume is going to be great, but it's hard to know how much difference it's going to make until you play it for yourself. We're glad to report that it helps and awful lot. While we really like GTA 4 multiplayer on Xbox 360 and PS3, at times the games felt a little empty. On PC, with up to 32 players running around and driving cars, the game feels more alive. If you're after the best multiplayer version of GTA 4, the PC game wins hands down.
If you've been waiting for the ultimate version of GTA 4, then this is it, providing you can put up with a fair amount of hassle to get the game running well and all the services you need to sign up to in order to play the game in the first place. The mouse and keyboard controls are great, the video editing suite is a brilliant bonus and the enhanced multiplayer is what the game really needed. There's no doubt about it. GTA 4 is one of the best games of the year and as such one of the best we've ever played.

Grand Theft Auto: San Andreas


Overwhelming and underwhelming. That’s how San Andreas feels to begin with. Underwhelming because, despite all the pillow talk preview promises and all the dreams and wish lists sown in the wake of Vice City, this is still unmistakably GTA, wrinkles and all. And it’s overwhelming through sheer, intimidating scale: in the enormity and scope of the game presented before you, so large and expansive that you’re still unsure of whether or not you’ve got any measure of it despite hours of invested play and progress.
It’s an apt mix of feelings, really, considering just how San Andreas – like its two PS2 forebears – continues to foster so much ambivalence. Crime-spree missions that entertain as much as they frustrate; visuals that swagger with style, character and rough, eyesore edges; a draw distance that strives to pack in the skeletal outline of an entire city while textures are drawn in just metres in front of lead character CJ; a game world that’s as solid, continuous and mesmerising as it is glitchy and prone to breaking down. The missions are possibly the most creative and focussed to yet grace a GTA, but still manage to infuriate as much as any of the classic GTAIII and Vice City sticking points, thanks as much to your unavoidable dependance on unreliable NPC partners as the fact that your mission can be brought to a juddering, unjust failure. It’s that typical GTA trait of brilliant, horrible freedom – completing a mission is an unparalleled satisfaction, thanks as much to the sensation of having improvised your own DIY solution, as having survived the chaotic whims of a bustling city filled with violent pedestrians and suicidal drivers.

The game is so fat with possibilities and details that you’re pretty much forced to turn to the missions in order to enlighten you as to the available avenues for profitable exploration and joyous time wasting. Exploration is more daunting than ever before; it’s possible to spend hours treasure hunting in just one of San Andreas’ many massive districts and not unearth a single reward. The sense of freedom is unprecedented, but conditional; you’ll only feel comfortable with it after diligently completing enough missions to give you enough power and knowledge to make any use of it. You’ve got to earn the sandbox this time around, and willingly hold the hand of a game whose hallmark up until now has been its lack of handholding.
The controls have been refined, but not redefined. Twin-stick aiming is now possible, but is rarely an effective way to tackle gunfights. Your enemies’ best tactic is to pop up and loose off a few shots before you can return superior fire; your best tactic is to get as distant a lock-on as possible. Still, the lock-on system feels more confident and useable, even if it can be easily distracted in the midst of a panicky shoot out. The ability to improve gun skills, along with the inclusion of Manhunt’s excellent headshot system, does help substantially, meaning that combat is now bearable – a leap over the comedic trauma of past GTAs.
For all the framerate drops, pop-up shocks and texture crimes, there are no roaming loading times. It’s not short of stylish beauty, either. The bold orange glare of a Los Santos sunset that drenches the whole city, or the night time desert landscape of deep purple and striking silhouettes, helps give the game world a fantastic variety in its ambience. Each district comes packed with geographical personality and a fitting urban drone as backdrop; alone that’s an achievement, one that’s made all the more affecting thanks to the stark, segregated atmosphere of the countryside portions of the game. This isn’t so much a variety of themes and motifs strung together as a believable caricature of an actual world.
But there’s one area in which San Andreas excels without fail or blemish – the vehicles. A carjack of all trades, it blends in even more forms of transport this time around – from the humble, joyous BMX to demanding aircraft and parachute descents – that feature supremely balanced handling that’s tight enough to provide sure control but relaxed enough to make travel an endlessly enjoyable and pliant way to while away your hours of downtime.
As with previous GTA games there’s lots to criticise, but San Andreas survives, scathed but still walking tall, buoyed by the kind of ambition that sees most games crumbling under the weight of it all. It’s a multi-faceted, multi-achieving experience, a rough-edged but massively substantial landmark. It’s a masterful marriage of perfectly-pitched vehicle insanity and decent combat, more so than any other GTA, but its world is one that demands work as much as it allows play. And, of course, it comes coated in cultural magpie-ism, even if you don’t find it as caustically satirical and intelligent as its reputation would have it.
Sparkling in enough places, it strides ahead of the majority of games, offering an experience that treats the player as being something more than just a dumb recycling bin for brainless action movies. It’s a fact reinforced by the magnificent soundtrack selection, a collection that also makes every other licensed listing seem a like one-dimensional afterthought. And it’s the kind of game that leaves the player with their own personalised mix tape of magical memorable moments – as well as a few stress-induced scars, but ones that belong to you, nonetheless.
When you take San Andreas apart to look at the bits, it’s not too impressive a sight. But it’s not a game that’s played in such a deconstructive stasis; everything is moving and swirling together before you, and when it all hums in smooth unison it’s an unbeatable rush of freedom and empowerment. A ten. A phenomenon. A game like no other. And when it clashes, you’re left with a grudging seven. A flawed gem. A broken masterpiece; nothing has really changed in three years.
But – much like this review – you’re vocalising those flaws so strongly only because you were so deeply, hypnotically engrossed in the first place.

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