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and opportunity. His cousin convinced him to emigrate, to join him in
his mansion and life of luxury, but as soon as he steps off the boat,
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the comfort, the bliss of the good life, it all really is here ... And
it's all for the taking.

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detailed to the last pothole and rooftop vent. There are now four
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Grand Theft Auto IV Review
This is the American dream.

April 25, 2008 - Criminals are an ugly, cowardly lot more worthy of
pity and disdain than admiration. This is what you'll learn playing
through the single-player campaign in Rockstar's Grand Theft Auto IV.
The series cheered (and criticized) for glorifying violence has taken
an unexpected turn: it's gone legit. Oh sure, you'll still blow up cop
cars, run down innocent civilians, bang hookers, assist drug dealers
and lowlifes and do many, many other bad deeds, but at a cost to main
character Niko Bellic's very soul. GTA IV gives us characters and a
world with a level of depth previously unseen in gaming and elevates
its story from a mere shoot-em-up to an Oscar-caliber drama. Every
facet of Rockstar's new masterpiece is worthy of applause. Without
question, Grand Theft Auto IV is the best game since Legend of Zelda:
Ocarina of Time.

You play as Niko Bellic, an Eastern European attempting to escape his
past and the horrors of the Bosnian war. He arrives in Liberty City to
experience the American dream, only to discover his cousin, Roman, may
have fibbed a bit in his tales of success. Starting from nothing, Niko
makes a living as a killer and enforcer, a bad-ass foreigner who
appears to have no morals. The longer we stay with Niko, the more we
see that there is a broken human being inside, one who would give
anything to escape the person he once was.



Don't worry, GTA's famed over-the-top action and tongue-in-cheek humor
are intact, but there is a new level of sophistication in the
characters and the game world that raises the story above the norm. As
Niko becomes mired in the death throes of American organized crime, he
begins to become more self-aware. Niko's struggles with his ruthless
nature never inhibit the gameplay, but instead enhance the emotional
gravity of a brilliant storyline. The more absurd the action becomes,
the greater we feel the very real pathos of Niko Bellic.

Much of the credit goes to the artists at Rockstar North who created
as believable a city as possible. Liberty City is inspired by New
York, but not beholden to it. While there are many parallels, Liberty
exists in its own universe and rightfully so. Many open-world games
have cities that feel as if they existed only from the moment you
first turned on your console, but Liberty City looks lived in. It's an
old city and each block has its own vibe and its own history.



Drive around Liberty City and you'll be able to identify each
individual block. Though Liberty is filled with brownstones and a
myriad of similar brick buildings, you can tell one from the other,
just as you can in New York. Go to an affluent neighborhood and the
street is likely to be newly paved, the pedestrians better dressed,
the cops more plentiful. But head to Dukes or Bohan and you'll find
streets nearly stripped of asphalt, homeless people wandering about
aimlessly and criminals preying on the weak.

Watch the people and you'll witness some amazing things. At one point,
I saw a woman stopped at a light, looking in the rearview mirror right
before she was rear-ended by a man ogling a girl on the street. The
man got out of his car and went to the woman, checking to see if she
was okay. This had nothing to do with Niko or a single action I took.
These were the citizens of Liberty City going about their day. And it
was just one moment in a day full of incidents.

Hang in one area of the city long enough and you'll see how traffic
and pedestrian flow changes as the day progresses. When it rains,
people bring out umbrellas or shield themselves with a newspaper and
run for an awning. Cops chase petty thieves unaware that walking down
the street is Niko Bellic, cold-blooded killer. There's a perfect
balance of mumbling doomsayers to remind you that the reason this city
never sleeps is because it's full of nut jobs. People go about their
day, only altering course when Niko inserts himself into their lives
with his crappy driving or excellent marksmanship.



Liberty City isn't as big as San Andreas, but is far denser. There's a
lot to see and do and, like New York itself, very little wasted space.
When you enter buildings, there are no load times -- you open the door
and you're on your way up a flight of stairs to the roof. The only
frustration is that there are literally thousands of buildings in the
city, but most of them cannot be entered. With the exception of some
clearly marked entertainment hot spots and mission-specific areas,
there's nothing to indicate which buildings are open for business. So
you might find yourself walking into a lot of doors trying to find
which one will magically open. It's a little much to expect to have
the interiors of every building rendered, but that doesn't make it any
less bothersome that you can't go where you please.

The idea of a "living, breathing city" has always been somewhat of a
joke in gaming. Every city in the past has felt artificial in some
way. But Liberty City feels like a real place. And its history is
built not only into the architecture and the people, but even in the
music. There are more than 200 songs in GTA IV and many of them were
recorded or remastered with specific references to Liberty City.
You'll hear songs on the Classics station referencing the city, as if
to suggest there's decades of history built into the culture. The
soundtrack is an unbelievable blend of rock, pop, reggae, R&B and hip-
hop. But more astounding is how well the songs and the DJs blend into
the city itself.

It's this level of integration that makes Liberty City such a
believable place. You won't just hear "America's Next Whore"
advertised on the radio; you'll see posters when walking down the
street and spot ads on the Internet. GTA IV takes aim at all of the
modern forms of communication. Along with radio stations (a staple of
the series) there are full programs and ads you can watch on TV and a
fully browseable Interweb.



You could lose hours of your day surfing the 'net. That may mean
sorting through junk mail, clicking on random links, using Love-
Meet.com to find dates, or reading the news. There are multiple
websites that cover news based on missions Niko's completed. You can
read different takes on these events if you want to get an idea of how
your actions are perceived in different political corners. You might
never bother looking at all, but like so much of GTA IV, there are
dozens of hours of content waiting to be either discovered or ignored.

"The idea of a 'living, breathing city' has always been somewhat of a
joke in gaming. Every city in the past has felt artificial in some
way. But Liberty City feels like a real place."
To make itself more modern -- as opposed to Vice City and San Andreas
which were "of an era" -- the focal point of Niko's world is his cell
phone. You'll receive calls and text messages from friends and
business associates on your phone. This is the mission delivery
system. You may launch into a mission just by answering a call, but
more often you will be directed to meet at a specific location to
initiate your next objective. Or you might just have a conversation
that serves no purpose other than to deepen the characterization of
Niko, his friends, or even his enemies. The good news is that, just
like in real life, you can talk on the phone while driving your bus
through a police blockade.

The phone is also used as an organizer to remind you of critical
events (dates with slutty online girls) and can be customized with new
ringtones and wallpapers. And just as in modern life, the phone can
become a nuisance. Date Carmen and she will constantly be ringing your
digits and sending texts checking in to make sure you aren't sleeping
with some other girl. Yes, there are needy people even in Liberty
City. You'll also get casual calls during missions. You can always
ignore the ring or you can pick up. It's most likely a friend calling
and asking to hang out. GTA is a clever game brimming with hundreds of
thousands of lines of dialogue and Niko will almost certainly have a
pun-laced response to turn down a pal if he's in the middle of a
helicopter dogfight.



This doesn't mean you shouldn't give your potential friends the time
of day. Throughout Niko's journey you'll have the opportunity to
strengthen your bond with some of the people you meet. It's not
necessary to take your Jamaican braddah Little Jacob out for a drink
or game of pool when he calls, but doing so is to your benefit. If
someone likes you enough, they'll give you access to their special
ability. For Little Jacob, that means being able to call him day or
night for discounted weapons. Packie, the angry Irish wannabe mobster
gives you car bombs. Dwayne sends a pair of his homies to assist you
on missions.

The benefits of taking friends out on the town go beyond these
tangible attributes. Friends also provide commentary on life, the
city, Niko, and the story. None of it is essential to completing the
game, but all of it is fascinating. The dialogue in GTA IV is rich,
funny, brilliant, insightful, and engaging. So many times your reward
for beating a mission isn't a new weapon or an elaborate cinematic cut-
scene -- it's just dialogue. That is often reward enough.

"There are cringe-worthy conversations, where you see Niko being
sucked into the depravity of these peoples' lives to earn a few bucks
or gain a long-sought revenge."
There are a number of places you can take your friends when you go out
on the town and you should base your decision on what they might
enjoy. There are mini-games for darts, pool, and bowling. But you can
also check out the god-awful cabaret or watch one of several comedy
sets by Ricky Gervais and Katt Williams. Perhaps the most challenging
(but satisfying) activity is going drinking.

Your level of drunkenness is relative to the person you take out.
Little Jacob and Dwayne aren't so bad, but take a sweet lass like Kate
out and she'll have you (literally) falling over yourself. When drunk,
it's difficult to walk and even more of a challenge to drive. You
don't have to drive drunk (in fact, it might make you ill doing so as
the camera sways as if you're out at sea), but it's fun to give it a
try. Drunk friends tend to be more revealing as well. Kate will tell
you what she really thinks of you with just a few drinks. If that
doesn't weaken your self esteem, nothing will.

The only issue with making friends is that it's a distraction from the
main story. For the first time in a GTA game, the story is actually a
greater draw than city exploration. That's not to say driving around
the city hunting for Easter Eggs isn't enjoyable, but the story is so
compelling, you may find yourself singularly focused till its
conclusion. The wild cast of characters is part of the reason things
are so entertaining. The voice acting is top notch and the characters
are each immediately identifiable and unique.



Some are loveable, but there are many who are despicable. There are
cringe-worthy conversations, where you see Niko being sucked into the
depravity of these peoples' lives to earn a few bucks or gain a long-
sought revenge. That's a credit to the writing, to make what would
normally just be some thug you're doing missions for earn your
contempt. That's a mark that you care for Niko; that the story has
gotten to you. There aren't many games that can pull that off.

As an added twist, GTA IV gives you occasional morality choices. There
are people that you don't have to kill in a mission and you can decide
whether or not to waste a bullet. These events don't change the plot
or open new missions later on. Occasionally it affects dialogue, but
more often it is simply the game asking what kind of person you are.
And there are some gut-wrenching decisions you make at points that
create an emotional response I never imagined I would get from a Grand
Theft Auto title. There is one significant choice you make towards the
end of the game that opens a new path and an alternate ending. There
are two worthwhile endings to uncover and are incentive for playing
through a second time just to see how much more depressing life in
Liberty City can get.

There are more than 90 story missions that will take anywhere from
25-45 hours to complete depending largely on your skill level. I was
certain that the missions would get repetitive at some point, that
sooner or later it would get redundant. It never does. Though many
missions boil down to the same basic parameter -- go to location, kill
people to get to target, chase target, kill target -- it never feels
repetitive. The locations of missions, the variety in the enemies, the
dynamic aspects of the AI, and the dialogue keep GTA IV from ever
feeling stale. In fact, this is a game that can be enjoyed with
multiple playthroughs. It's just that good.



The best mission comes close to the halfway point, when you and Packie
McCreary decide to rob a bank. In what becomes the recurring theme for
Niko Bellic, everything about the job goes wrong. The cops have the
bank surrounded and there's no easy way out. Instead, you and the gang
must battle through the streets and into the subway to escape. It's a
lengthy, epic fight that I could replay a dozen times and still enjoy.

A great deal of that pleasure is due to the refined combat system.
Though Grand Theft Auto has always been about action, it has never
provided a great targeting system. That has finally, truly changed
with GTA IV. Hold down the trigger and you can lock on to an enemy (or
civilian). You'll see an indicator of their health. You can adjust
your aim slightly with the thumbstick so that nudging up a little can
help you earn some headshots. Partially depress the trigger and you
have free aim, which is great for targeting tires or specific body
parts. With skill, you can take down enemies faster in free mode. But
auto aim is a great help in larger battles or for those who aren't as
adept with a controller.

Better is the cover system. Tap the right shoulder button and you'll
take cover behind the nearest object. If you see it in the
environment, you can probably take cover behind it. That includes
walls, dumpsters and cars. You can aim while in cover and when you
hold the trigger to fire, you'll pop and shoot. You can also blind
fire rather effectively with any weapon -- including an RPG. The cover
system is fairly smart, so if you want to move from one side of a door
to the other, just push towards where you want to go and tap the cover
button. This also works when you are fairly far from cover. Niko will
roll or perform a slick slide to get to safety quickly. There is a
stickiness to the cover system similar to Gears of War, but since the
cover button isn't tied to your run button, you never accidentally
enter cover.

While GTA doesn't have many issues, I will admit that the cover system
is not perfect. There are times where you will take cover on the wrong
side of a corner, leaving you exposed. These instances aren't too
common, but over the course of dozens of hours, you'll certainly
encounter them. You also un-stick from cover when you use your phone,
which can sometimes make calling Dwayne for backup or Carmen for a
health boost a little trickier than necessary.



"The best mission comes close to the halfway point, when you and
Packie McCreary decide to rob a bank. In what becomes the recurring
theme for Niko Bellic, everything about the job goes wrong. The cops
have the bank surrounded and there's no easy way out."
Most games with a cover system make the mistake of turning cover into
the central focus of gameplay. But cover in GTA IV is more of a
natural progression needed to facilitate heightened AI. Enemies have a
variety of AI protocols. Some are cowards (gotta love the fat cops
running for the hills when you start killing the boys in blue), most
try to avoid being shot by taking cover, and a few still stand in the
open. If the AI is going to be able to hide behind cars and other
parts of the environment, it's only fair that players have the same
ability.

You don't have to use cover if you don't want to. I'm sure there is
some way to beat missions just by running and gunning. After all, this
is still GTA. There's no one right way to beat a mission. You're free
to get creative. But ignoring the cover system is like never stealing
a car. This is a major piece of the game. Use it often, because it
works well and it's certain to keep you alive longer.

The cops aren't about to let Niko run through the city with guns
blazing, even if he is capping bad guys. Sooner or later, you'll run
afoul of the law. The wanted system has been revised and makes for
more dynamic chase scenes. When you're wanted, your radar displays the
police search parameter. The smaller the wanted level, the more local
the search. Your goal is to get out of that circle and avoid being
seen by the cops. Get spotted and the circle re-centers on your new
location. This becomes more of a challenge when you reach three stars,
because a police helicopter appears. This eye in the sky has an easier
chance of spotting and following Niko -- and directing other cops to
your location.

Unless you want to be O.J., you need to change directions, get out of
the sight of choppers, switch cars or go on foot. Whatever you do,
avoid line of sight, because once a cop sees you, you're location is
reported and the search changes its focus. This makes escapes from
four stars and higher incredibly intense. Pay 'n' Spray shops still
exist, but must be entered when cops aren't looking. To be honest, I
used this one time in 40 hours. It's an outdated idea in some ways and
more a nod to GTA's of old than a great resource.



The new wanted system puts an emphasis on your driving and navigation
skills. Fortunately, you can set a waypoint on the map in the pause
menu and get an adaptive GPS-guided route. This same system is used to
guide you through missions. There is never a point in GTA IV where you
have to wonder where to go or what to do next.

"That a game with great AI, an awesome physics engine and a detailed
open world, runs so well and with such short load times is a technical
marvel."
I should mention that the driving has also seen an upgrade from past
Grand Theft Autos. Rockstar's RAGE engine coupled with NaturalMotion's
Euphoria engine creates a game world with some stunning physics. Each
brand of car handles differently (you can actually see the suspension
in action as you make sharp turns). What will really surprise people
is that these physics work with characters while in cars. So Niko's
weight shifts to one side as he makes a turn and his head snaps
forward when he slams the brakes. There is also a full neurological
system built into Niko so that his body knows how to react to other
objects. At one point I drove an ambulance off a high stunt jump. The
cinematic camera swung around to show Niko taking his hands off the
wheel and covering his face before impact.

You will see the effects of NaturalMotion throughout the game, whether
it's how bodies react when you slam your car into them or the way a
gangbanger leaps away from a grenade. The physics system is the
connective tissue that grounds the action into something resembling
reality. And it's one of the main factors that makes GTA such an
impressive-looking game.

Past GTA titles have had mild-to-serious framerate issues and
technical glitches, because the games were trying to do far more than
the PlayStation 2 could handle. While GTA IV is pushing the PS3 and
360 to the limit, it also runs amazingly well. Sure, there are
framerate hitches here and there and (particularly on 360) there is
some texture pop-in, but it actually runs better than I expected. That
a game with great AI, an awesome physics engine and a detailed open
world runs so well and with such short load times is a technical
marvel. For that, I can forgive framerate issues and some noticeable
aliasing.

The art team gets major kudos for creating a living world. There is
great texture work in the environments, a nice field-of-vision blur of
buildings in the distance, some excellently modeled cars, ball-jarring
explosions, phenomenal water effects and one interesting-looking
Eastern Euro for a lead character. Sure, it's not a game that runs
perfectly all the time, but the technical elements almost never get in
the way of the gameplay.

For those wanting to know which version looks better, the edge goes to
the PS3. The textures and framerate are comparable, but the PS3 has
far less pop-in. The 360 has richer colors, but the PS3 has better
anti-aliasing making it look a little cleaner. Because GTA IV can
preload onto the PS3 hard drive, the in-game loads are faster. Don't
worry Xbox owners, the load times are rarely more than 30 seconds and
don't occur very often. The slight visual edge goes to PS3, but the
360 is no slouch. Either version will do you proud.



If you're wondering which version to buy, the best suggestion is to
consider what your friends will purchase. That's because online
multiplayer has made its way into GTA IV and it is awesome. And, like
all great things, it's best played when drunk and with as many friends
as possible.

Multiplayer is accessed via your phone from the single-player game.
Everything is active in Liberty City online -- the cops, pedestrians,
traffic, and weather. And yes, the entire city is open to you and 15
of your closest friends.

To keep you and your pals from getting separated, GTA IV offers a
party system. The party lobby is actually set in the outskirts of
Liberty City. You're given plenty of guns and some vehicles to mess
around with. You can stay and fight or run around the city if you like
while waiting for the host to set up a match. And boy, are there a lot
of options to choose from.

There are more than a dozen multiplayer modes if you count team and
free-for-all variations. The bread-and-butter of multiplayer is Free
Mode. This is a no-rules game that drops you into Liberty City with up
to 15 other people to do as you please. You can invent your own custom
games, waste time shooting one another or explore the city. As with
almost all of the multiplayer modes, there are loads of options for
the match. Turn on cops and each player will get their own individual
wanted level. Set the time of day, weather, flow of traffic, weapons
available -- there's very little you can't customize. Free Mode taps
into the very core of GTA gameplay, which is to run around the city
causing mayhem. Only now you can do it with 15 other like-minded
individuals.





There are a number of other creative multiplayer offerings. The
standard Deathmatch and Team Deathmatch can be interesting, since the
cover system often slows the game a bit so it isn't as fast-paced as
something like Quake. Unless, of course, you choose "all rockets" in
which case death will become you many, many times. Mafiya Work has you
and your competitors receiving phone errands from a mob boss. First to
complete a mission scores some cash. Car Jack City has players vying
to steal specially marked cars and return them in as pristine a
condition as possible to a drop off point. Turf War is your standard
capture-the-point. Or if you like vehicles you can try out GTA Race,
which is like any other racing game except you can get out of your
vehicle, jack your competitor's car and finish the race in any way you
like -- or just blow up other people for the hell of it.

"Everything is active in Liberty City online -- the cops, pedestrians,
traffic, and weather. And yes, the entire city is open to you and 15
of your closest friends."
And then there is Cops n' Crooks, the best of the objective-based
multiplayer games. This has two teams, one side lawmen, the other
hoodlums. The crooks are trying to get to a randomly selected
extraction point and the cops are trying to arrest them with bullets.
This mode forces teamwork, as both teams must strategize on the fly
and rely on one another to assist in navigation. It's a fun, addictive
mode that will likely be the most popular of the team offerings.

On top of the various competitive modes, there are also three co-op
offerings. These three "modes" are missions similar to what you might
experience in the single-player game. Niko doesn't exist in
multiplayer, but you still get cut-scenes and some unique dialogue
wrapped around some fun missions. Co-op supports up to four players
and only has some minor variables. Your objective never changes nor do
the locations. You can up the difficulty and add more traffic if you
want a challenge, but none of the co-op missions struck me as anything
worth playing more than a couple of times. It's nice to have, but
probably won't be what gamers buzz about when discussing GTA
multiplayer

As with just about every game, there are both ranked and unranked
matches. Ranked matches are the only way to progress up the ranking
system (from 0-10). Progressing up the ranks not only makes you feel
better about yourself, but it opens up new clothing and accessories to
better customize your character. There's not a lot of pull to rank up,
though, because many of the modes don't use your custom character. The
co-op modes and Cops n' Crooks use a different cast, so if those tend
to be your primary focus, having new outfits for a character you never
see isn't going to mean much.




I won't go so far as to say that GTA IV is the best multiplayer out
there, but it's definitely among the best. Having Liberty City in full
effect and only seeing occasional instances of slowdown is a real
treat. When a few million people load hop online, it's anyone's guess
how the game will hold up, but from my experience, playing with 16
people in Free Mode only caused occasional hiccups. Certainly not
enough to make me stop playing.

Closing Comments
Grand Theft Auto III was a revolutionary title, one that inspired a
whole new generation of 3D action games. Grand Theft Auto IV is just
as big a leap forward, though perhaps in subtler ways, and sets a new
benchmark for open-world games. Everything in GTA IV works in harmony.
The story would be nothing without the city; the city gains realism
from the physics engine; the physics complement the improved AI; the
AI would make no sense without the new cover system. And on and on.
There is no one major weak aspect.

A "10" is not a score we give out very often. In fact, the last time
we gave a 10 to a console game was Soul Calibur in 1999. A 10 doesn't
mean a game is perfect -- it means a game is pushing boundaries,
expanding a genre, and doing many things to a level so far above and
beyond its competitors that they overshadows any flaws. Certainly, GTA
IV has some issues, the most noticeable being the occasional flaw in
the cover system, but there are many more pieces of GTA IV that are
better than anything I've seen from a game in the past decade. We
don't give 10s often -- just to games that merit the score.

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