Been playing GTAIV for the last few days that I had off from work. It's not awful by any means. Decent game. But I don't see the evidence of Rockstar's extremely lengthy development period.
The bIggest problem is that I've played Saints Row, and there's quite a few elements that I just naturally assumed Rockstar would incorporate for their new GTA game that it throws me off that they didn't. You still can't store your weapons at your crib, for instance, so getting busted by the cops still amounts to reloading the game (it really just ought to bring you back to a load screen). After four games, I thought they'd figure out how lame that is. Worse still, while you can store a couple of vehicles outside your crib on a parking space, they will inevitably be wrecked or discarded at some point, so you either collect them or use them, but not both. And perhaps most damning of all, they continue to keep the most fun mini-games out of the players' grasp until late in the game--namely, the assassination and carjacking scavenger hunts. Oh, and you don't get a collectable pack of homies who will follow you around and help out. Saints Row got all of that right on its first try.
The second biggest problem is that I've played Oblivion, so I now expect a sandbox game to offer longevity, and I don't think GTAIV has enough to keep a person playing for more than a month.
What GTAIV seems to take its cues from more than anything else is The Sims. That is to say, you make friends and go out on dates, and wind up having to do repetitive stuff just to maintain the relationships long past the point where it's much fun. I think making the player watch the in-game time constantly is counter-productive to the sandbox philosophy of do-what-you-want-wherever-you-want.
I think today's emphasis on multiplayer functionality really hurts many games. It becomes such a resource-sink that the single-player experience seems noticably short-changed. GTAIV is one of the recent casualties IMO.
The bIggest problem is that I've played Saints Row, and there's quite a few elements that I just naturally assumed Rockstar would incorporate for their new GTA game that it throws me off that they didn't. You still can't store your weapons at your crib, for instance, so getting busted by the cops still amounts to reloading the game (it really just ought to bring you back to a load screen). After four games, I thought they'd figure out how lame that is. Worse still, while you can store a couple of vehicles outside your crib on a parking space, they will inevitably be wrecked or discarded at some point, so you either collect them or use them, but not both. And perhaps most damning of all, they continue to keep the most fun mini-games out of the players' grasp until late in the game--namely, the assassination and carjacking scavenger hunts. Oh, and you don't get a collectable pack of homies who will follow you around and help out. Saints Row got all of that right on its first try.
The second biggest problem is that I've played Oblivion, so I now expect a sandbox game to offer longevity, and I don't think GTAIV has enough to keep a person playing for more than a month.
What GTAIV seems to take its cues from more than anything else is The Sims. That is to say, you make friends and go out on dates, and wind up having to do repetitive stuff just to maintain the relationships long past the point where it's much fun. I think making the player watch the in-game time constantly is counter-productive to the sandbox philosophy of do-what-you-want-wherever-you-want.
I think today's emphasis on multiplayer functionality really hurts many games. It becomes such a resource-sink that the single-player experience seems noticably short-changed. GTAIV is one of the recent casualties IMO.