To describe it in a
word, fantastic. Our sewers-to-sky search for
issues came up blank, so the only option
now is to impatiently wait...
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Like Manchester United, Roger
Federer and Tiger Woods, the GTA
series stands alone as the only
example of its genre worth bothering
with. Like every undisputed champ, it
attracts a vortex of jealous hate that
forces critics to run it through with a finetoothed
comb, searching for the one gust
of wind that would somehow send its
tower of cards crumbling to the ground.
Of course, for the same reason opposing
fans can only limply claim Cristiano
Ronaldo ‘is a bit of a pretty boy’, the Swiss
tennis ace has stupid floppy hair and Tiger
wouldn’t have signed a sponsorship deal
if it didn’t include a cap, GTA’s position is
unassailable. When things get personal,
you know the argument is lost. It was
therefore in a spirit of fair criticism that
we headed off to Rockstar’s London
offices, performing the ceremonial ‘boo’
at Stamford Bridge as we passed through
(naturally), only to discover our desire
to find practically any fault whatsoever
melted away like the survival hopes of our
opponents. To continue our metaphor for
a few sentences further, perhaps only each
new football season can prove so familiar,
yet so unquestionably thrilling and dulled
in any way. Well, apart from phases of play
in the offside rule, but that’s an argument
for another mag...
Getting on with it, the multiplayer
functions of Rockstar’s upcoming epic
were the order of the day, all accessible
from the D-pad mobile phone menu
through which Niko will run his life.
Bringing up the regular lobby system
will reveal a list of modes comfortably
in the mid-teens, stretching far beyond
the simple all-out deathmatch (itself, of
course, a novelty in the ultimate urban
videogame setting). By far the most
interesting of those we got our hands on,
though, was Cops ‘n’ Crooks, for which
the phrase ‘cut to the chase’ was invented.
Starting at a number of spawn points on
one island (which are essentially random,
but unerringly quiet and bereft of traffic),
your team of four suited mafia henchmen
overseen by a wobbly kingpin figure will
be tasked with making their escape.
Obviously enough, each player will
control one man, so all have a turn being
chauffeured around like precious gold
bullion. It’s the job of the other three
to secure one or more vehicles (with
adequate seating arrangements) to ferry
the boss to a waiting getaway vehicle,
indicated on your map. From such simple
beginnings, things can get as chaotic as
you’re willing to make them. For example,
there’s no reason why the nearest fourdoor
saloon won’t fit the bill, if your
driver is nervous and has the directional
awareness of a guinea fowl. However, if
breeding confusion should the cops arrive
is more your game, why not stick the boss
in a two-door and take a motorbike as
well? Hovering around your lead vehicle
dodging the hail of bullets looks set to
be one of this generation’s greatest thrill
rides. Until it’s decided simply running
into you is the best way to divert your
attentions, obviously.
As for who’ll be doing the running, the
other team of four starts out chomping
on proverbial doughnuts in a similarly
randomly positioned panda car. Once
word comes in of the perps their positions
become marked on the radar, ready to
be hunted down for their crimes. Again,
what happens next is limited only by the
imagination. The obvious call is to stay
where you are, but a multi-pronged approach
can also bring success. Either way, your squad
alone must take down the little problem,
without the aid of tanks, SWAT teams or even
a sign with the word ‘stop’ written on it. It’s
challenging stuff, that’s for sure, and plays
very much like a set of tennis (bear with us),
the overall winner often being determined by
whoever breaks ‘serve’ (aka actually manages
to haul incompetent police ass quickly enough
to intercept the bad guys). There’s a nice
balance struck here, too, between teamwork
and the ability to shoot off on your own to
perform heroic acts.
When both sides are in the initial vehicle
being driven by the one man, you can’t help
but be reminded of the episode of Red Dwarf
where the crew are in the midst of a total
immersion videogame, rocking backwards
as they fly over some opening bridge. How
our mid-Nineties selves laughed and yet, as
often happens, time has returned to bite
us on the ass. The scope for shenanigans
between friends is immense – virtual back-seat
driving, gunning down innocent pedestrians
in the street as you ride past because you’re
the police and who are they going to call, all
four jumping out of the car en masse in an
attempt to use your car as a battering ram. This
being GTA, the list of potentially noteworthy
moments that will be populating YouTube,
forum signatures and so on over the coming
months is immense. Heck, there were three or
four in the few hours we had at the pad.
Playing as the criminals, your community guy
caught the getaway vehicle out the corner of
his eye after an intense chase. Not wanting to
become Swiss cheese with any great passion
he lowered himself onto the pontoon, into a
waiting speedboat. Making a swift escape, the
game appeared to be up, only for his entire
team to start screaming as if they’d just been
revealed as informants. Turns out instead of
boarding the boat, he’d merely boarded a
boat. What followed was a comical docking
process as the real getaway vehicle sped into
open water away from the cops’ weaponry,
ready for the boss to ruin his Armani suit
jumping into it. Time for the navigator to
receive an offer he can’t refuse.
Moving on, another of the more spectacular
modes on offer was Hangman’s NOOSE, so
called due to the name of the notorious SWAT
team that will constantly be on your tail. The
scene opens as your Russian mobster arrives
at Liberty City airport in a private jet. Not the
most inconspicuous entrance that, and sure
enough minutes later the place is swarming
with armed police trying to take him down.
This is where you come in. Camping around
the landing gear of his transportation, your
first task will be to keep a lightning finger
on the trigger, again as a group of four,
tactically positioning yourselves to take down
an absolute torrent of foes hiding behind
the many baggage crates. When the tide is
stemmed, one of you will be able to sneak
off and secure a security van casually lying
about the place, which can then be used to
transport our decidedly illegal friend to another
escape vehicle. This time though it isn’t some
floatation device bought for £7.99 from Toys R
Us, but a fully fledged helicopter. Knowing the
controls isn’t important. Anyway, once you’ve
escaped the attentions of the law, it’s generally
a simple matter to ascend and glide across the
cityscape to your final destination.
As a point of issue, this was one of the
moments we might have expected some dent
in GTA’s graphical armoury, some sign that
recreating what is basically one of the world’s
most populous cities might put a teensy
weensy bit of pressure on the 360’s middleaged
processors. Not a jot of it. The sunlight
catching the sharp edges of Liberty City’s
financial district was almost enough to hide the
corruption contained within. From a technical
standpoint, there simply wasn’t any evidence
of pop-up or unloaded textures at all, the city
appearing just as bustling and alive from half
a mile up as it does when your head’s in the
gutter. In fact the only weaknesses we could
find in this regard at all was slight evidence of
slowdown when basically the entire world’s
looking to put you away, and a few fairly
unimpressive walls, close up. When you’re
looking down on Rockstar’s creation from the
eagle’s eye though, none of this will matter.
It’ll also bear no significance whatsoever as,
when riding pillion sniping pedestrians down
below, you’ll think ‘surely they can’t let me
decide to just jump out at this height?’ before
plummeting over half a mile to your inevitable
death. While the GTA series has often had to
sacrifice minute detail for the greater good of
its simulation, this really is looking like such
compromise will become a thing of the past.
Further variety from the simple yet graceful
act of blowing chunks out of each other using
whatever you can find comes Mafia Work
and Team Mafia Work. As the name implies,
this will see your unseen co-ordinator hand
out tasks on a familiar theme via your mobile
phone, allowing the winner to take all rewards
on completing them first. Obviously enough,
this is played either as individuals or as part
of a four (or more) person team. The group
variant trumps the free-for-all however, as
there’s a small conceptual error at the heart of
the mode. Most tasks will be attached to some
physical thing, be it a location or some vehicle
moving through Liberty City. If your orders
come through at a point you’re near whatever
that person, place or thing is, then you’re
handed a massive advantage.
When playing as a team, of course,
there’s always the chance to sabotage your
opponents’ path to sweet, sweet victory.
For example, at one point we were asked
to destroy a supply of illegal home-brewed
booze that would ‘flood’ the market of our
Eastern European friends. Rather strangely,
it was lying in the driveway of a suburban
house, completely unguarded, not 200 yards
down the road from X360’s pimped out ride
(a scooter). Within ten seconds the game was
up, as the mystery tipple burnt with all the fury
of Simon’s back pain remedies. T’was a bit of a
hollow victory though, given the complete nocontest
it clearly represented. Still, clan-on-clan
contests should make for a competitive, largely
fair and deceptively chilled-out experience.
Moving on to some slightly more obscure
treats GTA IV will hold in store, we come across
GTA Race. This is distinct from a regular point
A to point B dash insofar as it’s possible, nay
desirable, to bring your opposition down with
weaponry. You’re provided with numerous
Molotov cocktails earned by driving through
icons between your checkpoints, which can
be thrown wherever you choose. Added to
this is the same ability to smash windows and
fire from the windows found when Niko’s
by himself. What’s more, should someone
manage to make your sweet ride fit for the
knacker’s yard, jumping out and claiming
whatever vehicle’s closest to you becomes the
only option. Sadly, if the car category is set
to sports there’s little chance of catching up
and the race will soon deteriorate into a load
of backmarkers having a fight at the track’s
opening while half the competitors race to the
finish line. Still, it’s about the most amusing
game failure mechanic we can think of.
The final pair of modes we got to run
the rule over were deathmatch and team
deathmatch. Pretty unremarkable in concept
maybe, but they at least gave us another
chance to get to grips with GTA IV’s borrowed
gameplay mechanics. Snapping to and
between covers is mapped to a bumper,
bypassing those frantic Gears Of War moments
where Marcus’ shoulder seemed to contain
some kind of wall magnet. There never seems
a point at which the activation of it causes you
to duck behind something smaller than you,
nor does picking people off from behind your
refuge prove anything other than slick. While
our match-up pitting players against each
other armed only with rocket launchers wasn’t
exactly what you’d call an Olympian display of
marksmanship, seeing a man blown 30 feet
into the air without being killed by the impact
or the flame is strangely compelling viewing.
To sum up, the very second Rockstar prised
the controllers from our hands we hankered
for a return to Liberty City. Like the greatest of
friends, the experience seemed at once familiar
and totally comfortable. Starting essentially
from scratch as far as multiplayer goes this is
a truly incredible achievement and one that
we can’t wait to get our hands on for a longer
time period. Lucky the release date’s so close,
then. Seriously, anyone not looking forward to
GTA IV like the birth of their first born either
has no imagination or is the most law-abiding
soul ever to have lived. Or maybe they just
smell. Either way, we can safely declare that the
summer of 2008 will be a mystery to us, like so
many others before it, and we’re fully prepared
to emerge from our dark, litter-strewn
basements come late August, rubbing our eyes
in the bothersome sunlight.
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Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson