We've finished Grand Theft Auto IV, and without spoiling our upcoming set of reviews in Electronic Gaming Monthly and here on 1UP, the game truly serves as a commencement ceremony for the series. While we wait for the slow passage of time between now and the game's release, here's a quick orientation for when it arrives:
* Niko Bellic has done some bad things. He's a drifting merchant marine lured to America by the promise of false dreams, which are inflated by his cousin Roman -- a man who is best described as "sketchy." It's a setup that's typical of the previous GTA games (ne'er-do-well arrives on the scene with grand plans, and crime ensues), but as Niko?s story unfolds, it does so in a manner that's considerably more focused and restrained than what we saw with Tommy Vercetti in Vice City or CJ from San Andreas. The script is penned by Rupert Humphries and Dan Houser, and rarely do they stray from their goals: believable and likable characters, a solid, traditional crime story, and the usual splash of irreverent social satire. It's the opposite of San Andreas' massive sprawl, in terms of both geographical landscape and plot ambitions.
* Rockstar are true masters of the videogame cut-scene: They're framed and blocked with proper film techniques and interesting camera angles, the animation is completely natural (never too slow, jerky, or overexaggerated), the voice acting is properly emotive, and they're just the right length.
* Like any good character-driven tale, there are twists and turns, deaths and betrayals...but in a first for the GTA series, there now are choices -- and they're significant ones at that. A big theme of the game is how Niko's free-agent approach to his work changes the balance of power in Liberty City's underworld. You'll be involved with the Irish, Puerto Ricans, Rastafarians, government agencies, and, of course, the ruling Italian crime families. You'll be doing something for one group to the detriment of another, and at certain points you're asked to make final allegiances that affect what missions you can select and how the story unfolds. And because the characters are so easy to get attached to, those decisions can be surprisingly difficult.
* Niko may be the main character, but Liberty City -- and the life it exudes -- is the star. Many new elements are at play that go beyond the usual pedestrian foot traffic and wisecracking radio DJs -- this time, it's a cross-referencing multimedia assault. Driving around the city, you might hear a radio spot for WEAZEL News mentioning that the bridges and tunnels remain closed due to a terror threat. During your first visit to an Internet café, The Liberty Tree's website has an actual story with more background info on the closures. Then you spot a banner ad at the bottom of the page for a social networking site called Craplist. Perusing the "women seeking men" listings, you find a post, reply to it, and set up a date for Thursday night. And while you're checking e-mail, your pal Brucie has located another car you can boost for him for a quick afternoon's work.
* The missions, characters, locations, Internet, radio, television, dating...everything bleeds into each other, and the new cellphone gives you a new sense of mobility and flexibility that bridges the game's story with the roaming, make-your-own-fun chaos that made GTA famous. Plus, if you're so inclined and not in any particular hurry, you can take a full-length real-time cab ride anywhere in the city while looking out the windows and listening to the cabbie's preferred radio station. You know, see the sights.
* You'll likely notice the same graphical "quirks" that the series has dealt with since the jump to 3D. The same filmlike, grainy framerate exists and usually holds steady, but it can momentarily dip when things get frantic. There's some long-distance graphical fade-in as well as some street-level hazards that appear only after you hit them. Traffic will be nonexistent one second, then three cars deep when you rotate the camera back around, and then completely disappear when your wanted level gets to two or three stars (which is oh-so-fun when you desperately need a getaway vehicle). But even these problems have been "upgraded" in a sense for GTA4: An artistic application of filters hides some of the uglier character models, there's more types of cars to choose from, and overall, the feel of the city trumps any of the shortcomings we're familiar with by now. But you'll be able to see that in the screenshots and eventual videos.
* As previously mentioned, GTA4's story is focused. So much so that you won't be seeing any amusing yet totally out of context missions like invading top-secret government alien research bases. There's a lot of driving, following, shooting, and evading as you do your freelance work around the city. But that's not to say there aren't climactic moments or centerpiece events -- they just seem a little more spaced out along the lengthy campaign. It'd be silly to call this more "realistic," but it's definitely more in line with the genre's representations in television and film.
* The oft-maligned mission structure, where death or capture at any point of the process means restarting from the beginning, is partially redeemed by the cellphone: You still have to start from the beginning of the mission, but now you can skip from jail or the hospital immediately to the starting point. And to help placate those with restart fatigue, Rockstar threw in some different character dialogue for the second try (if you have to try for a third time, your accomplices will suggest that you all be quiet and just listen to the radio until you get there). It's still frustrating to fail a mission in its final stages due to random traffic interference or lucky cops, but that just appears to be the nature of the open-world beast.
* And, oh yes, the shooting. Pulling the left trigger halfway on the 360 controller lets you aim a weapon freely, while a full pull locks on to the closest enemy or nonplayable character in your camera's view. It's still not perfect since there doesn't seem to be much of a priority system in place that determines what enemy poses the more imminent threat, but the bonus is the new cover system, which gives you enough time to settle down your shot and lock on to your intended target
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Believe it or not, all of these notes barely scratch the surface.There's much, much more that can be said about GTA4 that you'll undoubtedly hear us and other outlets say as we get closer to (and even beyond) release. Be sure to monitor our coverage hub page for the most recent updates, participate on our message boards, and look forward to our review, videos, and podcast discussions in the coming days.
Oh, and make sure to set aside some time the week of April 29. You'll need it.