Flash forward to today. Grand Theft Auto two has been out for over two years &, despite the critical & commercial successes of Red Dead Redemption & now L.A. Noire, I find myself primed for the next GTA. Although they may still be another year or more away from it is actual release there still have been the typical signs & rumors that it might already be in development. & with E3 being right around the corner, I feel it might be the right time to raise the query: What do I require from a brand new GTA?
L.A. Noire is great. great, even. A much welcomed breath of fresh air to a medium that very seldom cares to take itself seriously. But for me? Personally? It is a teaser. A bone on which to gnaw while the main coursework is being prepared in some mystical laboratory where video games are birthed. That main coursework is Grand Theft Auto two. GTA3 was the first game I played on the (fabulous) PS2 console &, ever since, I have held video games to a higher standard of quality. It knocked down all the walls of the conventional game (figuratively & literally) & pushed the bar for the 3rd person point of view & literally created the open world style.
There is nothing wrong with GTA4's multiplayer, so to speak. Competitive multiplayer was fair, fun & it worked. The free roam mode is a dream come true for fans of the series. With or against online players, it enabled you to explore the rich detail of the world & try to accomplish absurd & arbitrary goals, such as "How plenty of vehicles can they slot in this speedy food restaurant?" or "How long can they survive holed up in this bank against cops?" & the fan favourite "How am I able to ruin what everyone else is trying to do by jogging them over?". Possibilities are, for lack of a less cliche description, limitless. It is fun, but it is not ideal. Matchmaking, & the basic online UI, wasn't as intuitive as it could be & it could. Unlocking more appearance pieces was arcane & poorly explained (if at all).
Modern Multiplayer
So will GTAV's multiplayer be any different? Of coursework it will. It will probably adopt the same infrastructure that made Red Dead Redemption's online a success. But I think letting it fall to the wayside is a mistake. Grant that additional tiny bit of functionality. Let the creator of a free roam match dictate the rules of the world dynamically & seemlessly. Let them summon all players to a single location-- these simple added functions expedite the method to setup those awesome moments. The money-for-appearance technique should not go away , it ought to be overhauled. Going to a shop to buy hard earned funds (by competitive multiplayer) on goods for there avatars appearance? People eat that stuff up. Each later DLC release improved the multiplayer, but I could see the multiplayer being lost on those who didn't bother digging deep in to it is possibilities. Keep in mind those nifty multiplayer-centric trailers RDR got? Let's have a quantity of that.
Mission Variety
Import/Export Garages
GTA's single-player is lost on those without a positive degree of patience. The core gameplay can get repetitive: Go to this location & kill so & so, drive this person to this place & avoid the inevitable encounter. Most of the time, it is "blah blah & oh yeah, kill something". This wasn't the case for The Ballad of Gay Tony, however. The missions introduced were a quantity of the most inventive & theatric I have ever seen. This was because the story was shorter & more condensed. I think I speak for plenty of people when I say we'd have a shorter, more memorable story than that is longer & dragged out. Will this happen? Probably not. GTA is of the largest Ip's in the industry & when people fork over their $59.99 they expect a positive amount of content-- an invisible threshold that justifies their purchase. So a more practical request might be to increase the archetypes of the missions that you run. In lieu of a two different mission variations with a different coat of paint.
Import Export garages were an fascinating feature only present in GTA3. They were a kind of side mission that asked players to find & deliver cars from a list. One time all cars were delivered, the player then had access to any of the aforementioned vehicles by visiting the garage. It is a very simple idea that asks an arduous task for a chilled reward. Why this feature seldom returned to any of the following GTA's, I don't know. & why cease there? Enable import/export garages in free roam at the hosts discretion. Allowing players to manifest any automobile they (with a reasonable chilled down) given they have done the job to do so in single-player could permit for some fun & simple functionality in a free roam surroundings.
Relationship Technique (kinda)
In GTA4 there were plenty of "put out, get back" instances-- this ought to be expanded on. In lieu of doing 'x' amount of missions to get 'y' reward, mix a tiny story in & make the reward less transparent. Take for example the tiny named quests in a game like Oblivion or Fallout two. You join so-and-so group/club/faction, do missions that effect it, rise up the ranks & get access to it is resources. This very spills over in to the mission variety request, but for side-missions. Perhaps, similar to Club Management in TBOGT, there could be no actual finish to it, a distinctive way to make funds. To better summarize, they are more elaborate side-missions.
Both GTA4 with it is quirky online dating service & The Ballad of Gay Tony with it is redundant & useless "booty call" side-mission (in case you can call It that) have entertained the idea of a relationship technique, but not even at a 'not going to happen' spoof level (as plenty of things are in GTA), but at a level that necessary some consideration. Now, I am not proposing that since GTA4 dipped it is toes in to the dating sub-genre that it is successor have a full fledged relationship mode, but it include a kind of progressive affiliation leveling technique with any type of entity.
Gregory Myers is owner & operator of http://sranked.com; a one-stop resource for all in Action Adventure gambling news & media.
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