Thursday 28 May 2015

Review: GTA V (PC)

gta v pc
It's safe to say that Grand Theft Auto V is one of those games that just keeps on giving. And two years after its initial release on consoles, GTA V has reached its most potent form on PC. Besides an extensive single-player story that stretches across an expansive world, the game packs in a full suite of video editing tools to create exportable films, a complete multiplayer mode that's heavy on action, and another awesome soundtrack that features just about every genre of music one can recall.

On top of that it's a very impressive game to just watch other people explore. From the grand vistas to the small details like an engine tick as it cools down, there's always something really cool to look at around the next corner. In fact, the world is so big that when the credits rolled, there were locations shown that I didn't even know existed, let alone visited, so there really is a lot to see.

There are three playable characters in the story (four if you count the dog, Chop), but the most important character is one that has no dialogue: the environs of Los Santos and Blaine County. From one end of the world to the other, it's an interesting place to just wander around or jump in a helicopter and just take in the sights.

Without this world, the story connecting the Max Payne stunt double Michael, the worst Canadian in the world and psychopath Trevor, and the paper-motivated Franklin, wouldn't amount to much. The place is just as important as the characters in the case of GTA V and because it feels somewhat grounded or at least plausible (though friggin' unlikely and totally unrealistic) the world connected with me more than the characters.

I came to really despise Trevor, not just for the way he kicks the Canadian stereotype in the groin, but because he's just truly awful. He says and does things that are truly reprehensible (on and off-screen), while actually connecting occasionally with some larger philosophical topic that got me thinking. Then I remember what he did to that stuffed bear and torture he has no problem dealing. When the story branches right at the end of the game and there's an option to "Kill Trevor" I gladly made sure he ended up as crispy back bacon.

That's not to say that Franklin and Michael are much better. If anything, Franklin might be worse because it takes way less than a triple-dog dare to get him involved in something terrible. Sometimes it can just be a photographer goading him or Michael saying, "Hey, climb up on that boat while it's being towed down the highway at ridiculous speed. No, worries, I'll shoot anyone that pops up, okay?" -- he always caves. Sometimes it's money, but most of the time it's one of the other characters telling him what to do.

"Hey, Franklin, I'll bet that--"

"A'ight, I'll murder them fools. Get off my back!"

Michael is a bank robber that tried to escape his life of crime but winds up back in it. His marketable skills being somewhat niche, it's no wonder he flops into a life of crime with all the ease of someone putting on socks. His family life is a complete mess -- at one point his son slips Michael a roofie -- and the therapy doesn't seem to be doing any good. Later on he finds some joy by working on a movie with one of his idols, but he's most in his element when he's planning a major heist then executing on it.

The Heists in the game are the high point for the story. There are plenty of distractions like skydiving or stopping/starting random crime on the streets, but it's the multi-stage Heists and the promise of "The One Big Score" that engaged me. It never boils down to an opportune "smash and grab." No, there's lots of planning. Players will need to select a crew, plan an approach to the target, stash a getaway vehicle, collect disguises, scout the location, steal a fire truck or mini-sub, etc. The build-up to each Heist makes the actual robbery all the more exciting. There's this weird feeling of satisfaction as everything clicks into place, like, "Hey, I planned this and it worked perfectly!" even if what really happened was that I played out one of two linear options the designers built into the game.

There's definitely more going on in the story than just robbing places -- Trevor's storyline especially has the possibility of setting up a truly epic showdown -- the Heists just became my motivation for playing through the game.

Sad to say I have yet to actually get involved with GTA Online, the multiplayer component of GTA V. I'm having fun off-line just messing with the vehicles to see what weird things will happen and just moping up some of the side missions and replaying bits of the story, so why go online? The multiplayer probably deserves a stand alone review and with Witcher III on the go, I'm finding it difficult to justify trying something that likely deserves way more time than I have to put into it. The
story and world were entertaining enough that it feels like it was time well spent at an age where video game budgets and hours can be stretched pretty thin.

- Aaron Simmer


The Good:
- GTA V's world is a treat to explore and it'll take a long time to see everything
- The story is action-packed but the Heists are the main attraction (the tennis is pretty good too)
- Great soundtrack
- Looks great, even on mid-range settings, and the first-person mode is first-rate!
- The attention to detail can be staggering
- Video editing tools

The Bad:
- Flying any kind of vehicle with a mouse and keyboard!
- Trevor is a terrible Canadian
- The swings between serious drama and juvenile "dick jokes" can be a little grating
- Feel bad about not trying out basically half the game (online)
- Failing a mission because of a flubbed yoga pose