Play With My Box

Thursday, March 29, 2007

But Wait, There's More! GTA 4 Trailer

I would be remiss to not post about the GTA 4 trailer. Need I say more?


For those of you who prefer to download a copy to cuddle up to at night, check out Fileshack

Although it's only a montage of the city environment, I'll admit this trailer has me psyched up all over again for the GTA franchise. At first I thought I was looking at Liberty City, until familiar landmarks like the Statue of Liberty popped up. Ah, the Big Apple... and here I was thinking they'd do a near-future Tokyo or simply a near-future AnyCity.

The graphical detail is wonderous and lush. I'm all set to see some game play footage now!

Source: Destructoid, YouTube

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Thursday, March 01, 2007

Grand Theft Auto 4 Trailer (sort of)

gta4_logo
The official site for Grand Theft Auto 4 went live today and features a number 4 in gigantic Roman numerals. There is no trailer as of yet, merely a minimalism-is-too-cool countdown clock, beating down the seconds until the trailer will be released. That day is set for March 29th.

I am... not very excited for this game, surprisingly. I do look forward to the day it comes out (sometime in October '07) but the giddyness I would normally be feeling for an A-list title is just not there. I never played much of GTA 3 but I loved the hell out of Vice City and was reasonably impressed with San Andreas. Both games sit by my computer, unfinished, and that fact always brings me back to the flaws that I really hope are vanquished in the upcoming installment of the series.

Chief among my misgivings is the "railroading" of your progress that the game's stories force you through. As a sandbox game, I never felt that I was really doing much of anything if I wasn't engaged in a side quest or completing the missions crucial to advancing the main storyline. So what happens is a supposedly free-form play experience becomes a linear sequence of errands and mini games. And some of these mini games, while featuring unique game mechanics, are often devilishly difficult. I need only remind readers of the RC helicopter mission in Vice City or the prop plane missions in San Andreas. The sort of challenges were game-stopping and flow-breaking and I hold a grudge against them for preventing me from enjoying an otherwise nice sandbox environment.

What's interesting is, with the release of Crackdown, how the expectations of players will influence the impact made by GTA 4. If Rockstar's masterpiece does not include excellent play control and "leveling skills", will fans be disappointed? If they fail to incorporate a freely open co-op play mode, will it matter? Can the game pull off the visual wizardly that is showcased in Crackdown every time I scale a skyscraper or set off a chain explosion on the freeway? Ironically, while Crackdown has been unfairly compared to the GTA 3 series of titles, so in turn GTA 4 will potentially get a lot of flack if it does not outshine Crackdown in any significant way.

I for one hope GTA 4 nails a few things right when it finally comes out:
  1. Modern, now-gen visuals (sadly for them, Crackdown has set the bar for draw distances and giant, vertical environments)
  2. Flexible mission/story progression - don't force me to struggle with clumsy controls in order to successfuly navigate a toy plane with limited fuel.
  3. Stretch the genre - Vice City and San Andreas were essentially "engine sequels"; aside from a few tweaks they played just like GTA 3. I hope they do something that really pushes the sandbox/action genre into uncharted territory.


What are you most looking forward to for GTA 4?

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Tuesday, January 23, 2007

Crack of Dawn

I suppose it doesn't bode well for new blog when half the entries posted have been about one game. Does it matter that the game happens to be Crackdown, one of my most anticipated titles of '07? Truth be told, my knowledge of this game, along with Gears of War, played a large role in locking down my decision to buy a 360 in the first place. I've been enamoured with anti-social "sandbox" games since the early sprite-based incarnations of Grand Theft Auto. Back when I was enrolled in my easy-as-pie Multimedia Studies program, I even wrote a treatment for a sandbox-styled game for my Interaction Design class (don't worry, it's not nearly as Digipen-cool as it sounds). It was a pretty sweet concept. My gameplay document wasn't terribly fleshed out, but the potential was there. Think game journalism a la Dead Rising, mixed with GTA and Bad Day L.A. sans gang-banging, mass murder and ho-slapping.

But I digress. So there I was, suckered into playing another late weeknight session of Rainbow Six: Vegas. I had finally passed that maddening sequence in the slipway dam; you know, the one involving Jung strutting his computer hacking skills in the shed while half the world's terrorist population descends upon you. I must have played that section 20 times. It took my first attempt to realize Jung gets flanked by 2 sneaky enemies in a garage and the next 19 tries to get a lucky break and not: a) catch an errant grenade, b) not have Michael die on me too early, c) not have Jung catch an errant grenade or bullet or d) all of the frickin' above.

So I finally passed that bloody sequence. I was too relieved and exhausted to celebrate when I saw the magical "Saving Progress" notification on my screen. Thankfully, for the next twenty minutes it was a smooth succession of checkpoint completions, not dieing again until later in the scientist-rescue portion of the mission.

I figured it was time to stop. I had enjoyed a couple beers with a friend earlier and the buzz was still lingering, making me rather sleepy. I checked the clock and saw that it was already 1:35am. Wait a minute, doesn't the Crackdown demo drop at 2:00am? Indeed.

By 2:05, I had the demo streaming down the pipes and crawled into bed, happily thinking about the game and secure in the knowledge it would be waiting for me when I awoke. Waking up today was a bit like waking up on Christmas morning. Bleary-eyed but excited, I fired up the Box and there it was, my precious, my Crackdown demo. It was a hefty file, weighing in at 1.24GB. I was surprised it finished downloading overnight. The Marketplace servers will probably get slammed later this afternoon when all the kiddies get home from school. Meanwhile I'll be sitting pretty enjoying the game. Chawesome...

I played the demo for all of 5 minutes. I already like the feel of controlling your Agent and the graphics, while terribly cartoonish, are very striking and unique. I'm not sure I liked the feel of the driving. I hopped into a squad car and was turned off by the camera control and sluggish turning. Here's hoping that was only characteristic of the particular vehicle I was driving. Another sticking point of course was the total lack of story and cinematics. Yes, watching an introductory gameplay montage is cool but would it have killed Real Time Worlds to add that final bit of polish to their game? Hopefully they did for the final product.

Heero and I have already made a Crackdown appointment for tonight. There's word from Kotaku that the demo has a 30-minute time limit once your Agent reaches Level 2 in any skill. That seriously sucks, but for a open-ended sandbox game like this, it was probably the most sensible option method of implementing a "cut off" point.

Full first impressions of the demo to come.

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