Grand Theft Auto V Review
Grand in every sense.
For me, Grand Theft Auto V’s extraordinary scope is summed
up in two favourite moments. One is from a mid-game mission in which I
flew a plane into another plane, fought the crew, hijacked the thing,
and then parachuted out and watched it crash into the sea to escape
death at the hands of incoming military fighter jets. Another time,
whilst driving around in an off-road buggy, I got distracted by
something that looked like a path up one of the San Andreas mountains.
Turns out it was a path, and I spent 15 minutes following to the summit,
where I nearly ran over a group of hikers. “Typical!” one of them
yelled at me, as if he nearly gets run over by a rogue ATV on top of a
mountain every time he goes on a hike.
I could go on like this for ages. GTA V has an abundance of
such moments, big and small, that make San Andreas – the city of Los
Santos and its surrounding areas – feel like a living world where
anything can happen. It both gives you tremendous freedom to explore an
astonishingly well-realised world and tells a story that’s gripping,
thrilling, and darkly comic. It is a leap forward in narrative
sophistication for the series, and there’s no mechanical element of the
gameplay that hasn’t been improved over Grand Theft Auto IV. It’s
immediately noticeable that the cover system is more reliable and the
auto-aim less touchy. The cars handle less like their tires are made of
butter and stick better to the road, though their exaggerated handling
still leaves plenty of room for spectacular wipeouts. And at long last,
Rockstar has finally slain one of its most persistent demons, mission
checkpointing, ensuring that you never have to do a long, tedious drive
six times when you repeatedly fail a mission ever again.
Grand Theft Auto V is also an intelligent, wickedly comic,
and bitingly relevant commentary on contemporary, post-economic crisis
America. Everything about it drips satire: it rips into the Millennial
generation,
celebrities, the far right, the far
left, the middle class, the media... Nothing is safe from Rockstar’s
sharp tongue, including modern video games. One prominent supporting
character spends most of his time in his room shouting sexual threats at
people on a headset whilst playing a first-person shooter called
Righteous Slaughter (“Rated PG – pretty much the same as the last
game.”) It’s not exactly subtle – he literally has the word “Entitled”
tattooed on his neck, and the in-game radio and TV’s outright piss-takes
don’t leave much to the imagination – but it is often extremely funny,
and sometimes provocative with it. Grand Theft Auto’s San Andreas is a
fantasy, but the things it satirises – greed, corruption, hypocrisy, the
abuse of power – are all very real. If GTA IV was a targeted
assassination of the American dream, GTA V takes aim at the modern
American reality. The attention to detail that goes into making its
world feel alive and believable is also what makes its satire so biting.
Grand Theft Auto V’s plot happily operates at the
boundaries of plausibility, sending you out to ride dirt bikes along the
top of trains, hijack military aircraft, and engage in absurd shootouts
with scores of policemen, but its three main characters are what keep
it relatable even at its most extreme. The well-written and acted
interplay between them provides the biggest laughs and most affecting
moments, and the way that their relationships with one another developed
and my opinion of them changed throughout the story gave the narrative
its power. They feel like people – albeit extraordinarily f***ed-up
people.
Michael is a retired con man in his 40s, filling out around
the middle as he drinks beside the pool in his Vinewood mansion with a
layabout son, air-headed daughter, serially unfaithful wife, and very
expensive therapist – all of whom hate him. Franklin is a young man from
downtown Los Santos who laments the gang-banger stereotype even as he’s
reluctantly seduced by the prospect of a bigger score. And then there’s
Trevor, a volatile career criminal who lives in the desert selling
drugs and murdering rednecks; a psychopath whose bloodthirsty lunacy is
fuelled by a combination of methamphetamine and a seriously messed-up
childhood.
The missions flit between their individual stories and an
overarching plotline that involves all three, and it’s a credit to GTA
V’s versatility and universal quality that each character has his share
of standout missions. As their arcs developed I felt very differently
about each of them at different times – they’re not entirely the
archetypes that they seem to be.
This three-character structure makes for excellent pacing
and great variety in the storyline, but it also allows Rockstar to
compartmentalise different aspects of Grand Theft Auto’s personality. In
doing so, it sidesteps some of the troubling disconnect that arose when
Niko Bellic abruptly alternated between anti-violent philosophising and
sociopathic killing sprees in GTA IV. Here, many of Michael’s missions
revolve around his family and his past, Franklin is usually on call for
vehicular mayhem, and extreme murderous rampages are left to Trevor.
Each has a special ability suited to his skills – Franklin can to slow
time while driving, for example – which gives them a unique touch.
Narratively, it’s effective – even off-mission I found myself playing in
character, acting like a mid-life-crisis guy with anger issues as
Michael, a thrill-seeker as Franklin, and a maniac as Trevor. The first
thing I did when Franklin finally made some good money was buy him an
awesome car, because I felt like that’s what he’d want.
Trevor feels a like a bit of a get-out-of-jail-free card
for Rockstar, providing an outlet for all the preposterous antics and
murderous behaviour that otherwise might not fit in with GTA V’s
narrative ambitions. I found his violent insanity a little overblown and
tiresome at first. As get-out clauses go, though, it’s pretty
effective, and Trevor’s over-the-top missions are some of GTA V’s
action-packed highlights. It’s a successful way of solving a problem
that’s prevalent in open-world games: the tension between the story that
the writers are trying to tell, and the story you create yourself
within its systems and its world. Grand Theft Auto V accommodates both, masterfully, allowing neither to undermine the other.
The actual act of switching between them also provides a
window into their individual lives and habits, fleshing out their
personalities in a way that feels natural and novel. Pick a character
and the camera zooms out over the San Andreas map, closing back in on
wherever they happen to be. Michael might be at home watching TV when
you drop in on him, or speeding along the motorway blasting ‘80s hits,
or having a cigarette at the golf club; Franklin might be walking out of
a strip club, munching a bag of snacks at home, or arguing with his
ex-girlfriend; there’s a good chance that Trevor could be passed out
half naked on a beach surrounded by dead bodies or, on one memorable
occasion, drunk in a stolen police helicopter.
It could be nearly anything, because there is a bewildering
multiplicity of things to do in the new San Andreas – tennis, yoga,
hiking, racing on sea and on land, flying planes, golfing, cycling,
diving, hunting, and more. The missions are an able guide to both San
Andreas’ locations and its activities, touring you around the map and
whetting your appetite for independent exploration of it all. The way
that we’re introduced to San Andreas never feels artificial – the map is
completely open from the start, for example – which contributes to the
impression that it’s a real place, somewhere you can get to know. If GTA
IV’s Liberty City feels like a living city, San Andreas feels like a
living world. I saw people walking their dogs along the beach in the
country as I jet-skied past, arguing on the street outside a cinema in
Los Santos, and camped – with tents and everything – overnight on Mount
Chiliad, before packing up and continuing a hike in the morning. It’s
astounding.
The ambience changes dramatically depending on where you
are, too. Trevor’s dusty trailer out in the middle of nowhere in Blaine
County feels like a different world from downtown Los Santos or Vespucci
Beach. It wasn’t until the first time I flew a plane out of the city
and over the mountains I was cycling around a few hours before that the
full scale of it became obvious. It pushes the Xbox 360 and PlayStation 3
further than it has any right to, and it looks incredible. The biggest
jump in quality since Grand Theft Auto IV is the character animation,
but the world is also much more expansive, detailed, and populous. The
price we pay for that is occasional framerate dips and texture pop-in,
which I found became more prominent the longer I played, but never
significantly detracted from my experience. For such a gigantic and
flexible world it’s also remarkably bug-free – I encountered just three
minor issues in the 35 hours I spent on my first playthrough, none of
which caused me to fail a mission.
San Andreas’s extraordinary sense of place is heightened by
the fact that so much of it isn’t on the map. There’s so much going on
that it’s easy to find things organically, rather than spend your life
following a mission marker. I once stole a passenger jet from the
airport for the hell of it, then parachuted onto the top of the tallest
building in Los Santos. (I then accidentally jumped off the top and fell
to my death, forgetting that I’d already used the parachute, but I
usually leave that bit out.) Out driving in the country, I came across a
man tied to a telephone pole in womens’ underwear. I chased down
criminals who randomly swipe purses on the street, and happened across
gunbattles between police and other miscreants, events that add a sense
that this world isn’t completely uneventful if I wasn’t here to disrupt
normalcy. I bought an expensive mountain bike and cycled around in the
hills, enjoying the view. These little moments can be captured on your
phone camera – which, brilliantly, can also take selfies. I have several
snaps of Trevor doing his unhinged version of a smile in his underpants
on top of a mountain.
The story that GTA V tells through its missions takes full
advantage of all this variety beyond driving and shooting (though the
driving and shooting is still supremely enjoyable). It’s got so many
great moments. It had me racing Michael’s lazy blob of a son across
Vespucci Beach in one of many misguided attempts at father-son bonding,
using a thermal scope to search for someone from a helicopter before
chasing them across the city on the ground, torching a meth lab, towing
cars for Franklin’s crack-addict cousin to prevent him from losing his
job, infiltrating a facility from the sea in a wetsuit and flippers,
piloting a submarine, impersonating a construction worker, doing yoga,
escaping on jet skis, failing multiple times to land a plane loaded with
drugs at a hangar out in the desert… it goes on and on. The days of a
repetitive series of “drive here, find this guy, shoot this guy” are
behind us. Even missions that would otherwise be formulaic are imbued
with novelty and excitement by the potential to play them from three
different viewpoints – in a shootout, Trevor might be firing RPGs from a
rooftop as Michael and Franklin flank the enemy on the ground.
It’s the heists – multi-stage, huge-scale events that serve as the story’s climactic peaks – that show Grand Theft Auto V
at its most ambitious and accomplished. Usually there’s a choice
between a more involved, stealthier option that will (hopefully) attract
less heat, and an all-out option that will be less tense but more
explosively chaotic – and what crew to take along with you on the job.
All of GTA V’s missions are replayable at any time, letting you relive
favourite moments or try out another approach. They also have optional
objectives in the vein of Assassin’s Creed’s synchronisation challenges,
but crucially, these are invisible the first time you play a mission,
and so they don’t distract you from doing things your own way.
Sometimes your own way won’t be the way that the designers
expected you to do something, and though Grand Theft Auto V is usually
very good at bending around you when that happens, there were one or two
occasions where it wasn’t prepared for my personal brand of chaos.
Overtake a car you’re not supposed to overtake and it will zip through
lines of traffic as if by magic. Despite the introduction of new stealth
mechanics, enemies will miraculously see you when the mission dictates
that they should. Kill someone before you’re supposed to, and that’s
sometimes Mission Failed. Most of the time the scripting is good enough
to be invisible, but when it’s not, you really notice it – if only
because most of the time it’s so seamless.
As ever, some of the wittiest writing shows up on the
in-game radio that plays behind all of the exploration and mayhem.
“There’s nothing more successful, more masculine, more American than a
big wad of cash,” blasts one of the in-game ads. “We know times are
tough, but they don’t have to be tough for you. Still got some liquidity
in your house? Are you insane?” The music selection is also typically
excellent, leading to many of those serendipitous moments where you’re
driving along and the perfect song comes on. During a heist, when the
radio isn’t blaring the background, a dynamic soundtrack seriously
builds tension.
The satire is helped by integration of modern life into the
game world. Every character revolves around their smartphone – it’s
used to trade stocks, call up friends to meet up and send emails.
There’s a great Facebook spoof, Life Invader, on the in-game Interne,
with the slogan “Where Your Personal Information Becomes A Marketing
Profile (That We Can Sell)”. You’ll hear adverts for preposterous
parodic TV shows that you can actually watch on your TV at home,
optionally whilst enjoying a toke. It might not be realistic, but it
definitely feels authentic.
It’s worth mentioning that when it comes to sex, drugs, and
violence, GTA V pushes boundaries much further than ever before. If the
morality police were worried about Hot Coffee, there’s a lot here that
will provoke moral hysteria. It’s deliciously subversive, and firmly
tongue in cheek... but once or twice, it pushes the boundaries of taste,
too. There’s one particular scene, a torture scene in which you have no
choice but to actively participate, that I found so troubling that I
had difficulty playing it; even couched in obvious criticism of the US
government’s recourse to torture post 9/11, it’s a shocking moment that
will attract justified controversy. It brings to mind Call of Duty:
Modern Warfare 2’s No Russian mission, except worse, and without the
option to skip over it. Some other stuff, like the ever-present
prostitution and extensive strip-club minigames, feels like it’s there
just because it can be rather than because it has anything to say.
There is nothing in San Andreas, though, that doesn’t serve
Rockstar’s purpose in creating an exaggerated projection of America
that’s suffused with crime, violence and sleaze. There are no good guys
in GTA V. Everyone you meet is a sociopath, narcissist, criminal,
lunatic, sadist, cheat, liar, layabout, or some combination of those.
Even a man who pays good money to assassinate Los Santos’ worst examples
of corporate greed is playing the stock market to his advantage whilst
he does it. In a world like this, it’s not hard to see why violence is
so often the first recourse. All the pieces fit.
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