Grand Theft Auto Online Review
The current verdict on Rockstar's ambitious multiplayer world.
Wondering where the score is? Our GTA Online review will remain
scoreless, as a score does not properly reflect its continuously
changing nature. Here's how and why we decided to do it this way.
As a single-player game, Grand Theft Auto V
is defined by its characters more than by the player, for me at least.
It’s the story of three equally troubled criminals with different
backgrounds and motivations, and their personalities and proclivities
shaped the way I played. GTA Online is a space away from that story, a
place for players to run riot together. San Andreas is the same, but
your role within it is different, and as a result it’s more conducive to
the kind of open-world mayhem that can feel out of place in the context
of Rockstar’s single-player story. Like most multiplayer games GTA
Online is as fun as you and your friends make it, but the world of San
Andreas is a bigger and better playground than most.
The two weeks following GTA Online’s October 1st launch can
be fairly described as disastrous. In fact, that's how I described them
in my GTA Online review in progress. The
lack of an open beta was a serious
mistake – if everyone involved knew that they were playing an unstable,
untested game, then the furore surrounding lost characters, money and
progress, cloud server availability, and frequent glitching might not
have erupted with such volume. Rockstar clearly did not anticipate the
level of disruption that would be caused by such a high volume of
players.
Most of this is now resolved, meaning that you can both actually log
into GTA Online reliably and play without fear of losing progress or
money to Rockstar’s server hiccups. As of today, October 21st, it’s now
running smoothly, and the promise of $500,000 for everyone who played
during launch month is quite the generous apology – although I for one
would rather have had my original, sadly departed, rank-27 character
back.
Arriving in Los Santos and stepping off the plane without a
cent, the character you create in GTA Online slips straight into the
criminal underworld, greeted by the ever-likeable Lamar at the airport
and quickly gifted a pistol and a car, the twin foundations of GTA
Online’s castle of chaos. (Amusingly, he also brings a rose, if you
choose a female avatar, but his romantic overtures don’t go down too
well.) It is essentially a rags-to-riches story, like most of the
single-player GTA games have been, and there’s an addictive rhythm to
its progression. The more you play, the more you earn, and the more guns
and missions you unlock.
Plenty of GTA 5’s single-player characters make an
appearance in GTA Online, but the story isn’t as prominent as it
initially appears. After the first hour, in which you’re guided through
the basics of driving, shooting, and taking jobs, that authored story
fades into the background as you take on jobs, team up with friends, or
make new ones. The presence of these characters nonetheless anchors GTA
Online in GTA 5’s world, giving it context.
Your own character, meanwhile, is a mute avatar who feels
out of place in scenes with Lester, Trevor et al – and probably has a
weird face, as the character creation system uses a strange
genetics-based formula to calculate your appearance. Everybody comes out
looking just slightly wrong, and weirdly similar to one another. You
have much more control over what they wear – hair and clothes have
become the basis of a character’s (and a player’s) individuality in GTA
Online.
Jobs, GTA Online’s missions, come in three predominant
flavours: racing (usually in a car, but sometimes on a boat or a
bicycle), deathmatches (either in teams or free-for-alls, sudden death
or traditional), and capital-M Missions, which are usually cooperative
and involve more complex objectives, more similar to GTA 5’s
single-player missions (but usually simpler, and without the
entertaining script that enlivens the single-player’s long drives).
Cooperative Heists are still to come, Rockstar says. The vast majority
of GTA Online’s Jobs fall into the first two categories, and they start
to repeat themselves surprisingly quickly. They don’t have the variety
of the single-player missions, at least not yet.
It’s good, then, that shooting and racing are a lot of fun
in themselves, to the extent that I could play hours of them in a row
without feeling like I was grinding. They’re also sufficiently different
from everything else out there right now to make them interesting. GTA
5’s default aim lock-on recalibrates the deathmatch, as any enemy that
sees you will probably kill you. Matches become about not being seen,
finding good spots for cover, quick drawing, and headshots. The tensest
modes – last player standing, with just one life each – have everybody
creeping through the map, trying to stay off the radar, squeezing the
left trigger and firing at the slightest sign of movement. The maps are
recognisable slices of Los Santos and Blaine Country, specifically
rejigged to create hiding spots and verticality that make them fun
locations for shootouts.
The races too are good, if predictable, fun. There are
slices of Los Santos that are exquisitely well-suited to racing, whether
it’s a looping race across the freeway, a circuit round the airport, or
a street race downtown with tight corners. I’ve spent a lot of time
racing dirt bikes and BMXes around off-road Blaine County tracks. The
addition of weapons – which the host can opt for in the lobby –
transforms these races into utter, almost Mario Kart-style chaos. It’s
clear from the extraordinary language emanating from the headset during
such matches that a lot of people find having their tyres shot out in
the middle of a race intensely frustrating, but for me the random
element can enliven otherwise-formulaic races, especially when you’re
nearing the mid-ranks and have had enough of the default settings.
It’s in the open world that you can have the most fun,
though, if you’ve got the right people. I’ve been on store robberies and
escaped in helicopters, caused a 30-car pile-up as my crew of four was
pursued down the side of a hill by overzealous police, run into the
mountains to escape a Wanted level and parachuted down from the highest
point. Subtle changes to the map rebalance it for 16 players – there’s
no open access to the military base or the airport, though you can make
your way in if you’re determined. Now and then you’ll hear a jet zooming
overhead and think, “How the hell did they get that?”
Ranking up unlocks new guns and vehicles for purchase, and
broadens the selection of missions you’re allowed to take part in. Once
unlocked, these must be bought with in-game cash, which you can either
earn or buy with real money. It seems strange to lock some of the most
exciting missions – like anything involving air vehicles, or parachuting
– away from lower-rank players, as it makes the first 15 or so levels
of progression feel like a repetitive sequence of races and
deathmatches. If you want to get around that, join a group with
higher-rank players – it waives the rank requirements.
Higher-rank players will start with better weapons that
they’ve unlocked and bought for themselves, a big advantage that’s
mitigated by the small selection of hardware that litters each
multiplayer map and can be used freely by anyone who picks it up.
Happily, the matchmaking is also smart enough not to throw players with
vastly different ranks together randomly, so it’s rare for one person to
dominate a session. Other than that, rank means little. Once you’ve
earned enough money you can buy and customise your own car, but it seems
like very few players are bothering to do that at the moment. Any given
race lets you pick a good car from a wide selection, so it doesn’t feel
like you’re at any disadvantage if you don’t have a sports car of your
own – or like there’s much of an advantage to owning one.
My initial concerns about the in-game economy have been
allayed over the past two weeks. At launch, you were charged
extortionate amounts in medical fees for dying, both on-mission and
off-mission, meaning I’d sometimes come out of missions having barely
broke even. This has since been adjusted, however, and you can now earn
money at a good pace, even factoring in the charges for ammunition,
vehicle destruction and the occasional, much-reduced medical bill. I was
also suspicious that this nickel-and-diming was an unsubtle way of
pushing players towards paying real money for in-game GTA$, but that no
longer feels like the case. It’s still being adjusted with every update,
however – the latest one halved the rewards for repeating more
lucrative missions, preventing people from spamming them.
GTA Online’s main problem right now is motivation. The
missions are fun, but they also become repetitive, and though they don’t
often feel like a grind, the majority of them are races or
deathmatches, the occasional helicopter deathmatch, or jets-vs-bikes
chase aside. Part of what drives you through them is money – the first
thing I wanted to do was save up for an apartment – but once I’d bought
one, there wasn’t an enormous amount left for me to shoot for. After two
weeks I had already gotten to the stage in GTA Online where there
wasn’t an enormous amount left to aim for. With $500,000 landing in the
accounts of every player before the end of the month, people are going
to reach that stage more quickly.
The player population at the moment is also predictably
antagonistic. Happily, there are options to enter a session alone, with
just your crewmates or with just your friends, and for a $100 fee you
can activate Passive mode and make yourself immune to damage. These
options all actually work now, so if you want to avoid being continually
harassed by maniacs when you’re just trying to explore off-mission,
there are ways and means. Harassment by maniacs, though, sometimes feels
like a vital part of this anarchic experience. I’ll never forget the
time a kind stranger rescued me and two friends from halfway up Mt.
Chiliad and was thanked with a shotgun blast to the chest from my
trigger-happy companion, initiating a ridiculous miniature gang war.
I’m left with the overbearing impression that Grand Theft Auto Online
as it stands right now is still a colour sketch of what it will
probably one day become. In the short term, the promised addition of
heists and tools to let players create and publish their own content is
likely to significantly broaden the selection of missions, which would
be welcome. But in the long term, new cities have the potential to
transform GTA Online.
It makes you realise what an extraordinary world Rockstar has created
in this modern San Andreas, that so many individual areas can support
whole game modes in themselves. Snipping out little sections of the map
and letting them shine alone reveals almost every inch of Los Santos to
be meticulously designed, if that wasn’t already evident from GTA 5. All
those places that you might never have explored in single-player –
those secret skate parks, the dirt tracks, the hiding places – find
their purpose in GTA Online, where they can be discovered and explored
together.
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