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Grand Theft Auto IV: London

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  • Tyla

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Posted 08 January 2014 - 06:03 AM

Hunter And The Hunted


The mission opens with Ray sat on the hood of his Hunter, the Silenced Shotgun resting beside him. He’s parked in a forest somewhere, dressing the wound on his arm. Tending this, he produces the transponder seen in missions earlier. The device is somewhat crudely assembled with switches and lights and banded together with tape. A brief camera pan around the wilderness at the night foreshadows an eerie silence before a beep: the transponder fed into the car phone. You are given control of Ray, behind the wheel.


Your objective is defined loosely: Recover the merchandise.

You are given little else but the tools to do the job.


The transponder works similar to the Trackify app in GTAV mission Fresh Meat: the closer you get to the merchandise, the more frequent the transponder will beep. No set route is provided and the player may end up exploring the expanse of the map if they neglect to follow the tracking device, with the only visual aid being the flashing of the HUD radar to the left or right depending on their location.


Center your search on the more immediate area: the countryside. While leaving the vehicle renders the transponder unusable whilst on-foot, Ray is able to find clues pointing to the location of his foes in the environment: a pub trashed by out-of-towners with strange accents and far too much cash-to-flash to be builders; hookers that can be roughed up; bookies that are flush with cash taken from foreigners with no knowledge of local sport. The devil is in the details.


Your search will eventually lead to a rural land Bed and Breakfast, a sleazy Premier Inn type motel tucked into overgrown abyss behind the A127 road. The transponder goes wild. Ray kills the switch, tosses the device out of the door and crushes it with his foot. He begins to punch in Mad Mick’s digits on the car phone...




Feeding shells into the shotgun, Ray calmly studies the bed and breakfast from afar. Poorly lit spare a dim red neon flickering no vacancy, he decides he needs a closer look. Exiting the Hunter, the player resumes control. The OST kicks in. L I S T E N!


You march across the street, shotgun slung over your shoulder. There’s an ugly looking pool out front tarred with dead leaves, used condoms and the arse end of a bikini. The familiar moans of a good-time girl alert Ray to an open door around the side. There’s a party going on in the executive suite.


Stalking a corridor you arrive at a glass door, an enemy floating around behind. Dip into the shadows to avoid his cocaine induced paranoia. Follow his movements and take aim carefully, as Caine is injured and this will impact his accuracy – you will be mostly reliant on the spread of buckshot.


You time your shot beautifully, tearing everything off the enemy from the neck upwards. Ray presses forward, using the stock of the shotgun to knock out the rest of the glass and open the door. Charging through, he intercepts two intoxicated foes bursting out of the executive suite, obliterating them both in one squeeze of the trigger.


There are screams. They’re onto you and panic. Go for the door and launch a kick at it – nothing: an enemy is desperately holding it shut. He mumbles a prayer in Turkish. You pace back and fire through the door; holes in the wood fill with torn flesh and spilling guts. The door frame is washed a bubbling brown with his liquid supper. Throw your weight on it and it gives, landing on the dead body.


You now have open season on a disorganized enemy, scrambling for weapons that aren’t loaded. They curse at Ray in a language foreign to him and are strewn hopelessly across the room, prompting him to enter with the shotty up and hot.


Out steps a hardened Turkish thug – the obvious power behind the group. His Pistol is trained on you. He shields himself with the naked, terrified farmer’s wife from the introduction. She screams. Ray blows her away. The Turk gurgles, hit in the throat. Caine finishes him.


Ray begins to search for the merchandise. He discovers the money on cold ice amongst unopened Bollinger in a sh*tty little freezer, and turns the place upside down looking for the H. We know eyes are on him, and a flighty little Turk aged no more than eighteen makes a dash for the door with the smack under his arm. Ray is too slow with the reload, unable to respond.




Leg it after the drugs, your speed impaired both by wounds and the weight of the money. It gives the kid enough time to jump into his Monarch, throwing the heavy Ocelot around a corner. Your Hunter surges to a stop in front of it, commandeered by Mickey. While the Turk makes his move to evade, Ray is given the time to throw his lot into his car and take up a seat in the back.


Reload. You have control of Ray doing the shooting whilst Mickey gives chase. You are given two options: fire from the passenger window or fire from the sunroof. We’re firing from the sunroof.


Cutting through mud and overgrown grassland leaves you unable to get a decent bead, and the Monarch gets a head start on the flat straight of road. The Ocelot is ex-police and the kid has access to an old police phone, summoning backup. Two cars of armed Turks pile in behind you off the slip. Focus your attention on them, navigating Ray’s position in the car when drawing heavy fire. On straight road you can tear their vehicles apart: they career into a HGV and center reservations respectively.


Now rip into the Monarch. Mick will gun the modified Willard V8 engine and get you close enough to tear panels from the frame and sever the wheelarchs, panicking the juvenile driver if not killing him. He veers off at the Soldier of Fortune roundabout and crashes through the front of a Happy Eater restaurant. The vehicle explodes and becomes engulfed in a huge fireball – destroying the product and incinerating the driver.


Ray and Mick crawl by in the Hunter. Ray remains indifferent.


The player resurfaces in Southend. Ray takes a guest room above a casino with a view of the sea front. Save the game and explore, or step into the marker to trigger the next mission...


+ £250,000

+ Casino Safehouse

+ Gambling Unlocked

  • Tyla

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Posted 30 January 2014 - 08:19 AM Edited by Tyla, 30 January 2014 - 08:19 AM.



It’s dawn. A Chef in full-whites is taking a breakfast order from Raymond Caine, who peels a fifty, asks for everything and tells him to f*ck off. Alarmed at the sight of the shotgun propping up the foot of the bed, the cook doesn’t make a fuss and leaves Ray to recline in peace.


From the window above, the camera focuses on two vehicles quietly assembling along the Marine Parade (L O O K !) out of morning traffic: a white Luton and bronze Sweeney GT. The OST kicks in.

A heavyset figure is chauffeured from the GT by an accomplice and begins to converse with the driver of the van, who takes instruction diligently. He slaps a gloved hand against the side panel. The doors fly open.


The game immediately cuts to a charge of polished shoes moving at haste through the hotel kitchen. Three police officers are muscling their way through with cricket bats and a length of pipe. They shove the chef into a stock cupboard.


Another three officers are marching across the casino floor, likewise armed. The heavyset man and his accomplice trail them loosely. They encounter an irate floor manager in a cheap suit who begins to protest; the heavy guy flashes a warrant card and barks threats against their gaming license. He orders the men upstairs.


Six police assemble in formation: outside Caine’s door. The scope of their arsenal expands from bats and pipes to hammers and crowbars. The lead officer wields an axe and the others fall in behind him. From the shadows, the heavy with the warrant card gives the nod. They cave Ray’s door in.


The law instantly overwhelm the hotel room and are on Ray in a flash: three men pile onto his grab for the shotgun and lay into his ribs, his wounded arm. He summons the strength to drive them backwards into a wall and a blast from the weapon decimates the ceiling. In the pandemonium, an axe blow to the head topples Ray to the floor.


Cue the police, laying into Ray with all their might. They beat him until their lengths of iron are bent and their bats are broken. He roars and curses with a steel toe cap in his teeth. They snatch the shotgun and belt him with it until it breaks. Still he remains defiant. They tire and drag him to his knees, forcing his face the direction of the heavy man: the smugly satisfied Harry Langton, for whom this is long overdue.


Ray grows wide in the eyes and drives his battered form to his feet, wrestled to the ground by the entirety of the police operation. Topper McGraw, a heavily-moustached Scot wearing a Glasgow Rangers jersey from the 1971-72 season beneath an ill-fitting suit, enters the room with a Benson & Hedges in his mouth and levels Caine with the business end of a Shotgun. The screen abruptly cuts to black.


The scene awakens with Caine in the back of Langton’s Sweeney GT, handcuffed and delirious. He reacts to McGraw’s smelling salts with a tirade of profanity and vomits blood over Langton, retching with a subtle smug satisfaction. Harry is not amused and jabs a kosh into Ray’s thigh, cutting the sh*t.

He knows about the gig at the motel and he knows about the escapades in the country. You’ve had your f*cking fun and now he is going to have his.


The £250,000 is under lock and key in the boot of the Vapid: Langton firmly explains the money will remain in his possession - at least until Ray wraps up some loose ends. He remarks this is the only thing is good for and exclaims it is little wonder he has spent half of his life in prison. He furthers his bitter rant by dismissing what has become of Ray’s trade; Ray sourly reflects that where he has been, they get upset if you don’t change.


McGraw concurs. He flips through the sports pages of the local rag playing spot-the-ball. A tattoo is inked in biro pen on his left hand and his seediness screams fresh out of prison. Langton reins Topper in harshly, reminding him of his obligations and designates him Caine’s babysitter.


Langton presents two names: James Mickelthwaite and Terry Wolfe. Ray and Topper are instructed to murder them.

Harry wants it done over the weekend; he’ll be in the area for a dirty weekend with his wife and expects news of the killings to roll off the Sunday presses, warning severe repercussions if his demands aren’t heeded. He entrusts McGraw with supplying sufficient weaponry.


Ray is informed to meet McGraw at the Bearded Clam pub tomorrow morning and be fit to work; Langton comments that he is a f*cking state. The thuggish cop then proceeds to take great pleasure in shoving Ray from the car and spits on his fallen form, wishing him good luck in getting free of the handcuffs.


The player spawns sat against a tree with Ray furiously rocking his bodyweight back and forth, finally sliding his cuffed hands under his feet and over his knees. From there, he’s able to break an outdated locking mechanism and angrily lobs the cuffs into a nearby stream. He looks around, dusts himself down and begins to wander back into town...


- £250,000

- Weapons

  • Tyla

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Posted 30 January 2014 - 08:24 AM Edited by Tyla, 30 January 2014 - 10:08 AM.

The Short Straw For Topper McGraw


Arrive at the Bearded Clam public house, a riotous venue tucked away on characterized by its saltwater smell, faded matte pink brickwork and overgrown mossy front. Ray will enter dubiously with a hunched gait and thoroughly bruised face, pushing and shoving his way through a crowd fixated on a midget throwing contest. He will find Topper McGraw in the rear of the venue, drinking three Royal Marines under the table and bettering the much younger men at arm wrestling. They leave sorely, prompting Topper to challenge Ray to an arm wrestle. The player can compete either winning or losing, the loser buying the first round of pints.


Despite the pub being total mayhem and his huge intake of beer, Topper appears to be the only one totally in control of himself in this chaotic environment, rolling a joint and attempting to engage Ray in all manner of conversation. Although aloof, McGraw is astute in a world-weary, Landon Ricketts kind of way. He explains how he has spent many of his fifty years in prisons and has still travelled the world twice over. He has fought bare knuckles in a Mexican prison and chased mineral riches in Australia. He demands to know if Ray is Catholic, which he is not. He will attempt to engage him in a debate about politics and the vicious cow now in charge of the country.


After tampering is alleged in the nearby midget throwing contest, the bar is enveloped in a brawl after the midget accused is set on fire. Topper opts to lose the loons and run a few errands, which the player will accompany him on.

Follow Topper along the Eastern Esplanade, the brawl spilling out onto the street behind you.


First, accompany Topper to the Kursaal: the world’s first amusement park, pre-dating even the Liberty City Screamer.

In a state of decline, the foyer is lit by dim red neon and frequented by all manner of freaks and perverts. The amusement rides stand still and are overshadowed by the main attractions: greyhound racing and the nearby sports bar. Topper will approach his bookie and collect his winnings on the dogs. This money will finance the purchase of weapons he and Ray need to hunt down the men on Harry Langton’s kill list. Continue to walk with Topper and he will duck into a small novelty shop along the sea front, purchasing rock candy and a collection of lewd postcards. He pays for their packaging and addresses the parcel to Barlin prison in Scotland.


Walk Topper to his company car, afforded to him by his involvement as the minder of Jimmy MacFarlane, a notorious Scottish band leader. Drive to the nearby location of the weapons purchase Topper has arranged – a plot of derelict council housing. A quick survey of the surroundings shows something is not right. Investigate.


Topper will draw his Wildey Magnum from a shoulder holster and produce a Sawn Off Shotgun from beneath the passenger seat to equip Ray. Close in on the condemned structure, gun up and out. Commotion can be heard in a language foreign to both Ray and Topper. McGraw determines it is a hold up. He inspects the paper thin, rotting wall and paces backwards, clamping his tattooed hand around his wrist. He opens fire, blowing huge holes in the wall. It goes deathly quiet.


Enter behind Topper, who removes the door and surveys the scene. There are three men on the ground: two of them dead – judged as Vietnamese gangsters by appearance – and Topper’s buddy friend writing around on the floor, mortally wounded. “Poor bastard,” remarks Topper, and casually puts his friend out of his misery.

Suddenly and almost simultaneously, Topper’s left eye socket explodes: he’s shot by the last man standing, a Vietnamese child slave.


Topper curses, fires wildly until his magazine clicks, and you are prompted to execute his assailant. Blow him away with the sawn-off, retrieving his weapon, a small calibre revolver. Topper stumbles around, his eye a geyser of blood. Ray takes charge of the scene, locating the weapons in the back of a Rumpo van and leading Topper to the vehicle.


You are tasked with driving Topper to his medic, an expat German veterinarian named Cedric Kuntz who owes McGraw “a few kegs and a lawnmower.”

A meter is present for how long Topper has to live; do not let it deplete or you will fail the mission. Your task will be compounded by the obscure distance of Kuntz’s location and the slow speed of your vehicle.


Arriving at Kuntz’s property, a reclusive home on farmland where pigs and chickens roam freely, you will notice an eerie silence about the location. Ray himself will appear to draw an uncomfortable parallel with his own antics of getting patched up at a farm in earlier missions, and Topper will limp reluctantly along at your side.

Enter to be greeted by the short, sturdy Cedric Kuntz, covered in entrails and his glasses matted with dried blood both human and animal. McGraw simply sits silently in the filthy veterinarians practise and doesn’t complain: he demands only whiskey and no pity.


Mission Passed


-- With Topper temporarily out of action, the player is introduced to the concept of favors. While Topper recovers, Ray can take care of his menial tasks by visiting him at Kuntz’s practise. Doing so will earn respect. Accumulated, this will unlock McGraw as a contact.


-- The player can now compete in arm wrestling contests and midget throwing sports at any number of pubs throughout the map. Darts and Snooker are also available.


-- Greyhound Racing and Sports Betting are now unlocked at the Kursaal.

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Posted 30 January 2014 - 05:23 PM

You put together a brilliant soundtrack I have to say, I think "Pop Musik" would be best suited to the Synthpop station though.

  • Wrath049

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Posted 30 January 2014 - 09:49 PM

Lol, all of this work and you wrote "4" instead of "6."

  • Tyla

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Posted 30 January 2014 - 10:49 PM

You put together a brilliant soundtrack I have to say, I think "Pop Musik" would be best suited to the Synthpop station though.

Thank you. i agree - moved "Pop Musik" to the synthpop station now. Also added a load of new radio content. Be sure to check it out!


Lol, all of this work and you wrote "4" instead of "6."

This is a follow up to GTAIV. The topic predates GTAV's announcement by over a year.

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Omnia sunt Communia
  • Omnia sunt Communia

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Posted 30 January 2014 - 11:06 PM

Fantastic work! You can tell a lot of effort and thought has been put in to this, it really shows off. Personally London is one of my top choices for a future GTA setting, though I'm not sure Rockstar would ever go back there. But that's why these topics are so important! Helps us imagine what could be (or could of been).

  • Wrath049

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Posted 01 February 2014 - 12:37 AM


You put together a brilliant soundtrack I have to say, I think "Pop Musik" would be best suited to the Synthpop station though.

Thank you. i agree - moved "Pop Musik" to the synthpop station now. Also added a load of new radio content. Be sure to check it out!


Lol, all of this work and you wrote "4" instead of "6."

This is a follow up to GTAIV. The topic predates GTAV's announcement by over a year.


Oh my god I feel like such a wanker now. Sorry man.

  • Tyla

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Posted 01 February 2014 - 02:33 PM

Sitting Target


OST: OMD - Junk Culture


Return to Kuntz’s practise. The door will be answered by a chipper elderly woman with thick bottle bottomed glasses. She reveals herself as Kuntz’s wife, Friedegund. Ray is led through the surgery, told Topper McGraw is residing in the back room study. The camera stops to focus on the sweaty, bloodied Cedric Kuntz at work on a worn, unsanitary operating table. A young woman is the focus of his attention. A bent coat hanger is held in his greasy hand.


According to Kuntz, the patient is doing much better than expected: Topper is up and about and even retraining his hand-eye co-ordination by shooting Kuntz’s chickens. Find him in the study, writing letters to penpals in Alderney State Correctional Facility. He wears a dressing gown and is lighting up a cigarette. This is snatched away by Friedegund, who dunks it in a nearby pint glass.


Now wearing an eye patch, Topper explains to Ray that he is bored out of his wits. He walks you to the surgery where Kuntz is haggling for money with the young woman and menaces him into giving the two of you some privacy. He demands Kuntz goes out and fetches him a case of beer from the off license.


Sitting in the dirty doctor’s office, Ray and McGraw begin to plot the murders of Terry Wolfe and Jimmy Mickelthwaite.


They concur to hit Jimmy Mickelthwaite first, being that Terry Wolfe is a club owner and will leave himself open when Saturday night rolls in.


Mickelthwaite is under police guard at a flat in Southend. He is preparing to take the stand against corruption in London’s Flying Squad to escape buggery and procurement charges.


Topper summons the energy to accompany you. Ray is tasked with driving to the location and the player will spawn inside the Rumpo van from the previous mission. Topper will equip you with the pick of the weapons acquired: a Sterling SMG.




Arrive at the Malvern tower block in Southend. Survey the area. Your attention will be drawn to a squad of police protection parked in a Police Huntley, conversing with two armed officers mounted on Police Bikes. Topper will split on his own to the floor Jimmy is being housed on. Wait for the police bikes to depart on their rounds about the flats and judge the right time to make a move past the Police Huntley.


Climb the floors, taking care to avoid descending police officers on their change of shift. You will meet up with Topper McGraw on the sixth floor, tucked into an alley with a Pistol. He will bring your attention to a lone policeman standing outside Jimmy’s flat. Get rid of him.


Approach from behind, getting into a proximity the officer can’t call out for help. Ray will grab him by the legs and collar and toss him over the ledge.


Now, execute Jimmy Mickelthwaite. The hit is simple: Topper will kick the door in and you will encounter your surprised target hanging out the arse of a rent boy. Empty the SMG clip into the sheets and slay them both.


Immediately after the killings you will encounter the huge police protection operation on your escape from the high rises. One does not simply kill Jimmy Mickelthwaite.


Charge down the floors, splitting with Topper McGraw to divide the police attention: they will be waiting for you on the ground and pursue you with pistols. Spray wildly at them and duck into an alley. They will fall back for the Police Bikes to lead the chase, roaring up steps and hot on your tail.


Move through the courtyard, navigating tenants washing lines as you go. Their clothes will be strung the width of the alleyway and provide a temporary blanket of cover for you to evade the police bikes, which slow to navigate the maze of clothing. Be careful not to become trapped – police bikes will duck into your cover and kill you in an instant. Use crouch + X/Square to enter prone shooting mode, navigating rolls by using < and >.


One of the police bikes will eventually encircle the player, forcing them to act quickly. Zig zag between cover and drop to one knee, emptying your shots into the bike. The vehicle will blow up in flames and overcome the driver, who screams and crashes to his death.


You are now trapped in an alley full of burning clothes. You must navigate them quickly or soon be overcome by the smoke and flames. Doing so leaves you open to the second bike, and you must kill your final pursuer before carrying on.




Charge to the end of the alley, launching yourself over the wall. From the left you will be confronted by a pack of armed police in Police Response vehicles. It looks like the game is up for Ray when his attention is drawn to the parked Rumpo van, the doors flung open by Topper McGraw. McGraw beckons you over.


Ray will automatically jump into the back of the van, driven away at haste by McGraw. Topper will attempt to outdrive the police and find his driving is severely hindered by his lack of a left eye. This forces Ray to take to gunning the police vehicles off the road, using the rear doors of the Rumpo as cover from return fire. Blast all pursuing police off your tail to escape your wanted level.


Topper concludes the mission by bringing the van to a stop in Southend town centre, dropping Ray off near a leisure centre. He will take the Rumpo a couple of blocks and torch it. Before departing Topper makes a point of reminding you to return to Kuntz’s practise on Saturday. You have obligations and must fulfil them.


Mission Passed.


-- The player is now able to hone the prone shooting skill, minimalising Ray as a target in shootouts.


-- Ray is now able to frequent the gym. Alongside a boxing ring, the player will find weights and a series of exercises: squat, deadlift, clean and press and the bench press. Each exercise is available at three weights. Mastering the heaviest of these available weights will introduce benefits throughout gameplay.

  • The squat will increase running speed and introduce the ability to scale much higher walls and leap between buildings.


  • The deadlift decreases the amount of damage Ray recieves. It also adds to his ability to grapple with enemies.


  • The clean and press will give Ray the ability to launch those he grapples with. It will also give him a great edge in dwarf tossing competitions and other physical side missions.


  • The bench press increases the amount of damage Ray inflicts during hand-to-hand combat.

Using the gym does not alter the player's body composition - looking at the protagonist being built like a brick sh*thouse anyway, use of the gym can be considered maintenence of his physique.

  • Tyla

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Posted 04 February 2014 - 08:02 PM

Hungry Like The Wolfe


Topper McGraw is eyeing up a Page 3 spread in the boot space of a Huntley, mixing Tequila with a couple of raw eggs. He’s loosely dressed in a hideous shell-suit, the ill-fit exposing a conflicting mural of Ulster Defence allegiance across the span of his chest. Ray soon struts in the scene, strikingly outfitted head to toe in pale blue Italian linen. Camp Tony is alongside him, a Liverpudlian black market spiv with an extensive back alley boutique. He comments on Topper’s shocking outfit, comparing him to Yosser Hughes. He doesn't miss the opportunity to offer him a good price on a suit like Caine’s.


Threatening Camp Tony with a wheel brace for his lip, Topper squares up with the spiv and sends him on his way. Jumping out of the boot space, he walks with Ray, considering their next move. He offers an insight into the character of Terry Wolfe – nothing more than a two-bit, sleazy pimp with the money to attract dumb muscle. He suggests Wolfe bears nowhere near the implications for Harry Langton as the testimony of Jimmy Mickelthwaite, hinting at a motive of revenge.


Topper also floats the idea to Ray that Langton already has his £250,000 spent. He harnesses Caine’s thoughts that he should carve out a little something for his own and pick his spots to rub Langton out. He determines he would keep Wolfe alive – at least long enough for the little bastard to sign over the deeds to his club. And why not let him take the heat that’s bound to bear down on you?




Provided with foggy directions, Topper leaves you make your own way to Terry Wolfe’s club – A View to a Thrill on the high street.


Walk through the sleaze of Southend’s nightlife. Disco Rock (L I S T E N!) pours out the strip of clubs, intermittent with the rattle of train carriages from the nearby station. Ray struts, sizing up his surroundings. A drunken brawl tumbles from a bar and ends up in a water fountain. The doorman has eyes skyward with a woman between his legs.


Pass the line at Sheeesh Kebab, navigating puke with patent leather. The weak-stomached honk in the gutter; pass them by with disgust. In the car park a train gang is gathered around a party girl, legs spread across the bonnet of a car. Ray is beckoned over for a go of his own, but has more important matters to attend to.


Elated American tourists fall drunk from a casino, big winners on the tables. The couple attempt to hug Ray and hand him a £50 note, waxing lyrical about how amazing his country is.


+ £50




Arrive at A View to a Thrill, dodging doggers double parked across the pavement. Lit up with a pink neon front, a pin-up girl with spread legs winks seductively from a flickering sign above the door. It exudes gutter smut.


Ray will encounter an unflinching Scouse bouncer, not in awe of his clothes nor his demeanor. Your first task is to talk him into letting you inside: use < and > to form different combinations that attempt to appeal to his better nature. No matter which way you play it, the bouncer will spot trouble all over Ray’s face and tell him to be on his toes. He flashes a machete inside of his jacket to emphasize the point.


Violence is out of the question: a Police Van is parked opposite and they are looking for any excuse. Leave and explore the area. You will discover an alley that leads to a back entrance. Ray will boot the door in and flatten the unsuspecting bouncer on back door duty, allowing you your way in. Now locate Wolfe.


Don’t You Want Me (L I S T E N !) fills the dance floor, a tight square lit by strobe that doesn’t allow as much room for dancing as it does for copping a feel. Muscling through, your attention will be drawn to a short, lecherous, particularly seedy looking character propping up the bar with a prozzie.




What we see first of Terry Wolfe is his tongue, curled upwards of his fat, horrible lips. A bottle of cheap fizz in one hand and the other roaming around fishnet stockings, he’s having the time of his life and unaware of Ray’s approach. Study his pitiful appearance: he’s all brylcreem and camel coat, sovereign rings and zebra print winklepickers. He takes a creased £20 from his pocket and stuffs it into the whores crotch.

His demand is simple: “Lubricate.”


With a slap on the arse, her white stilettos strut to the toilets. Wolfe licks his lips.


At which point Ray corners him, imposing his frame over Wolfe’s corpulent carcass. His weaseled features creases up in a dismissive laugh: “Do you know who I am?”

Ray shoves him from his stool, dragging him into the toilets. Wolfe’s stubby legs thrash and kick out. The whore is shoved out of the cubicle with her draws around her ankles and Ray positions Wolfe over the toilet bowl, shoving his slick helmet of hair into the swirl of water.




Take great enjoyment in flushing Terry’s mouth out over the toilet. The more you bog wash Wolfe, the more a little meter next to your health and armor will fill up and the more Wolfe will gargle and plead. He eventually cracks: Wolfe admits to stealing Harry Langton’s stash of bribe money, using it to set up his little empire here on South-East England’s little corner of paradise.


Let Wolfe up for air. He continues, assuming Ray is Langton’s man and that he is here to kill him. He begs and pleads on his knees, offering up money and a stake in his club. While giving this much consideration, Ray demands Wolfe hands over all of his jewelery. He then decides to spare Wolfe.


Ray will lead Terry to what Wolfe calls his office. While he kneels down in front of his safe and attempts to remember the combination, Ray will casually kick his feet up on Wolfe’s desk and bark out orders to his new bitch. Pan around the office: there’s a pool table, punching bag and a one-armed bandit machine. A jukebox sits in proximity of the desk, a nearby stick handy for punching in numbers.


The mission fades to a close naturally, the nightclub now Ray’s headquarters.


+ £5,000

+ HQ: A View to a Thrill

  • Ray telephones Topper McGraw, making him aware of the situation. He instructs Topper to inform Langton both contracts have been fulfilled, and he wants his money back...


  • Use the telephone to call Camp Tony, introducing the ability to fence stolen merchandise. He will give you a good price for Terry Wolfe’s jewelery.


  • Ray’s mission outfit added to the wardrobe: the Bowie Suit

  • Tyla

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Posted 04 February 2014 - 08:12 PM

Grass Roots

Introduction of Grand Theft Auto IV: London's Empire System


Prior to the beginning of this mission, the player will be introduced to the empire system.


Trigger the tutorial by walking into the marker near to the large wall at the front of your office. A cutscene will play of Ray nailing a huge map of Southend to the wall. Gameplay will then intercede, zooming in on a birds-eye view of the Southend map, now active and playing in real time. This is similar to the element of shift in Driver San Francisco.


The map is outlined in a series of grids – one for each area. Like a Monopoly board, areas in close proximity to each other share colors. There are usually four or more colors for each of the three individual maps: Southend, London and Brighton.


Seizing control of all territory under one color will allow Ray to establish rackets. Rackets, wide in their diversity, are measured by the player’s criminal rating and certain levels will need to be reached before Ray can enter into them.


As Ray furthers his empire, the player will be able to scan the expanse of each map and watch criminal conflicts and deals take place in real time. In the case of seedy deals, Ray has the option of sending his goons or hired muscle to jump them and retrieve the profits for his own.


Once an area is cleared of rival gang presence – each area will be ruled over by one organization, or open and the subject of conflict between multiple gangs – the player must then purchase the territory through the empire system. The price depends on the criminal opportunities available in the area and covers the cost of placing NPC members of Ray’s gang on the streets.


Hire – Alliance – Respect tabs are outlined but locked – they will be explored later in the story.




Gameplay fades into cutscene. Ray is standing over the giant map of Southend-on-Sea, joined in the room by Terry Wolfe and the unwavering Scouse bouncer encountered from your failed attempt at entry to the club in the previous mission, now introduced formally as Conway Gage. You will also be joined by the presence of Mad Mickey, who arrives in the company of Topper McGraw. The Big Scot suitably scares the sh*t out of Terry Wolfe.


Ray will demean, belittle and chastise Terry Wolfe’s operation as a sh*tshow, all whilst offering the men before him a prosperous future under his leadership. He firmly exerts his authority over Wolfe’s former assets.


Ray then questions the markets Wolfe lost ground in: drugs and whores. Wolfe admits he had been pushed out by a recent influx of Somalian and Vietnamese gangsters who, in the absence of any substantial muscle in the area, have cornered the markets. Raymond Caine isn’t about to tolerate this on his patch.


Action is organized decisively: McGraw and Gage are to hit the block with some of the boys from the door and establish a foothold in the territory. Ray will take Wolfe and cruise around the area, cornering the market. Mad Mickey is to gather intelligence on the powers behind both outfits and reach Ray by car phone with their locations.




You will spawn outside in Ray’s Hunter, fresh from being polished by the wannabes hanging around Wolfe’s club. Your men will travel the opposite direction in Topper’s Huntley. Take to the area and get familiar with your new stomping grounds: the red-light district Caine strutted through in the previous mission. Explore the back alleys, the train station. Wolfe will instruct you to pull up alongside streetwalkers under his wing. Collecting money from them, he introduces Ray as the man about town and demands his girls are always ready to service him.


Continue to drive around. Wolfe will spot a lowly pot dealer on the steps of the University of Essex and a brief chase ensues, ending when the dealer is hounded into a blind alley. The two of you corner him. Listen to his excuses for pitiful productivity: he’s being hounded by the Somalians for a cut; the Somalians have taken over his home, shacked up with his sister and are growing grass in his loft. He’s hooked on the skag the Vietnamese are bringing in and between the brown and pills he has nothing left to give you; he turns out his pockets to emphasize the point. He offers up the Somalians in question in return for fix money.


Still sore at Ray’s earlier treatment of him, Wolfe launches into a vicious beating of the dealer while the player simply stands back and watches. Wolfe beats him to a bloody pulp. He grabs him by his cheeks and slashes him ear to ear with a blade. “Take that back to your f*ckin’ Somalians,” he says.


Return to the Hunter, just in time to receive Mickey’s phone call. He’s located the leaders of the Somalian and Vietnamese gangs – no sweat for a real professional like him. Mickey is back at the club right now, assembling ways to get at them. He also mentions Topper and the boys ran into a right score torturing a drug dealer – the proceeds are on their way to you.


+ £2,500

+ Territory


-- Taxation missions are now unlocked. Summon Conway Gage to begin taxing drug dealers in the area, beginning with the Somalians.


-- Ray is now able to frequent Wolfe's brothels for female company.

  • universetwisters

    Ich liebe dich.

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Posted 04 February 2014 - 09:51 PM

  • Ray’s mission outfit added to the wardrobe: the Bowie Suit


I thought it would've been this. What a letdown.




I kid. Great work thus far!

  • Akavari


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Posted 04 February 2014 - 11:10 PM Edited by akavari112, 04 February 2014 - 11:11 PM.

You never cease to create the darkest, sleaziest underworld scenes. I have to shower after reading one of your missions. I love it. Ray wastes no time in exerting himself up the ladder. The nightclub takeover instantly brought back memories of Vice City's Malibu Club. We can see an outfit steadily forming under Ray's influence. The situation is amping up exponentially with each chapter. I only wish I could have rode along with Topper or Mad Micky on their respective hunts. On another note, you have a solid handle on this empire system, and I can't wait to see how the rest unfolds. :^: :^:

  • TheUnholy

    Brain Stew

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Posted 05 February 2014 - 12:54 AM

Have read all of the missions. They're well-written. Also I can say some scenes, sometimes, visualized in my head. For example, when Ray beats the priest ot Ray shoves Wolfe's head into the toilet or Wolfe slices the ear of the pot dealer. As far as I remember, Blood and a Four Leaf Clover mission "Dead Men Tell No Tales" has visualized in my head ever since. Also, didn't think Wolfe could be badass and with the balls enough to slash someone's ear.


Also I think Ray may be a bearable sociopath near Trevor, his manners can be bearable on some occasions, at least. 

Money Over Bullshit
  • Money Over Bullshit

    Mack Militant

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  • Most Knowledgeable [GTA Series] 2010
    Best Concept Story 2010 "The Code of The Streets"


Posted 05 February 2014 - 07:19 PM Edited by Money Over Bullshit, 2 weeks ago.

I just read this topic in its entirety and I must say I'm really impressed. Your writing is amazing and the soundtrack and your use of it to set the scene is expertly done... I could literally see, hear and smell the scene you were setting in each and every chapter. "One does not simply kill Jimmy Mickelthwaite" absolutely brilliant :lol:


I love how gritty and at points downright sleazy this story is but I must say I think the violence in the first couple of chapters was a little bit gratuitous. Ray is a proper geezer no doubt about it but to be honest I began to hate him before I even got to know him. I'm slowly starting to come back around to him since he comes across as a lot more likeable as the story moves on. My advice would be to consider Ray's motives for each action carefully before this story turns into Hobo with a shotgun or some other exploitative dribble. Aside from that minor (and most likely subjective) gripe this is quite brilliant and I can't wait to read more.

  • BrownBear

    Dr. Green Thumb.

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Posted 11 February 2014 - 01:57 PM

This is so good man, honestly this is the best topic I've seen here. The writing is excellent and the setting and characters really jump off the page, like the way you first describe Toppers past in prisons etc. didn't need to be included, but the fact you did adds so much life to him.

When I think of '80s London my mind instantly goes to Only Fools and Horses, maybe you could have a Del Boy style black market dealer as a stranger mission or something.

Maybe a Bronson style maniac could be a good addition.

  • JumpingKentFlash


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Posted 12 February 2014 - 05:35 AM

I'd love the next one to be on London.

Niko Vercetti 112
  • Niko Vercetti 112

    That's, just, like, your opinion man

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Posted 12 February 2014 - 07:36 AM

Dan Houser needs to read this, get through to him that if GTA can work anywhere outside of the US, it's London.

Rainbow Party
  • Rainbow Party

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Posted 17 February 2014 - 07:41 PM

hey this thread is really cool although i must admit i just scrolled fast and only looked at the pictures

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