While it's true The Lost featured a fair amount it was only in the capacity of generic mooks. I'd rather have them not feature at all. I hate doing and in most cases refuse to do any anti Lost mission in online or single. I don't even view them as The Lost we knew.
Ironically thus far I've always found anti-Lost missions to be some of the best in modern Grand Theft Autos.
Chasing after Jason and Jim were the best bike chases in IV.
The two missions dealing with Brian in Lost & Damned were better paced and the goons more satisfying to kill than, say, the ones dealing with the Angels of Death oddly enough.
And the on-rail chase in Ballad of Gay Tony were you toss dozens of sticky bombs on defenseless bikers was also one of the best missions in the dlc.
I personally find the shooting mechanics in V to be a bit less amusing to play so I generally disliked shootouts in this one, but shooting at Lost bikers still feels more relevant than random Hispanic drug dealers, government agents, mercenaries, or whatever it is the story tosses at you.
The missions that puts you dealing with Lost mooks just feels less artificial compare to all your other targets, it felt less like engaging hordes of endless gang bangers that ambushes you in waves and more like, I don't know, engaging an already established gang?
Maybe the fact that all three story missions that you had attacking the Lost pitched you attacking their headquarters instead of random street fights.
I mean i'll take any of Trevor's missions any day over another shootout against the Ballas. The one at the sawmill in the woods in particular was just ... weird.
Never played Online, although I suspect the missions in Online are just one unrelated shootout to another where just about any gang gets their share of body count.
You may be right, it could have been Rockstars way of saying goodbye but It still alienates people who paid for and enjoyed the DLC. To make matters worse, the very in depth and multi layered Johnny is killed by the shallow, contradictory, simple minded and hypocritical Trevor who was solely designed to appeal to the shallow player who cares not for plot but random destruction.
I also just noticed that Johnny's last line was "I messed up" ...
It's a far cry from Victor Vance's "I think we have a deal my friend ha ha ha ha" *boom headshot*.
If anything, it's interesting to note that there are quite a number of people who remarked just how unsympathetic and detestable the protagonists of V are. I absolutely do not recall people lambasting at Niko Bellic's hypocrisy years ago, instead sympathies for Niko was felt althoughout.
Rockstar may have deliberately wanted to make V's protagonist incredibly difficult characters to relate to, but I don't know, it does feel sketchy.
I don't think the shallow players who care nothing but random destruction actually even 'get' the full extent of Trevor's characterization. As in, I don't think these players will even pause for a moment to reconsider Trevor's actions and behaviors aside from 'finding it funny'.
But such players were always there, they've certainly played Lost and Damned too.
My point is that Trevor as a character is still an intimate creation by Rockstar. The character design is there to fulfill their own intentions, which in Trevor's case is their attempt to reconcile the story to gameplay segregation of a Grand Theft Auto game by making a playable character that feels natural to play within the context of a sandbox game. A character that behaves consistently with the same insane universe he inhabits in.
I was about to continue with a controversial statement here, but I better dump it in another neighboring topic instead.
It basically throws anyone who cared for storyline depth under the bus and gives them the finger and whether this was their intention only time will tell but it's for all these reasons that people are pissed.
I'm pretty sure we haven't heard the last from the Lost yet in upcoming DLC, consider these two elements:
- The meth business. Trevor took out the Lost in order to secure the monopoly on the meth market, specifically so that he alone can secure the trades with the Chinese Triads. Which the plan didn't work since the Triads had preferred operating their trades with the O'Neil brothers, and subsequently the reason why the Triads surfaced in the last quarter of the story to bring retaliation is because Trevor's attitude had lead to no one thriving in the meth business, and in one of the game's endings at least, also killed off one of the Triad leaders.
So let's sum this up: the O'Neils are all dead, both the Triad's and Lost's presence in Blaine County are crippled under Trevor's actions, and Trevor himself still hasn't found a buyer to properly fund his Enterprise.
This meth subplot is basically left without an end, I wouldn't be surprised if there was a continuation to this ...
- Secondly there is much talk about the DLC focusing with the opening of the casino located at East Vinewood. It just so happens that is located right next to the East Vinewood bar that is full of Lost bikers; it's not made clear whether this is the Lost's Los Santos clubhouse or just a bar they hang out often, but unlike Hookies, another bar often visited by the Lost, this one seems more likely to be one of their base of operations.
The opening of the prestigious casino right next to this unsavory local biker business is bound to have some repercussions. If the protagonist are on friendly term with the casino managers they may be tasked in persuading the Lost to leave, maybe by stealing a firetruck and hosing the bikers one by one, I don't know. Reversely if the protagonists are not on friendly terms with the casino, they may deviously lure the Lost bikers into storming the casino floors. Creating a bit of mayhem, and possibly even steal some horses from the hippodrome just behind the casino.
Bikers on real horses, that'll seal the modern cowboy image.
I will agree obviously that the Trevor/Johnny interaction had more meaning but this is mostly because of Johnny's character, not Trevor's. Trevor is merely a tool in that scene (in more ways than one). The Michael/Trevor scene is meaningless because Trevor is a man who despite preaching loyalty is loyal only to himself and cares little for the feelings or needs of others.
That entire scene was based on Trevor feeling betrayed but he really brought it upon himself with his selfish behaviour. So obviously the scene loses meaning and drama.
I still like the fact that Trevor was simply too upset about the fact that Michael was still alive, and basically had Johnny confronted Trevor sooner rather than now, it would have played out quite differently.
Assuming Johnny doesn't yell out Trevor's berserk button, "Hey I'm talking to you, motherf***er!"
The cemetery scene just kind of feels loose.
I would have rather the fact that Michael wanted Trevor dead in the first place to be put forward, meaning I find the fact that 'Michael wanted Trevor to be the one in the grave' to be the more interesting source of drama rather than the not-so-hard-to-figure-out bit about learning 'who is the grave' which they focused on too much and for not real payoff either.
In any case it's a pity they had to fit Franklin into all this, and Franklin didn't solved any of the issues other than shouting at the other two to be cool and stop moaning, and Michael and Trevor both obey like scared children caught with their hand in the cookie jar for the first time, it's really odd, especially Trevor would always commands people to shut up or talk whenever he needs either of it. Anywya.
That said it is good to hear from you again Grievous.
Honestly I didn't expected to be back so soon, then again I didn't expect to leave so suddenly back in December either! Sudden time constraints and all, didn't even get to finish my third playthrough of V!
I was hoping that by the time I have the time to come back on the forum the dlc would have came out, or at least been announced by now, in order to push the conversation somewhere further than it has been for, what, nine months now?
When I do have the time, I do get to send off my imperial wall of text armada.
But when I don't have the time, the fleet stays docked, rusted, and hides in the Bermuda triangle, where not even Trevor Philips can breach through. Ever.