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Does anyone else agree, that car chases are way too scripted in the GT


J Cobra
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In most car chases, I can't catch up to or kill the target up until a certain point. I find most of the scripted car chases to aggravating, boring and it prolongs the mission time. The most scripted car chases were really fraustrating in GTA IV. But either way all GTA games have their scripted car chases. So do you agree or disagree?

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BlackSnow176

If you're a good enough shooter and driver, even the scripted chases would end quicker than what Rockstar had in mind. It's funny how when a chase is scripted during missions, when the NPC car or bike hits another vehicle, it sends it flying like it was hit by a full speed truck (seen it in SA and IV many times) :lol:

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PhillBellic

If you're a good enough shooter and driver, even the scripted chases would end quicker than what Rockstar had in mind. It's funny how when a chase is scripted during missions, when the NPC car or bike hits another vehicle, it sends it flying like it was hit by a full speed truck (seen it in SA and IV many times) :lol:

Additionally, puling off some physics defying moves as well.

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SuperGTFan

Reminds of that OG Loc mission where you chase that hispanic dude on motorcycles, I triggered the increased wanted cheat and the SWAT Team made a roadblock on the way, the hispanic dude carelessly drove into the SWAT trucks and sent them flying away while he's still all safe and well on the bike without even falling off of it. XD

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Algonquin Assassin

I don't really understand the point of scripted chases if it involves a minor character, but if say "Uncle Vlad" in GTA IV for example was unscripted you could effectively kill him before the cutscene and since it's actually an important part of the story it wouldn't make any sense. So in some cases I think it's necessary.

 

However I'm not a big fan of chases sequences where you try to unload a hail of bullets to no affect then the game decides to allow it at a specific point.

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I hate scripted chase sequences with a f*cking passion. Assholes turned the amazing sandbox creativity seen right from the start of the series and up to GTA VC.

From GTA SA onwards they turned their every next entry into cinematic bullsh*t, tightly scripted events and for the most part, linear set pieces.

GTA SA still preserved the freedom and choice for how you approach the missions and many opportunities to break those scripted chase sequences. So, it was balanced out well, and really didn't affect the players experience up and until GTA IV where it really feels way too scripted on too many missions. V took the same retarded, mission design even further, and furthermore slapping bullsh*t 100% requirements at the end of missions, for instance: Tight squeeze ( squeeze through two trucks ), Bus Passed ( squeeze through two busses ), Follow the Leader ( As Michael, you have to follow Trevor's bike ), and Time ( complete mission within 12 mins, etc as seen in, 'I fought the law'.

I mean, what kind of sh*t are they trying to make up for replay value, and for whom?

Babies who have just started playing video games, or those fans who are supposed to be treated with much better and improved level designing not based around scripted events and linear sequences. Such rage inducing piece of sh*t game designing is what hurts the replay ability the MOST!

It is entirely possible to create the missions in the same, classic manner where you would find excessive freedom to approach and experiment many missions which isn't insulting for your intelligence.

I don't see it happening in the so-called HD Universe trying to be movies, than video games, and that's a shame.

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universetwisters

From GTA SA onwards they turned their every next entry into cinematic bullsh*t,

The ending of "Guardian Angels" in Vice City, I'd count as a scripted chase. I mean hell, you HAD to go through that alleyway whether you wanted to or not. Bah!

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From GTA SA onwards they turned their every next entry into cinematic bullsh*t,

The ending of "Guardian Angels" in Vice City, I'd count as a scripted chase. I mean hell, you HAD to go through that alleyway whether you wanted to or not. Bah! what, bah!??

You can "do it in any way you desire, as long as he doesn't escape"

Following him through alleyway just triggers the chase through a cutscene.

Don't you have complete freedom to approach that chase?

Are you forced to kill the biker in the alleyway, and not outside??

You can adopt different tactics either dumping the bike and use a car instead. It seems you haven't seen him crash himself making it easy to shoot him or run him over by car, is it?

If you didn't experiment then that's not my problem.. Chases aren't bad as long as you have a room to approach them without following the game designers path, EACH TIME.

Basically, VC has the "freedom" to approach the missions, outside the the cutscene moments, and forces only simple mission failure conditions like one should not get way too far, nor killed ( for the most part ), and the rest is completely up to your creativeness to get those objectives completed.

You are confusing the scripted cutscene triggers with "scripted, linear approach where suddenly a truck comes from nowhere and tries to ram the player, which is an act forced upon the players to extend the chase sequences"

 

Just Business mission in SA is what fits perfectly as a strong basis for your claim, "I mean hell, you HAD to go through that alleyway whether you wanted to or not"

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universetwisters

 

 

From GTA SA onwards they turned their every next entry into cinematic bullsh*t,

The ending of "Guardian Angels" in Vice City, I'd count as a scripted chase. I mean hell, you HAD to go through that alleyway whether you wanted to or not. Bah!

 

what, bah!??

You can "do it in any way you desire, as long as he doesn't escape"

Following him through alleyway just triggers the chase through a cutscene.

Don't you have complete freedom to approach that chase?

Are you forced to kill the biker in the alleyway, and not outside??

You can adopt different tactics either dumping the bike and use a car instead. It seems you haven't seen him crash himself making it easy to shoot him or run him over by car, is it?

If you didn't experiment then that's not my problem.. Chases aren't bad as long as you have a room to approach them without following the game designers path, EACH TIME.

Basically, VC has the "freedom" to approach the missions, outside the the cutscene moments, and forces only simple mission failure conditions like one should not get way too far, nor killed ( for the most part ), and the rest is completely up to your creativeness to get those objectives completed.

You are confusing the scripted cutscene triggers with "scripted, linear approach where suddenly a truck comes from nowhere and tries to ram the player, which is an act forced upon the players to extend the chase sequences"

 

Just Business mission in SA is what fits perfectly as a strong basis for your claim, "I mean hell, you HAD to go through that alleyway whether you wanted to or not"

 

37SRf.jpg

 

>Implying I meant it seriously because I said "Bah!" at the end

 

 

 

But really though, "The Chase" is a good candidate for being a scripted chase. You absolutely have to chase the gang leader across some rooftops and then you have to chase him back to the mansion.

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PhillBellic

 

But really though, "The Chase" is a good candidate for being a scripted chase. You absolutely have to chase the gang leader across some rooftops and then you have to chase him back to the mansion.

 

Meanwhile, dodging as much gunfire as you can.

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@ universetwisters

So what is your point exactly here?

That Vice city ( than your precious GTA III ) featured so many chase sequences that for the majority of the campaign there were ONLY scripted chases, and lesser variety of open ended missions?

Neither OP, nor did I ever imply that the GTA's never had their share of scripted chases.

If you compare them with the modern GTAs they still don't overwhelm you, feeling a wave of such missions being thrown in the story.

Vice city offered a much tighter experience with every variety in its missions and including a chase mission as well, so what?

I can't deal as a player to face a few scripted chases, if it makes sense for a mission or two, but only a few, not a LOT.

In GTA V even normal missions which aren't chase sequences offer you almost little to no freedom whatsoever, regardless of the variety.

Same applies in case of IV, on a mission to mission basis, if not for the majority of the campaign.

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universetwisters

@ universetwisters

So what is your point exactly here?

 

My point is that I said Guardian Angels had a scripted chase scene as a joke and you got all offensive about it.

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And I replied because I didn't thought you were joking, when you are an avid fan of the 3D Games, otherwise I would have already known and wouldn't have gone further in explaining to you about the mission.

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@ universetwisters

So what is your point exactly here?

My point is that I said Guardian Angels had a scripted chase scene as a joke and you got all offensive about it.

"New Guardian Angels" should get you a bit serious.
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