Jump to content

R* Decisions You Couldn't Understand


Recommended Posts

3 minutes ago, TheSantader25 said:

-Opening Soon written on GTA V casino. You might as well write "f*ck you". 

Oh it'll open in a few weeks or so don't worry.😉

I better throw some GTA IV's way I guess.😎

 

-Buses only becoming active during certain chases sequences, but never spawning in traffic.

-Forklift forks are inoperable.

-Alderney using LCPD police cars despite being a different state.

-The inclusion of another Perseus when there could've been another clothing store for increased choice/variety.

-Only being able to take one friend at a time during a hangout.

-Comrades Bar not having an accessible interior in free roam even though it clearly has one during the "Uncle Vlad" mission.

GTA IV: Not including planes

 

(you could use the excuses "The map's too small" or "People will try recreate 9/11", but then again, there's GTA III, which had a far smaller map and was also based on NY, yet you could fly a plane in III, but not in IV for some reason)

GrudgefromSanAndreas
11 minutes ago, DirtCheap said:

GTA IV: Not including planes

 

(you could use the excuses "The map's too small" or "People will try recreate 9/11", but then again, there's GTA III, which had a far smaller map and was also based on NY, yet you could fly a plane in III, but not in IV for some reason)

tbh lack of parachutes is much worse even tho tbogt brought it back it should've been there from the start

1 hour ago, GrudgefromSanAndreas said:

tbh lack of parachutes is much worse even tho tbogt brought it back it should've been there from the start

 

Can't believe I forgot to mention parachutes. Yeah, I honestly was very disappointed to find out there are no chutes in IV, with no explanation given for their absence.

  • Like 4

About GTA in general: The stories are not well narrated (III, Vice City), even if the concepts are interesting and the missions are funny. Only San Andreas and maybe IV have a good narrative (and even then, it has faults).

About IV: The story, while good, doesn't match the gameplay (ludonarrative dissonance).

About V: While a decent game, it fails to have it's own personality. It feels like a watered-down San Andreas.

Edited by Motorik

You might want to sit down for this one.

General:

Spoiler
  • Every map after 3D-era Liberty City being an island. I give Vice City a pass since it's in the same area geographically as a bunch of Caribbean islands and could potentially be an in-universe Key, but San Andreas being one is really out of place. It's not difficult to give off the illusion there's more in the distance, hell even the aforementioned LC did it. Getaway got around having to model the entirety of London by placing strategic roadworks in inaccessible areas.
  • The ability to retry/replay any mission not so much as existing until TBOGT.
  • Never be that unlucky business owner who is building/renovating during the time a game takes place - it will literally never happen.

2D Era:

Spoiler
  • The idea of using a real life paper map to navigate your way around the cities was great, when the game was new. Buying a used copy without one or downloading a virtual copy that doesn't have one is much less enjoyable. They should have integrated a map in the main menu and perhaps did a "you are here" type thing at phoneboxes or safe houses.
  • R* reverting them from freeware back to paid software at the turn of this decade. Who willingly plays them since III came out, other than for nostalgic value? Driver makes them look hysterically outdated when you consider they both came out around the same time.
  • Trying to squish the storyline of Advance into the 3D era, causing some inevitable continuity errors.
  • Having that weird "land turbulence" as I refer to it, wherein driving any car at speed results in it erratically changing its heading making it almost impossible to maintain any speed without crashing.
  • Lack of any storyline whatsoever. You're literally a common thief who does these odd jobs until you get enough money to move out of the sh*thole you're in, and that's it.
  • The Hare Krishnas. Maybe it was a 90s Gen X thing but I have no idea what joke or obscure cultural reference R* were trying to make with their inclusion.

3D Era:

Spoiler
  • Car doors having no collision mesh once opened. Driver: Parallel Lines did it (can't remember if 3 did as well), so R* had no excuse.
  • Taxis not being rideable. Don't give me that crap about technical limitations, else Trip Skips wouldn't exist.
  • Vigilante missions incurring a wanted level.
  • The most exciting vehicles being those we never got to see. The Monstrosity (basically everyone acknowledges this as being the III Landstalker), the Thunder (Crack Yo' Neck made an awesome interpretation based on the Mitsubishi Starion), and the Insurrection.

HD Era:

Spoiler
  • The lack of titles (was really hoping for a V spinoff by now - guess the DLCs are R*'s attempt to fill that void)
  • Rockstar's former attitude to past car names, deliberately assigning them to vehicles that hold little resemblance to their 3D era counterparts (Manana, Jester, Kuruma etc.)
  • Giving us the trailers long before the games release. IV was 14 months, V was 22. For perspective, imagine if people got the trailer to Terminator 2: Judgment Day in October 1989. The hype probably would've vanished long before its August 1991 cinematic release.

III:

Spoiler
  • How much changed from the beta version, particularly the aesthetic of the game which went from almost cheery to gloomy. At least it turns out the car models were hiding in plain sight on the mobile version.
  • The huge amount of Britishisms that went straight over my head. Since when do cars in America have tax discs? Why is the gun store clerk a Cockney? To think that game almost had a Transit instead of the Econoline we now know as the Mule.
  • The lack of anything once the story's over. All you can do is run around, do side missions, rampages, and the collectibles. Admittedly it doesn't get much better throughout this era, but at least by SA you can do other stuff.
  • The fact that this turns out to be the culmination of the entire 3D era, and we never get a look at what happens next.

VC:

Spoiler
  • R* seriously saying that the character known only as "Supplier" was Vic.
  • Tommy's inability to swim. It's Florida for Christ's sake!
  • Just about every character being an unlikable sleazebag.

SA:

Spoiler
  • To not only have, but use a beta vehicle in multiple cutscenes for no apparent reason (CRASH's Premier).
  • To later decide that a Washington with a comically stretched roof was the best way to present an in-car cutscene.
  • Police cars going from a dangerous force to be reckoned with in III and VC to something that can barely catch up.
  • Removing fender damage from vehicles.
  • The decision to make the game the only one in the franchise wherein bailing from a moving vehicle does not affect the player character's health.
  • Fully implementing an impound system and then never telling the player about it.
  • Buildings and trees that don't appear until it's too late to avoid them while in a particularly fast aircraft (i.e. the Hydra).
  • Kamikaze pilots.
  • Out of all the missions and stores that got cut, why Emmet's even exists at all. You unlock Ammunation at virtually the same time, and who didn't mow down a few Ballas during the early game?
  • MC Eiht walking out and forcing R* to change Ryder's story. Should have just had Big Smoke kill him for threatening to spill the beans.
  • Zero's missions, including that one.
  • Your save game eventually self-destructing over time due to factors outside of your control. Traffic slowly goes off the rails (quite literally), you lose the ability to go to the gym and glitched gang territories spawn.
  • The entire Hot Coffee debacle, and R* deciding to punish PC players (which they continue to this day) instead of apologizing for corner cutting.
  • No "Stories" game afterwards.

LCS:

Spoiler
  • The fact it came out after San Andreas and thoroughly squashed all our expectations for R* to top it.
  • The fact the title is a cash-in and it shows.
  • Whoever the f*ck designed the Tommy. I waited for years wondering what R*'s first attempt at a Mini would look like and instead of this:

vmtQTWl.png

We would've got THIS?

latest?cb=20160116094621

Who in the hell thought at any point of that car's design that it looked viable?

  • The fact we never got the Bullion, Cyclone, Skoiloine or Lancer MF1 leaked to us instead.
  • Toni Cipriani holding almost zero morals and will do whatever is asked of him. Killing thousands of innocents for a property developer, whacking celebs simply because they won't talk to a creep disguised as a priest, and helping a cannibal run for office.
  • Speaking of, why the hell they made Donald Love a cannibal after showing no such or even similar tendencies in his prior appearances. It ruins his prior characterization as a philanthropist.

VCS:

Spoiler
  • Out of place HD-era assets, like a modern E-Cola vending machine in 1984.
  • The fact this is the last time historically that we see the 3D Universe.
  • The fact that R* played it safe by setting the game in 1984 instead of going back further, like the 1970s.

IV:

Spoiler
  • The painful yet necessary departure from the 3D era (even so, all of the Metal Gears occur in the same universe and that franchise spans from the third console gen through to present day so go figure) - my personal headcanon is that 3D Universe titles are shows and movies in the HD era (hence why CJ appears as Fruntalot's face in one of IV's billboards - Young Maylay became internationally renowned due to his performance in the show)
  • Roman.
  • The fact its driving physics have made anyone under the age of 25 (particularly those who have never driven a real car) proclaim that "that's how car works". Yes, even high-tech supercars should handle like a 70s Malaisemobile with a shot suspension and tires worn down to the wire.
  • Mentioned many times already, but the whole Alderney situation.
  • The fact that everyone now uses crowbcat's movie to espouse the game's pros in comparison to its successor and how it has essentially become a forum weapon to discredit any argument that V could, shock horror, be better than IV in any objective way. Basically he has done to GTA what Hbomberguy did to Fallout (though at least I don't harbor a decade-long deep-seated hatred for the former, long story but it seriously irks me how ceaseless toxicity has eventually rewarded Harry in the long run)
  • R* deciding to go full on historical revisionist with its latest update and removing the first song you hear in the game.
  • Not doing anything to the game in order to celebrate its anniversaries. Apart from a destructive update, we got nothing last year.

V:

Spoiler
  • How in the hell is the base game 65 GB? IV was just 18 in comparison.
  • Giving us all these wonderful new cars and all these amazing personalization options, and only a handful of slots to store them in single player.
  • The radio choice in general. I remember precisely nothing from them apart from the Pisswasser jingle, Weazel News updates and how the game insisted on certain radio stations in certain situations.
  • Switching characters being almost a chore. This is especially frustrating after completing an assassination and cashing out/cashing back in. God help you if the game decides to put you in a pursuit as Trevor.
  • Lack of missions per character - I remember in SA even the lesser integral characters had like 4 - 6 missions for CJ. In this game you're lucky to get 2 or 3. Solomon Richards only gets 1 until much later.
  • Mission parameters being so strict. Why is the mission failed if I do X before I'm supposed to? Why is it failed if I choose not to do Y? "No Does" applies to Cletus, Trevor should be able to abide differently.
  • The storyline being so short. San Andreas takes an average player weeks (assuming 1 3 - 5 hour session a day) and even then you had extra stuff like the Casino Heist. V took me mere days (if I had to guess, SA took me 40 days IRL, and V barely half that). I assumed when Trevor moved back to LS I was just over the half way mark, not just before the climax.
  • Figuring out Brad was dead the first time Trevor brings it up.
  • A lot of storyline exposition being left to the player. How and why does Martin Madrazo get Tyson'ed? Not once is it insinuated during the entire time the pair are exiled from LS. Only that he took his wife.
  • R* promising single player content and never getting it thanks to the popularity of Online.
  • The entire Shark card/pay to win system, including that rich mouthbreather who made a thread here claiming to spend $3k on them only to get banned represents everything that is wrong with GTA in its present state.
  • The stock market being implemented well, but not very friendly to someone who isn't willing to exploit save games. LifeInvader's stock tanks, yet never recovers. Why not? It's clearly one of the most widely used sites.
  • Said stock market straight-up bullsh*tting whenever you reload the game, giving random highs and lows each time.
  • All properties except for the McKenzie Airfield, Smoke on the Water and the Sonar Collections Dock being gigantic wastes of money due to the number of weeks it takes for them to break even.
  • The Special Abilities lending themselves to abuse far too easily. Franklin is basically guaranteed a win in street races as long as he doesn't destroy his car or himself.
  • The Street Races themselves being such a half-assed idea. From the blatant rubberbanding, to the lack of police presence (even though that was what we were shown in the trailer), and the fact you will never see opponents use anything outside of a Banshee, a Feltzer or a Sentinel XS.
  • Trevor's inconsistent characterization. We wanted a traditional unhinged psychopath like Michael Myers or Norman Bates, which we do indeed get... for about 5 seconds. From there on in it seems R* had no idea what direction they wanted to take Trevor in. Psychotic, murderous, insane or homoerotic creep with incestual tendencies and whom Freud would have a field day with.
  • However, that isn't to say Trevor didn't have a character at all. People talk about the torture scene, but not Minute Man Blues, an obvious white guilt solicitation that completely derails Trevor's character for social commentary. This mission would work for Michael, and Franklin too. But Trevor? Trevor's the guy that stomps a biker's head in after f*cking his wife directly in front of him, not the guy who gets pussywhipped by an elderly Tejano and made to kill someone he's literally gone on just two prior excursions with, and with zero payoff to boot. Trevor's the kind of psychopath that would rather cut off that guy's head, fill it with explosives, then deliver it to the two Joes, using the one that survives as his combined toilet and sex doll from that moment on.
  • TV going from plausible shows that highlight the extent of the crapsack world to a bunch of unenjoyable cartoons that look like they were made in Flash back in 2002. Why not give us the Barfs? Why not hire flash artists who are talented at what they do? Same with the in-game movies. Capolavoro had some excellent vocal direction, but the non-RDR sections are clearly IV with some props hastily copy-pasted. There are people on this forum that could have made a better visual accompaniment.
  • Speaking of TV, just 2 channels in V. That's it, just 2. In IV or any of the 3D games this would have been revolutionary, but V?
  • I liked how Gordon Moorehead returned, but they failed to recapture the atmosphere of the original serial that appeared in VCS. I imagined a live action black and white detective show like Dragnet, not a retreaux Saturday Morning cartoon. And the political incorrectness of the original has been applied in completely the wrong way this time around. Instead of playing it straight and having Gordon being filthily misogynistic to the extent that Molly chastises herself, the show is now about Moorehead being ironically racist and the show itself pointing at what it is and going "haha aren't you glad we aren't like this anymore?" instead of allowing us, the viewer, to ask that question for ourselves.

 

Edited by AlexGRFan97
Formatting.

-GTA V: In the gameplay trailer someone messed up and implied residential properties could be bought in single player right at the end as it shows the Dynasty 8 website. I like to assume this was intended for the GTAO trailer, but it's hard to tell if it was an honest mistake or deliberate misdirection.

 

-GTA V: Having no proper vehicle theft side missions despite being a staple of the series (It's literally in the name). All we have is a half arsed attempt with 5 to collect for the Epsilon Program that most people might not even bother with if they don't do that Strangers & Freaks strand. In any case the lack of an import/export type side mission in the traditional sense really makes NO sense to me.

 

-GTA V: The heist crew member selection not being as fleshed out as it could've been. In the end it doesn't matter if you choose a crew member for another heist with "improved" skills because the games's so strict and linear it doesn't make an ounce of difference.

 

It's all an illusion. Sh*t crew members will always be scripted to mess up and "good" crew members don't. It's not organic and has jack to do with their skills being improved. There's not even enough heists in the game to fully utilise them anyway since some don't even use additional crew members.

 

-GTA V: Melee combat being dumbed down to single button pushes without any hint of technique and finesse. You would have to be a really bad fighter to lose a fight in GTA V. 

TheSantader25
29 minutes ago, American Venom said:

 

It's all an illusion. Sh*t crew members will always be scripted to mess up and "good" crew members don't. It's not organic and has jack to do with their skills being improved. There's not even enough heists in the game to fully utilise them anyway since some don't even use additional crew members.

I have to disagree with this one.In certain heists sh*t crew members work just fine.Example:In the Big Score you can use Daryl Jones. There are other examples as well. As for skill improvements the most noticeable ones are the hackers. Ricky Luckens won't know anything about how the hacking in the FIB heist works unless you used him in the jewelry store job. You have to figure the whole hacking progress yourself even though it's easy anyways. Also the improved shooting accuracy(Or the already better accuracy of professional gunners like packie)of the gunmen was noticeable to me. 

 

I agree that it could have been done better though. I'm not saying it's perfect and I know based on pre release info we expected a far better system but tbh based on my experience from pre release info and trailers from other games over the years I was almost certain we wouldn't get what we speculate from watching trailers. I think the crew system was just "fine" and crew members weren't fleshed out characters but had good enough back-stories as minor characters. Just like saint f*cking Michael. 

 

 

III, VC:

-The protagonist jumps like retards. Jumping seems pointless most of the time for getting yourself out of tight situations. 

 

IV:

-No invincibility cheat

-No borders between side content and main missions. All feel the same. 

-Brucie+No Customization=WTF? 

 

V:

-Not letting us switch anytime we want instead of forcing the protagonist switch. 

Edited by TheSantader25
  • Like 6
GrudgefromSanAndreas

bringing cut content to later releases of same game. why is model of tommy seen in lcs mobile files but not in psp or ps2 version?!

  • Like 5
34 minutes ago, TheSantader25 said:

I have to disagree with this one.In certain heists sh*t crew members work just fine.Example:In the Big Score you can use Daryl Jones. There are other examples as well. As for skill improvements the most noticeable ones are the hackers. Ricky Luckens won't know anything about how the hacking in the FIB heist works unless you used him in the jewelry store job. You have to figure the whole hacking progress yourself even though it's easy anyways. Also the improved shooting accuracy(Or the already better accuracy of professional gunners like packie)of the gunmen was noticeable to me. 

 

I agree that it could have been done better though. I'm not saying it's perfect and I know based on pre release info we expected a far better system but tbh based on my experience from pre release info and trailers from other games over the years I was almost certain we wouldn't get what we speculate from watching trailers. I think the crew system was just "fine" and crew members weren't fleshed out characters but had good enough back-stories as minor characters. Just like saint f*cking Michael. 

Yeah, but the differences mostly come down to scripted events. Not necessarily their "skills" persay as it says here. https://gta.fandom.com/wiki/Heist_Crew_Members

 

The little box we get at the end of each heist that states so and so's skills have been improved (whatever they are) is basically just window dressing. Everything's dictated by the scripted events that the game classifies a "Good" or "Poor" crew member. Some gunmen are exceptions and hackers like Ricky (as you said), but not the crew members as a whole.

 

Admittedly it's been a long time since I played through the heists in GTA V so you probably have a fresher outlook than I do, but it's just what I can recall.

 

  • Like 4
TheSantader25
24 minutes ago, American Venom said:

Yeah, but the differences mostly come down to scripted events. Not necessarily their "skills" persay as it says here. https://gta.fandom.com/wiki/Heist_Crew_Members

 

The little box we get at the end of each heist that states so and so's skills have been improved (whatever they are) is basically just window dressing. Everything's dictated by the scripted events that the games classifies a "Good" or "Poor" crew member. Some gunmen are exceptions and hackers like Ricky (as you said), but not the crew members as a whole.

 

I'm still glad that R* included a handful of scripted events to emphasize on the differences because I really don't think non-scripted events are possible for this matter even now as of 2019. Take driving for instance. Do you think any developer can code it so perfectly that their skill directly effects the in-mission events without being scripted? Look at the normal free roam NPCs in different games that are actually supposed to be working "right" and even to this date barely any dev has made them drive properly without derpiness and hilarious retarded AI actions. I really don't think a non scripted system can be done for a feature like this. At least not yet.

 

The best R* could do was to increase these scripted events so that they feel more varied. Other than that I really can't think of anything they could do(except for the shooting accuracy that was actually done differently and right as well in V). 

 

Though something I can think of is gunmen dying because their health actually runs out as a result of getting shot due to being sh*t. And even that I can imagine people getting pissed off about losing money, etc because of something they are not responsible for. 

Edited by TheSantader25
  • Like 1
1 hour ago, AlexGRFan97 said:

You might want to sit down for this one.

General:

  Reveal hidden contents
  • Every map after 3D-era Liberty City being an island. I give Vice City a pass since it's in the same area geographically as a bunch of Caribbean islands and could potentially be an in-universe Key, but San Andreas being one is really out of place. It's not difficult to give off the illusion there's more in the distance, hell even the aforementioned LC did it. Getaway got around having to model the entirety of London by placing strategic roadworks in inaccessible areas.
  • The ability to retry/replay any mission not so much as existing until TBOGT.
  • Never be that unlucky business owner who is building/renovating during the time a game takes place - it will literally never happen.

2D Era:

  Reveal hidden contents
  • The idea of using a real life paper map to navigate your way around the cities was great, when the game was new. Buying a used copy without one or downloading a virtual copy that doesn't have one is much less enjoyable. They should have integrated a map in the main menu and perhaps did a "you are here" type thing at phoneboxes or safe houses.
  • R* reverting them from freeware back to paid software at the turn of this decade. Who willingly plays them since III came out, other than for nostalgic value? Driver makes them look hysterically outdated when you consider they both came out around the same time.
  • Trying to squish the storyline of Advance into the 3D era, causing some inevitable continuity errors.
  • Having that weird "land turbulence" as I refer to it, wherein driving any car at speed results in it erratically changing its heading making it almost impossible to maintain any speed without crashing.
  • Lack of any storyline whatsoever. You're literally a common thief who does these odd jobs until you get enough money to move out of the sh*thole you're in, and that's it.
  • The Hare Krishnas. Maybe it was a 90s Gen X thing but I have no idea what joke or obscure cultural reference R* were trying to make with their inclusion.

3D Era:

  Reveal hidden contents
  • Car doors having no collision mesh once opened. Driver: Parallel Lines did it (can't remember if 3 did as well), so R* had no excuse.
  • Taxis not being rideable. Don't give me that crap about technical limitations, else Trip Skips wouldn't exist.
  • Vigilante missions incurring a wanted level.
  • The most exciting vehicles being those we never got to see. The Monstrosity (basically everyone acknowledges this as being the III Landstalker), the Thunder (Crack Yo' Neck made an awesome interpretation based on the Mitsubishi Starion), and the Insurrection.

HD Era:

  Reveal hidden contents
  • The lack of titles (was really hoping for a V spinoff by now - guess the DLCs are R*'s attempt to fill that void)
  • Rockstar's former attitude to past car names, deliberately assigning them to vehicles that hold little resemblance to their 3D era counterparts (Manana, Jester, Kuruma etc.)
  • Giving us the trailers long before the games release. IV was 14 months, V was 22. For perspective, imagine if people got the trailer to Terminator 2: Judgment Day in October 1989. The hype probably would've vanished long before its August 1991 cinematic release.

III:

  Reveal hidden contents
  • How much changed from the beta version, particularly the aesthetic of the game which went from almost cheery to gloomy. At least it turns out the car models were hiding in plain sight on the mobile version.
  • The huge amount of Britishisms that went straight over my head. Since when do cars in America have tax discs? Why is the gun store clerk a Cockney? To think that game almost had a Transit instead of the Econoline we now know as the Mule.
  • The lack of anything once the story's over. All you can do is run around, do side missions, rampages, and the collectibles. Admittedly it doesn't get much better throughout this era, but at least by SA you can do other stuff.
  • The fact that this turns out to be the culmination of the entire 3D era, and we never get a look at what happens next.

VC:

  Reveal hidden contents
  • R* seriously saying that the character known only as "Supplier" was Vic.
  • Tommy's inability to swim. It's Florida for Christ's sake!
  • Just about every character being an unlikable sleazebag.

SA:

  Reveal hidden contents
  • To not only have, but use a beta vehicle in multiple cutscenes for no apparent reason (CRASH's Premier).
  • To later decide that a Washington with a comically stretched roof was the best way to present an in-car cutscene.
  • Police cars going from a dangerous force to be reckoned with in III and VC to something that can barely catch up.
  • Removing fender damage from vehicles.
  • The decision to make the game the only one in the franchise wherein bailing from a moving vehicle does not affect the player character's health.
  • Fully implementing an impound system and then never telling the player about it.
  • Buildings and trees that don't appear until it's too late to avoid them while in a particularly fast aircraft (i.e. the Hydra).
  • Kamikaze pilots.
  • Out of all the missions and stores that got cut, why Emmet's even exists at all. You unlock Ammunation at virtually the same time, and who didn't mow down a few Ballas during the early game?
  • MC Eiht walking out and forcing R* to change Ryder's story. Should have just had Big Smoke kill him for threatening to spill the beans.
  • Zero's missions, including that one.
  • Your save game eventually self-destructing over time due to factors outside of your control. Traffic slowly goes off the rails (quite literally), you lose the ability to go to the gym and glitched gang territories spawn.
  • The entire Hot Coffee debacle, and R* deciding to punish PC players (which they continue to this day) instead of apologizing for corner cutting.
  • No "Stories" game afterwards.

LCS:

  Reveal hidden contents
  • The fact it came out after San Andreas and thoroughly squashed all our expectations for R* to top it.
  • The fact the title is a cash-in and it shows.
  • Whoever the f*ck designed the Tommy. I waited for years wondering what R*'s first attempt at a Mini would look like and instead of this:

vmtQTWl.png

We would've got THIS?

latest?cb=20160116094621

Who in the hell thought at any point of that car's design that it looked viable?

  • The fact we never got the Bullion, Cyclone, Skoiloine or Lancer MF1 leaked to us instead.
  • Toni Cipriani holding almost zero morals and will do whatever is asked of him. Killing thousands of innocents for a property developer, whacking celebs simply because they won't talk to a creep disguised as a priest, and helping a cannibal run for office.
  • Speaking of, why the hell they made Donald Love a cannibal after showing no such or even similar tendencies in his prior appearances. It ruins his prior characterization as a philanthropist.

VCS:

  Reveal hidden contents
  • Out of place HD-era assets, like a modern E-Cola vending machine in 1984.
  • The fact this is the last time historically that we see the 3D Universe.
  • The fact that R* played it safe by setting the game in 1984 instead of going back further, like the 1970s.

IV:

  Reveal hidden contents
  • The painful yet necessary departure from the 3D era (even so, all of the Metal Gears occur in the same universe and that franchise spans from the third console gen through to present day so go figure) - my personal headcanon is that 3D Universe titles are shows and movies in the HD era (hence why CJ appears as Fruntalot's face in one of IV's billboards - Young Maylay became internationally renowned due to his performance in the show)
  • Roman.
  • The fact its driving physics have made anyone under the age of 25 (particularly those who have never driven a real car) proclaim that "that's how car works". Yes, even high-tech supercars should handle like a 70s Malaisemobile with a shot suspension and tires worn down to the wire.
  • Mentioned many times already, but the whole Alderney situation.
  • The fact that everyone now uses crowbcat's movie to espouse the game's pros in comparison to its successor and how it has essentially become a forum weapon to discredit any argument that V could, shock horror, be better than IV in any objective way. Basically he has done to GTA what Hbomberguy did to Fallout (though at least I don't harbor a decade-long deep-seated hatred for the former, long story but it seriously irks me how ceaseless toxicity has eventually rewarded Harry in the long run)
  • R* deciding to go full on historical revisionist with its latest update and removing the first song you hear in the game.
  • Not doing anything to the game in order to celebrate its anniversaries. Apart from a destructive update, we got nothing last year.

V:

  Reveal hidden contents
  • How in the hell is the base game 65 GB? IV was just 18 in comparison.
  • Giving us all these wonderful new cars and all these amazing personalization options, and only a handful of slots to store them in single player.
  • The radio choice in general. I remember precisely nothing from them apart from the Pisswasser jingle, Weazel News updates and how the game insisted on certain radio stations in certain situations.
  • Switching characters being almost a chore. This is especially frustrating after completing an assassination and cashing out/cashing back in. God help you if the game decides to put you in a pursuit as Trevor.
  • Lack of missions per character - I remember in SA even the lesser integral characters had like 4 - 6 missions for CJ. In this game you're lucky to get 2 or 3. Solomon Richards only gets 1 until much later.
  • Mission parameters being so strict. Why is the mission failed if I do X before I'm supposed to? Why is it failed if I choose not to do Y? "No Does" applies to Cletus, Trevor should be able to abide differently.
  • The storyline being so short. San Andreas takes an average player weeks (assuming 1 3 - 5 hour session a day) and even then you had extra stuff like the Casino Heist. V took me mere days (if I had to guess, SA took me 40 days IRL, and V barely half that). I assumed when Trevor moved back to LS I was just over the half way mark, not just before the climax.
  • Figuring out Brad was dead the first time Trevor brings it up.
  • A lot of storyline exposition being left to the player. How and why does Martin Madrazo get Tyson'ed? Not once is it insinuated during the entire time the pair are exiled from LS. Only that he took his wife.
  • R* promising single player content and never getting it thanks to the popularity of Online.
  • The entire Shark card/pay to win system, including that rich mouthbreather who made a thread here claiming to spend $3k on them only to get banned represents everything that is wrong with GTA in its present state.
  • The stock market being implemented well, but not very friendly to someone who isn't willing to exploit save games. LifeInvader's stock tanks, yet never recovers. Why not? It's clearly one of the most widely used sites.
  • Said stock market straight-up bullsh*tting whenever you reload the game, giving random highs and lows each time.
  • All properties except for the McKenzie Airfield, Smoke on the Water and the Sonar Collections Dock being gigantic wastes of money due to the number of weeks it takes for them to break even.
  • The Special Abilities lending themselves to abuse far too easily. Franklin is basically guaranteed a win in street races as long as he doesn't destroy his car or himself.
  • The Street Races themselves being such a half-assed idea. From the blatant rubberbanding, to the lack of police presence (even though that was what we were shown in the trailer), and the fact you will never see opponents use anything outside of a Banshee, a Feltzer or a Sentinel XS.
  • Trevor's inconsistent characterization. We wanted a traditional unhinged psychopath like Michael Myers or Norman Bates, which we do indeed get... for about 5 seconds. From there on in it seems R* had no idea what direction they wanted to take Trevor in. Psychotic, murderous, insane or homoerotic creep with incestual tendencies and whom Freud would have a field day with.
  • However, that isn't to say Trevor didn't have a character at all. People talk about the torture scene, but not Minute Man Blues, an obvious white guilt solicitation that completely derails Trevor's character for social commentary. This mission would work for Michael, and Franklin too. But Trevor? Trevor's the guy that stomps a biker's head in after f*cking his wife directly in front of him, not the guy who gets pussywhipped by an elderly Tejano and made to kill someone he's literally gone on just two prior excursions with, and with zero payoff to boot. Trevor's the kind of psychopath that would rather cut off that guy's head, fill it with explosives, then deliver it to the two Joes, using the one that survives as his combined toilet and sex doll from that moment on.
  • TV going from plausible shows that highlight the extent of the crapsack world to a bunch of unenjoyable cartoons that look like they were made in Flash back in 2002. Why not give us the Barfs? Why not hire flash artists who are talented at what they do? Same with the in-game movies. Capolavoro had some excellent vocal direction, but the non-RDR sections are clearly IV with some props hastily copy-pasted. There are people on this forum that could have made a better visual accompaniment.
  • Speaking of TV, just 2 channels in V. That's it, just 2. In IV or any of the 3D games this would have been revolutionary, but V?
  • I liked how Gordon Moorehead returned, but they failed to recapture the atmosphere of the original serial that appeared in VCS. I imagined a live action black and white detective show like Dragnet, not a retreaux Saturday Morning cartoon. And the political incorrectness of the original has been applied in completely the wrong way this time around. Instead of playing it straight and having Gordon being filthily misogynistic to the extent that Molly chastises herself, the show is now about Moorehead being ironically racist and the show itself pointing at what it is and going "haha aren't you glad we aren't like this anymore?" instead of allowing us, the viewer, to ask that question for ourselves.

 

Quoting huge post to make a tiny comment coming right up

 

I think the last gen version of V was only 16 GBs, IV was 18 on PC and I think 8 on console. V got bumped way up to 50GBs on next gen and PC for textures and stuff I guess and has 15GB in sh*tty online updates. RDR2 is over 100GB on console, lol. 

Edited by Equatecurl
Typos
25 minutes ago, TheSantader25 said:

I'm still glad that R* included a handful of scripted events to emphasize on the differences because I really don't think non-scripted events are possible for this matter even now as of 2019. Take driving for instance. Do you think any developer can code it so perfectly that their skill directly effects the in-mission events without being scripted? Look at the normal free roam NPCs in different games that are actually supposed to be working "right" and even to this date barely any dev has made them drive properly without derpiness and hilarious retarded AI actions. I really don't think a non scripted system can be done for a feature like this. At least not yet.

 

The best R* could do was to increase these scripted events so that they feel more varied. Other than that I really can't think of anything they could do(except for the shooting accuracy that was actually done differently and right as well in V). 

 

Though something I can think of is gunmen dying because their health actually runs out as a result of getting shot due to being sh*t. And even that I can imagine people getting pissed off about losing money, etc because of something they are not responsible for. 

 

Not saying they could've done away with the scripted events, but I don't think it's that far out of reach for skills of the A.I to be more directly influenced. How do you think it works in sports games like Madden, Fifa etc or racing games? Different skilled A.I perform differently. That's the illusion GTA V tries to create with the crew members for the most part. 

 

@EquatecurlCurrent gen games are getting bigger and bigger in size. I wouldn't be surprised if next gen the average size of most games is what Red Dead Redemption 2 is now. 100GB will become the norm. Guarantee it.

  • Like 3
TheSantader25
3 minutes ago, American Venom said:

 

Not saying they could've done away with the scripted events, but I don't think it's that far out of reach for skills of the A.I to be more directly influenced. How do you think it works in sports games like Madden, Fifa etc or racing games? Different skilled A.I perform differently. That's the illusion GTA V tries to create with the crew members for the most part. 

 

@EquatecurlCurrent gen games are getting bigger and bigger in size. I wouldn't be surprised if next gen the average size of most games is what Red Dead Redemption 2 is now. 100GB will become the norm. Guarantee it.

Regarding sports I believe there are far more different attributes that "together" can make a difference in different skilled players. But we don't have that many attributes for shooting. Accuracy is pretty much the most noticeable thing that comes to mind that once again was the only non scripted thing done right in V regarding crew members. 

 

Look at our Racing games. They are STILL using heavy rubber banding and still haven't found a proper coding way for balanced experience. 

 

Once again I direct you to the jewelry store heist. Do you think the normal AI can even make it to the end of that tunnel without crashing a hundred times? Nope. It just has to be scripted. We still can't even make an "intelligent" AI that can drive normally in our racing games. Let alone doing one in a game like GTA where driving is just one of the thousand mechanics that have to be coded. I think we need a revolution regarding AI for this system to work. 

TheSantader25

V:

-Not letting us choose crew members for two of the heists. It would really flesh out the crew members and skill improvements more if they were present for more heists. 

 

IV:

-Phone going down due to getting shot. I know you wanna be realistic R* but don't be tedious!

Edited by TheSantader25
  • Like 5
46 minutes ago, TheSantader25 said:

IV:

-Phone going down due to getting shot. I know you wanna be realistic R* but don't be tedious!

Ugh this was so annoying. I remember missing several calls because Niko would get shot while answering the phone. Especially while escaping cops at the ending stage of some missions. 

 

  • Like 2
5 minutes ago, Son of Zeus said:

Ugh this was so annoying. I remember missing several calls because Niko would get shot while answering the phone. Especially while escaping cops at the ending stage of some missions. 

 

Same thing with entering cars, glad it was fixed with V

  • Like 3

-GTA V: The weird hybrid health system that's half of the traditional health system and half regeneration. Do one or the other. It doesn't make much sense from a design point of view.

 

-GTA V: The protagonists changing clothing during switches. I get this is to make it seem like they're "alive", but it doesn't change the fact it's annoying and almost makes clothing customisation pointless. I try to avoid switching to Trevor for this very reason (unless I absolutely have to) because he'll likely be wearing undies (because he's so "cool") or some other disgusting sh*t rag. 

 

-GTA V: Being pestered by needy property managers with texts to do some sh*tty task for them instead of having the ability to choose when to do them.

 

-GTA V: Certain features reserved for the current gen versions and only available for those who had the game on PS3 or 360 originally. That's f*cking cheap and low brow if you ask me.  

GrudgefromSanAndreas
1 hour ago, American Venom said:

-GTA V: The weird hybrid health system that's half of the traditional health system and half regeneration. Do one or the other. It doesn't make much sense from a design point of view.

Mafia 3 did it better tbh, you also had those syrettes or whatever it's called you can carry a pack of them and heal yourself whenever you need to

1 hour ago, American Venom said:

-GTA V: Certain features reserved for the current gen versions and only available for those who had the game on PS3 or 360 originally. That's f*cking cheap and low brow if you ask me.  

Tha's called Returning Player Bonus and it's as retarded as Online content not available in SP, possibly even worse.

  • Like 2
TheSantader25

IV/EFLC:

 

-Not including the EFLC gameplay elements in the IV vanilla game. It seems like they intentionally held on to it for making more money. 

 

-Not being able to use the EFLC gameplay elements and vehicles in GTA IV in the downloaded version. C'mon give me a reason to go back to IV after the EFLC release. I played TBOGT far more than IV for these features and I would play IV instead if they let us use those features in IV as well once we download it. This is one of the reasons I consider EFLC a "separate game". 

 

  • Like 2

-GTA V: Not being able to call the other protagonists for back up whenever you want. Just WHY R* WHY???? 

  • Like 7
Hmmm nice bike
1 hour ago, American Venom said:

-GTA V: Not being able to call the other protagonists for back up whenever you want. Just WHY R* WHY???? 

Better yet, why not co-op mode? Let two friends join in as other protagonists and do the missions where all three of them work together, or just mess around on the map as the characters like in Saints Row 2. Even though I think having 3 protagonists was a poorly executed gimmick, it would have been the perfect excuse to introduce co-op.

-Vice City. For using its real state name of Florida. Yes I know there was a "See you in Miami" reference in GTA III, but still within the context of the rest of the series it's weird that it's the only GTA city in a real state. In fact I find it bizarre in general when real life locations are referred to.

 

-GTA III. Not having motorbikes or helicopters.

 

-VCS. The Malibu Club being an inaccessible interior. 

  • Like 2

GTAV, not having restaurants and not marking the stores on the minimap in single player  

 

V, only one strip club

 

V, no way to get to the top of the maze bank tower even when theres a mission trigger up there, like wtf?

TheSantader25
10 hours ago, American Venom said:

-Vice City. For using its real state name of Florida. Yes I know there was a "See you in Miami" reference in GTA III, but still within the context of the rest of the series it's weird that it's the only GTA city in a real state. In fact I find it bizarre in general when real life locations are referred to.

Yeah one might think it was BEFORE R* started using fake names for states but if I'm not mistaken "San Andreas" is actually mentioned in KCHAT so it leaves no excuses. 

Grotti Vigilante

GTA V: Why on Earth did Rockstar decide to remove the crouching system in favour of a stealth system that is barely implemented into the game? For crying out loud, who actually complained about being able to crouch? 

ChengizVlad09

- Decission to implement Feemium, Grinding, MICROtransaction, Pay-to-Win concepts that are overwhelmingly destroying any kind of possibly entertaining aspects of gaming, is not only eating multiplayer components, but singleplayer portion of the games as well. These are PREDATORY PRACTICES at their finest.

 

If you have a game where multiplayer part is entirely based on grinding - which can be defined as a repetition of huge number of mearly the same, demeaning actions that take ridic(k)ulous amount of time to complete - and the entire gameplay is at best boring and time consuming and above all else, the game DEMANDS you to PAY in order to allow you to SKIP all that grind, so you can be 'AWARDED' in the end, then there's something really wrong with that game. Basically they don't want us to play the game and have fun but to pay so we can avoid all that - playing the game - and have an illusion we are having fun instead. It simply means games aren't even meant to be fun and engaging.

 

If you think that's reserved to MP portion exclusively, then think again. How in the hell, they can make the SP fun and engaging, anything that can be even remotely immersive compared to its MP aspect, when by doing exactly that, they would clearly give advantage to something where we wouldn't spent another dime anymore and we could have fun just by playing the game without any need to be extorted any further.

 

T2 is clearly more vicious and more cunning than those a-holes at EA or Activision/Blizzard, 'cause they have Rockstar under their wing that is still capable of creating excellent stories and narrative to bribe us with and to trick us that their games are somewhat good. V and RDR2 are clear examples that other than story and graphics, nothing in regards to real gameplay concepts; like mechanics, immersion within the world around, action-reaction and interaction, challenge and skill, discovering different systems, having decent AI or anything outside the scripted missions and story that could keep our attention because it has a real MEANING behind it and because it is FUN, is considered redundant and unwanted simply for a reason it stands in the way of PAY EXTRA-TO-PLAY-THIS-PIECE OF $HIT mechanics.

 

When you think about it, they (T2/R*) are the only company that charge their customers/community extra for the GENRE itself; open worlds they create are being monetized despite having jack sh*t to offer in true sense of the open world game; we'll get the SP story for 60 bucks where open world has nothing to give, it's empty at its best - ok, other than some stuff to buy and customize unsurprisingly - and in MP anything you want to immerse yourself in, irronically that wasn't even there to begin with in SP - pretty much the same stuff to buy and customize - is being heavily overpriced and charged and put there as a trap so we can be preyed upon with that microtransaction $hit.

 

 

Edited by ChengizVlad09

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.