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Recommended Posts

GhettoJesus

I don't mean to stir up another war between IV lovers and IV haters but anyone else feel like the gangs in IV were a massively wasted potential? It's cool we finally got to work with the Russians and there were so many gangs but half of the game you are just working for the Italian mafia. Again. Just like in 2 previous games. I get it that a lot of these were ethnic gangs but come on, so is the mafia.

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DR:BUSTA

Since GhettoJesus mentioned it 

I must say that rockstar f*cking sucks when it comes to writing for the Italian Mafia 

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Carbonox

I hate how they made the weakest of all the Italian mob bosses a final antagonist in one ending. I know Niko might be in a world of trouble for offing a Messina leader or whatever, and that story likely would have no happy long-term ending in sight, but you gotta have some kinda high stakes, mang.

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Americana

Yeah, well - to be honest, Pegorino was a weird choice. He should have been killed off in a normal mission, just like Ray.

Edited by Americana
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Wayne Kerr

I feel gangs in GTA V were a lot more wasted potential tbh, the Marabunta Grande, the Kkangpae were barely even featured in the story, at least in IV we got to see the majority of the gangs in missions even if it would have been fun to work for more but it still is okay in IV imo, we worked for the Russians, the Italians, the Irish and even a Puerto Rican drug baron. 

 

As for Pegorino as an antagonist, yeah I agree he doesn't make a good final boss. Dimitri/Bulgarin would have made a much better choice as final antagonists but then TBoGTs plot gets screwed I guess

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GhettoJesus
1 hour ago, Wayne Kerr said:

I feel gangs in GTA V were a lot more wasted potential tbh, the Marabunta Grande, the Kkangpae were barely even featured in the story, at least in IV we got to see the majority of the gangs in missions even if it would have been fun to work for more but it still is okay in IV imo, we worked for the Russians, the Italians, the Irish and even a Puerto Rican drug baron. 

 

As for Pegorino as an antagonist, yeah I agree he doesn't make a good final boss. Dimitri/Bulgarin would have made a much better choice as final antagonists but then TBoGTs plot gets screwed I guess

Agreed. I was surprised to find out that there are Salvadoran, North Korean and Armenian gangs and I was just like: "Where the f*ck were they?". Had they explored the hood life more we could have seen some of these gangs but alas they screwed it up.

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Americana

I mean, gangs in Grand Theft Auto V are 100% wasted potential because they weren't even used.

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RenegadeAngel

Actually, the more you think about it, the more you understand that we've yet to see a GTA (apart from maybe TLAD) with a focus on a particular sort of crime. Every mainline GTA is mostly a mishmash of different things. I guess LCS was trying to do a mob piece, but meh...

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Wayne Kerr

I guess GTA III kind of is the most 'focused' of the mainline ones in terms of a crime theme. Claude is almost entirely a hitman partaking mainly in assassination missions but then he does other crazy stuff like drive a van distributing pr0no mags all over the city, so yeah idk lol

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Staunton Assassin
8 minutes ago, Wayne Kerr said:

I guess GTA III kind of is the most 'focused' of the mainline ones in terms of a crime theme. Claude is almost entirely a hitman partaking mainly in assassination missions but then he does other crazy stuff like drive a van distributing pr0no mags all over the city, so yeah idk lol

Actually, he has to collect the magazines that are being accidentally scattered all over Portland by a stolen magazine shipment van, thanks to the rear doors being left open by the thief.

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DR:BUSTA

13062d0d214d5c84f659d191f08cbcf4.jpg

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144523e847f015c42d5c46dc110c2d5f.jpg

I just noticed that CJ crossed paths with his mother's killer twice 

And probably killed him during "ice cold killa" I mean he didn't appear outside of the cutscene but the same happened in the introduction rocktsar used the generic fat balla who looked Similar to him instead so he was probably there but rockstar were lazy to make a gameplay version of his model .

Edited by DR:BUSTA
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VCPR Official

oh god, why @Chris Liberty don't have english subtitles at his channel, he has some insight but sadly I don't know sh*t in French :kekw:

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Anyone noticed how often in Rockstar games with 3 separate regions that are unlocked one at a time, a big deal is made out of unlocking the second one, but the third almost always gets given to you extremely subtly, off-screen and with next to no warning? Observe:

 

In GTA III, when it's time to leave for Staunton, you explicitly sail there, also getting your first touch of boat gameplay to show off that things will be different now, and Asuka informs you of a newly awarded safehouse on the island. Shoreside Vale is given to you for completing A Drop in the Ocean, a mission that you wouldn't think would unlock that, and you might not even know until you accept a later mission and discover that the destination marker is now suddenly in SSV and the lift bridge is active. I also think D-Ice's pager text only arrives when you actually enter the island in free roam for the first time? Furthermore, the SSV safehouse is given out of nowhere, leaving it pretty much up to you to decide how Claude got it. Assigned by Asuka again? By D-Ice as a deal sweetener? Or it might've been where he lived before the prologue. You decide.

 

Vice City's a bit of the same, but with just 2 main islands and a few minor inbetweeners. You unlock Leaf Links and Starfish Island early on, and they're presented somewhat noticeably when you do so. The mainland just suddenly opens up after Phnom Penh '86, without any distinct foreshadowing. The storm warning's just suddenly over, enjoy.

 

San Andreas... now that has a lot to unpack. Technically you unlock all of San Fierro and the Badlands in one fell swoop, same with Las Venturas and Desert, but there's a bit of separate unlocking going on too since you can only start buying property in the new cities once you've completed the mission strands in their respective countrysides first. However, the same logic applies again - it's a big deal when you get dumped to Badlands from LS, and when you drive to San Fierro with The Truth (for what should be the first time lore-wise). The Desert comes up after Yay Ka-Boom-Boom, with no warning until you check where the new mission marker actually sits. Likewise, you first officially go to Las Venturas kind of abruptly following Flight School.

 

LCS reuses GTA III's map and logic. This time you jump the broken bridge to get to Staunton before driving straight to your brand new safehouse. As for SSV? Unlocked through Love on the Rocks, which has nothing to do with the new island itself. The Cedar Grove safehouse is just as much a perplexing mystery as Wichita Gardens' in III, too.

 

GTA IV, now this I remember quite well. After we get over the fact Bohan is available immediately at the start, despite being separated by water and not playing into the story until ~15 missions in, once it's time for Algonquin, you actually drive there with PBX, with lucrative job opportunities on the horizon. A bit jarring to have that happen on an average mission, maybe, but you could say so was LCS' transition to Staunton. Now what about Alderney? I remember wanting to get the whole map unlocked really bad and asking on a forum when I would get to Alderney, right after I'd robbed the bank (Three Leaf Clover). Imagine the shock when I was informed that was the mission, in fact. Nothing to do with the final island, but sure enough, no more barricades.

 

To go off on a tangent, the original RDR did this too, but with some actual foreshadowing for a change. Going to Mexico was a distinctive moment, with the whole raft thing and the song that plays once you finally reach land. When it's time for West Elizabeth, you do know it's coming 1 mission in advance thanks to the encounter with the agents, but the game doesn't really put a huge magnifying glass over it like with Mexico. One moment you're overthrowing the colonel, the next you see a new mission way over in Blackwater and a new safehouse and the blue train on the map, out of nowhere.

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Staunton Assassin
On 2/23/2021 at 10:59 PM, Carbonox said:

Unlocked through Love on the Rocks, which has nothing to do with the new island itself.

Actually, it kinda does. After the mission, Toni gets a call from Salvatore telling him to come to the Pike Creek police precinct (citation needed). As for the "free" safehouse in Cedar Grove, I'd like to imagine Toni bought it.

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Staunton Assassin

Excuse the double-post, but-

 

The only thing I've ever disliked about III is that God-awful, "roar"-ish train sound.
It's annoying, way too loud, can be heard from a ridiculous number of miles away and the audio compression only makes it even more worse.

 

To be honest, there has never been even a single moment in the game where I haven't heard the train coming. It's audible in the streets (even if the train's in a tunnel below), in the sea... everywhere.
Thank God R* finally toned this down in LCS by using a lot less annoying train sound.

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Wayne Kerr

For me the train sound is like a signature part of III, haven't played it in a while but now that you say it I can hear that train sound almost vividly! :lol:

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