Video Games
Reviews: “Grand Theft Auto IV” will change your life
Video game reviewers just can't get enough of this game (with apologies to Zach Braff, the Shins, and Natalie Portman).
Grand Theft Auto IV
There’s a cheesily awesome scene in “Garden State” in which Natalie Portman hands her headphones to Zach Braff, promising him that the song — “New Slang” by The Shins — will “change your life, I swear.” The bit is meant to illustrate that head-over-heels sensation great art sometimes induces in us; the experience is so grand, so deeply amazing, our efforts at describing the thing inevitably end up sounding vaguely embarrassing, as if we’d lost all self control.
Well to hear reviewers tell it, “Grand Theft Auto IV,” the much-anticipated sequel to the intelligent, violent, resplendently liberating, and very popular video game series, is like that Shins song: “GTA IV” will change your life.
Here, for instance, is how Game Informer’s Andrew Reiner starts his review of the game (which hits store shelves today):
I now know how film critics felt after screening “The Godfather.” It’s been days since “Grand Theft Auto IV”‘s credits rolled, yet I can’t seem to construct a coherent thought without my mind wandering off into a daydream about the game. I just want to drop everything in my life so I can play it again. Experience it again. Live it again.
Reiner’s not alone in seeing Sistine Chapel-scale magnificence in “GTA IV.” Libe Goad of Game Daily says:
…”Grand Theft Auto” has matured into something that feels as much like a living, breathing piece of interactive art as it does a video game. We have a hard time imagining anyone picking up this game and not feeling like this is one of the best $60 purchases they’ve made in a long time.
Reviewers were particularly taken by the way “GTA” recreates and pays homage to New York City with its fictional Liberty City.
Your nominal task in the game is to push your character through a series of streetwise missions, but really what “GTA” games have always done best is let you do whatever you want — let you explore (not to mention feel free to harass, carjack, and murder) along an almost unending graphical paradise.
It’s this landscape, says the New York Times’ Seth Schiesel, that’s “the real star of the game”:
It looks like New York. It sounds like New York. It feels like New York. Liberty City has been so meticulously created it almost even smells like New York. From Brooklyn (called Broker), through Queens (Dukes), the Bronx (Bohan), Manhattan (Algonquin) and an urban slice of New Jersey (Alderney), the game’s streets and alleys ooze a stylized yet unmistakable authenticity. (Staten Island is left out however.)
Schiesel, piling on the compliments, also calls “GTA” a “richly textured and thoroughly compelling work of cultural satire disguised as fun,” and he pedestals its British expat creators alongside “the distinguished cast of Britons from Mick Jagger and Keith Richards through Tina Brown who have flourished by identifying key elements of American culture, repackaging them for mass consumption and selling them back at a markup.”
But hey, there were one or one-and-a-half things people didn’t totally love about the game. The best summing-up here comes from Michael McWhertor at Kotaku:
Some Characters And Plot Threads Fall Flat: One of the characters, who is intended to have an impact on the later portion of the game, is hard to care about on the level that Rockstar asks of the player. Some of the end-game relationships simply don’t carry the same weight of those established in the first half, making it hard to be invested in some of the drama and can ultimately make one of the final chapters feel forced.Some Missions Are Maddening: Of the 155 missions I attempted, 64 ended in failure. That’s fine, but some seem impossible on the first attempt and others come close to resulting in thrown controllers. Missions are quick to restart, but by your third or fourth attempt of The Snow Storm, you may be looking for a Rockstar dev online to kill. There’s not much in the way of mission filler, but some jobs are definitely more memorable than others.
But McWhertor also mostly loved it, and I’ll end with one of the things he loved — the city, again:
You Belong To The City: The level of detail packed in to every aspect of Liberty City’s boroughs is simply astounding. On a micro level, seeing the neighborhood change from industrial to residential, from posh to sketchy, is impressive. Taking a macro perspective of whole islands during a leisurely helicopter flight can be awe-inspiring.
******
I discussed “Grand Theft Auto” in my weekly video for Current TV.
Farhad Manjoo is a Salon staff writer and the author of True Enough: Learning to Live in a Post-Fact Society. More Farhad Manjoo.
Holiday carols, eggnog — and video games
It's a new tradition -- generations around a game console. For 25 years, families have shared "The Legend of Zelda"
The legend goes like this: As a boy growing up in Japan, Shigeru Miyamoto was playing outside and discovered a cave. The cave haunted the child, who loved comics and dreamed of becoming an artist, but he was too afraid to go explore. Pained days followed, and the boy tried to summon the courage to see what was hidden. As we all do eventually, however, Miyamoto finally faced his fears. He went inside — and it helped change the way we all play.
Thirty years later, Miyamoto defined video games during a period of remarkable creativity. He gave games their first story in “Donkey Kong”: Ape kidnaps lady, climbs a building, mustachioed fella rushes to save her. It’s a classic boy-rescues-girl plot, but before “Kong,” games only had beginnings and endings in the sense that a challenge was completed or not. “Kong” had a story arc — and gave birth to games’ most enduring icon, Mario.
Continue Reading CloseInside the geeky, revolutionary world of “Minecraft”
Can a video game change the world? At the "Minecraft" convention in Las Vegas, crazily costumed obsessives say yes
(Credit: FLICKR USER NAME / CC BY 3.0) The revolution will be pixelated. It will be digital, yes, but also lo-fi and open-ended. And it’s underway right now in the virtual world of “Minecraft,” the deceptively simple online video game that has conquered the gaming world by stealth. Well, it was stealthy until one November weekend, when 5,000 die-hard fans converged on Las Vegas for Minecon and the celebration of “Minecraft’s” official launch.
“Launch” is a bit of a misnomer, as the game already has 16 million registered users in its beta form. The day before the announced launch, Mojang, the small Swedish company that created “Minecraft,” quietly released its new smartphone app — and within 24 hours it became the No. 1 selling app in the U.S. With an Xbox version of the game coming this spring, another 30 million Xbox Live subscribers will be jumping into the “Minecraft” Nether. The Minecraft Generation has officially begun.
Continue Reading CloseRob Spillman is co-editor of Tin House magazine. More Rob Spillman.
Court reaffirms: Sex much worse than violence
A high court ruling underlines the increasingly obvious problems we have with nudity but not gore -- and why
Sex is scarier, and more dangerous, than violence.
That was the cultural belief the Supreme Court reinforced on Monday when it rejected an attempt to ban the sale of violent video games to minors. Despite the frequent rhetorical link made by politicians and activists between sex and violence in the media, when it comes to First Amendment exemptions, sex stands entirely on its own. The majority ruling states clearly that federal obscenity law applies only to “depictions of ‘sexual conduct’” and not to scenes that are “shocking” for other reasons, like extreme violence. The Court ruled in the 1968 case of Ginsberg v. New York that states could ban the sale of sexual material to children, even if the content is not considered “obscene” for adults.
Continue Reading Close
Tracy Clark-Flory is a staff writer at Salon. Follow @tracyclarkflory on Twitter. More Tracy Clark-Flory.
Court: Calif. can’t ban violent video game sales
Supreme Court says governments do not have the power to "restrict the ideas to which children may be exposed"
The U.S. Supreme Court building in Washington, D.C. The Supreme Court on Monday refused to let California regulate the sale or rental of violent video games to children, saying governments do not have the power to “restrict the ideas to which children may be exposed” despite complaints about graphic violence.
On a 7-2 vote, the high court upheld a federal appeals court decision to throw out the state’s ban on the sale or rental of violent video games to minors. The 9th U.S. Circuit Court of Appeals in Sacramento had ruled that the law violated minors’ rights under the First Amendment, and the high court agreed.
Continue Reading CloseShould I worry about my son’s gaming obsession?
I'm concerned he's wasting his college years in front of a screen -- but is it just a generational difference?
Not long ago I was trying to pry some news out of my reticent senior-in-college son without much success when I changed the subject to computer gaming. He’s been punching the keyboard ever since I got my first Apple II when he was 5, when electronic games were beyond Pong but not yet past Pac-Man, and I know it’s not something he’s outgrown. Still, he’s usually circumspect about his gaming life, knowing his mother and father consider it something between an addiction and a vice.
Continue Reading CloseLawrence Tabak is a writer currently looking for a home for his YA novel about a teen gaming prodigy who makes the leap to the South Korean professional circuit. More Lawrence Tabak.
Page 1 of 22 in Video Games
