the information gleaned via torture is barely enough to do the job you've been asked to do, and at the end of the day none of the characters are very sure they've done the right thing; Trevor clearly doesn't look at it as more than a job and Michael's very pithy about whether they hit the right guy or not. The mission (and truthfully the entirety of the IAA/FIB rivalry plot that conquers the middle section of the game) is both a (perhaps clumsily plotted) critique of and sending up of the "FBI/CIA mythology", as well as the ways in which the U.S. government seems to cannabalize itself without a clear purpose.
Log in to comment