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Giant Bomb Review

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Grand Theft Auto V Review

5
  • X360

Grand Theft Auto V's unique storytelling meshes well with standard GTA-style action, giving you multiple perspectives on some fantastic criminal activities.

Michael's therapist will probably have something to say about all this.
Michael's therapist will probably have something to say about all this.

Grand Theft Auto took a turn for the serious when it moved to the Xbox 360 and PlayStation 3 in 2008. In the pursuit of a world that felt more fully realized, the developers at Rockstar left the free-wheeling weirdness of San Andreas behind. Suddenly all the random mayhem and madness of the previous entries felt somehow out of place and, though you could get into a firefight at the drop of a hat, the chaos felt less fun than it did during the GTA III trilogy. With Grand Theft Auto V, the franchise attempts to get it both ways, with another cluster of serious narrative that's told in an exciting way, but also in an occasionally more lighthearted one, as well. Sprinkle in a little bit of genuine weirdness and you've got a recipe for disaster that works in spite of itself, a well-told tale of criminals in mid-life crisis that doesn't always mesh properly with the trappings of your typical open-world crime simulator, but the individual parts are usually so good that it barely matters.

Rather than settling on one criminal, GTAV asks you to play as three. You're introduced to these characters over the course of the game's first few hours, and each settles into his own niche. Michael is the career criminal that left the life and settled down with his wife and two kids in Los Santos--the game's version of Los Angeles--only to be bored out of his skull, resulting in a lot of sitting around, drinking, and watching old movies. Franklin is a low-level gangster that has seemingly remained unaffiliated with the city's larger gangs, but he and his lifelong friend, Lamar, seem to want to get out of the hood by stepping up into the larger-sized crimes. But for the meantime, they're working as repo men for a crooked car dealership.

A memorable chance meeting between Michael and Franklin sets the story in motion, reconnecting Michael to the life of crime he left behind while giving him a young apprentice to school in the ways of doing dirt. It doesn't take long for the duo to raise their profile just enough to catch the attention of Trevor, Michael's old partner-in-literal-crime. Trevor is the classic "loose cannon" of the game, meaning he swears a lot and threatens to kill people all the time for no good reason. He also happens to be running a meth and guns operation just north of Los Santos, making it convenient for him to come into town to track down his old friend who, by the way, has been thought to be dead for the past ten years. This makes for a series of uneasy relationships, not only between the three core protagonists but also the people in their lives, be they feds of questionable integrity, methed-out desert dwellers, or Franklin's crazy aunt.

Trevor, in one of the game's more uncomfortable sequences.
Trevor, in one of the game's more uncomfortable sequences.

Unless you're in a mission, you can typically switch to any of the three characters at will. That doesn't mean you can drop any of the three characters into any point in the game, though. Each character has his own missions and switching between them moves you to wherever that character is as you join his life, which is already in progress. This means you might catch Trevor waking up in the middle of the desert, wearing a dress. Or you might catch Michael waking up screaming. It's a good little trick that gives the illusion that these characters are off living their lives, even when you aren't directly controlling them. It also helps make each character's personal story make sense. Since Trevor is the one wrapped up in meth dealings with the Chinese, he's the one starting those missions. Franklin is the one occasionally getting wrapped up in some gangster shit. And so on. The multiple characters concept works out beautifully, giving you the feeling of "taking a break" from one character's drama to peek in on another's.

The mission design is your basic Grand Theft Auto sort of stuff, for the most part. You'll drive to the start of a mission, get a cutscene, and then usually have to drive somewhere else to get things going. But some of the missions start to mix up multiple characters, like one where Trevor just happens to show up at Franklin's as he's about to go help a friend cop a brick of coke. As video game drug deals tend to go, this one goes bad, and the crew is forced to shoot their way out of a bad situation. With two of the game's three playable characters along for the ride, the game lets you swap between them on the fly. This lets you get a little tactical, but it also plays into the game's stat system and special abilities. At the outset, Trevor is a better shooter than Franklin. This only makes a big difference when you're free-aiming a sniper rifle, since the game's lock-on targeting system trivializes the game's combat to the point where you're just blazing helicopter pilots through the windows of their choppers without giving it a second thought, regardless of the shooting statistic. The meaningful difference comes from a character-specific ability. Franklin uses his while driving, getting a slow-motion moment or two while significantly increasing a car's steering, which keeps you from getting too turned around during races and other pursuit-like activities. Michael has a standard on-foot bullet time that makes the shooting even easier than it already is. And Trevor goes into a rampage-like state where he takes less damage. They all have their uses, but as long as you're patiently using the game's competent cover system and letting your health regenerate (it only pops back up to 50 percent, though) between shots, you'll make it out of most fights alive and well, no body armor required.

The game is at its best when it deviates from the typical GTA mission structure, and you'll do this several times over the course of the story in the form of heists. These big scores are typically placed at pivotal points in the story and require some additional planning. Typically you'll start a heist situation by choosing one of two approaches to taking a score. One may require more setup but it might also have a lot less risk than, say, walking in the front of a jewelry store and gunning down everyone in sight. Once you've decided how you'll take the score, you'll have to choose a crew. In addition to the other protagonists (who are usually all together on every job) you may have to choose a getaway driver or find someone that's handy with an assault rifle. You'll choose these crew members based on their stats and the cut of the overall take that they'll get at the end. Choose an inexperienced shooter and he may die on the job--and if he happened to be carrying a significant portion of the score, well, that's money you won't be getting at the end. If a member of the crew lives through the job, his or her skills will increase, but the percentage won't, giving you some incentive to rank up your low-level, low-paid criminals on the earlier jobs. As you play the game, you may find additional people who will want to take down scores with you, giving you a wider pool to pick from.

Franklin wants to be an upwardly mobile criminal, not just some two-bit gangbanger.
Franklin wants to be an upwardly mobile criminal, not just some two-bit gangbanger.

The heists often require some additional setup, too. If your heist needs masks, well, you're going to go buy some masks. Need a getaway car? Go find a four-door vehicle and you'll be able to choose your own stash spot to hide it in--just remember that you'll need to actually drive there in the middle of the heist. Specific cars, like firetrucks and maintenance vans, must also be sourced in some instances, so you'll have to go and steal those at your leisure. Having these more-freeform tasks appear right before the heist is an exciting change from how Grand Theft Auto typically unfolds, and my only complaint is that I wish there was a lot more of it. Once you've completed all the setup, you can head out and take down some scores.

When out on the heist, you can usually swap between the three core protagonists. So if you don't feel like flying a helicopter, you often don't have to--just don't swap to Trevor. The game does force swaps in specific occasions, though, and it typically does this to ensure that you're not missing the action. Annoyingly, the characters you aren't using aren't always on top of their game. I had a couple of missions end randomly because one character or another would die on the job, without any sort of warning that they're even in trouble. It felt like the typical sloppiness that comes with the average open-world game, right alongside trying to drive into a respray shop to lose the cops only to have the game tell me that I failed the mission I was on by "abandoning" it. Failing missions isn't much of a problem; the game has pretty good mid-mission checkpoints. But if you're attempting to earn gold medals by completing all of a mission's tasks, you can't restart at any checkpoints along the way.

The heists are the greatest part of GTAV's gameplay. The only real problem with them is that there aren't more of them. But what do you do when you're off-mission? Well, aside from the main missions and heists, the game has random events and "Strangers and Freaks" missions. The random events are things like armored cars that drive around the city, begging to be taken. Or you'll find plenty of ATM robberies that you can foil, if you like. The Strangers and Freaks missions are more structured, and some of them spin out into the typical sort of side missions you might expect from an open-world game. Some are basic--Michael runs into a woman jogger who riles him up to the point where he demands a foot race with her. Franklin gets mixed up with some marijuana legalization weirdo who wants him to recover a couple of coolers full of weed from around the city. Trevor gets involved in a bail bonds operation that has him tracking down bail jumpers. He also falls in with a couple of guys who think they're running some kind of border patrol operation, and the three of them go off and use stun guns on men with vaguely Mexican-sounding accents. Some of them are funny, and some of them bring a lot more weirdness into what would otherwise be a pretty by-the-numbers crime saga. So they make for a nice break from the action.

Some heists go smoother than others.
Some heists go smoother than others.

The game also has a lot of other activities. There are movie theaters to visit with short, pre-rendered, overly-compressed and badly artifacted "films" you can watch. There's a golf course, complete with a passable little golf game. You can get into tennis. Or take up skydiving. You can take bong rips and watch TV at your house. One side mission has you driving a tow truck and towing specific vehicles back to an impound yard. You can use your phone's built-in web browser to invest in the stock market, complete with a series of assassination missions that allow you to influence said market a little more directly. And so on and so forth. I tried a little bit of everything and found a lot of it to be distracting and largely unnecessary, given the quality of the main story, but if you're going to make an open world game, you might as well fill it up with a bunch of different optional events. But personally, I'm done with checkpoint races in open-world games. This game already has plenty of driving in it without tacking on a ton of additional driving-only missions.

The writing associated with those main characters and their stories is the best part of Grand Theft Auto V. It strikes a weird tone that occasionally veers into comedy, particularly the subplot involving Michael's estranged family, all of whom think he's sort of a washed-up joke that's suddenly become an old psychopath. But at other times it's deathly serious. It manages to work more often than it doesn't, even if Franklin and his motivations for sticking around these two aging bank robbers feel a little thin. Tonally, however, the game is all over the map once you take the radio and everything else into account. The radio, its talk shows, and its news clips are straight-up classic Grand Theft Auto, poking fun at the "American Dream" and everything that comes along with it. A lot of the radio chatter, funny as it can be, ends up giving the game an almost nostalgic feel. It's the thing that comes on and reminds you of all those other times you spent with a Grand Theft Auto game, listening to the writers' satirical take on America. But this time you can slot in financial bailouts, fracking, and reality TV as the topics that pop up around the world and remind you that it was written for 2013, not 2004. It would have been great to see this aspect of the game evolve a bit more, from a writing perspective, anyway. As it stands, it all feels expected and unadventurous, hardly the biting satire that it felt like in past outings. Presentationally, though, it is great, with news reports that tie into the main missions and a sharp, varied selection of music... even if the mere concept of turning on a terrestrial radio in this day and age comes off as a little quaint. Sometimes, the tone of the radio and the dopey lines coming out of pedestrians as you work your way around the city feel sharply at odds with the tone of the actual missions.

The playable area includes plenty of unincorporated space north of Los Santos, with trailer parks and meth labs.
The playable area includes plenty of unincorporated space north of Los Santos, with trailer parks and meth labs.

That said, the individual pieces of Grand Theft Auto V are nicely done. The driving is a lot looser and more exciting than it was in GTAIV, and the lock-on targeting and cover system means that you're never fighting the controls in the middle of combat. It also looks great on current consoles, with a solid draw distance and a frame rate that takes few major hits along the way. Furthermore, the characters themselves emote well in cutscenes, which really helps make the story feel more meaningful. The city itself is nicely evocative of Los Angeles, as well, giving you GTA-ified equivalents of studio lots, the TCL Chinese Theatre, the Santa Monica Pier, and more. Little touches like lighting as the sun rises and sets go a long way, too. That all meets well with the game's on-foot and on-mission soundtrack, which delivers tense backing tracks that heighten the heists whether you're opening fire on the obstacles in your way or watching Michael slyly convince a guard that he is, in fact, supposed to be there. And all of it comes together to bring you a fantastic approximation of LA's sleazy-yet-sunny West Coast vibe.

In a lot of ways, that sort of vibe--or the skill with which it is achieved--is the real star of any Grand Theft Auto. Overall, this game is less surprising than you might like, because so much of it is precisely what you'd expect from a GTA game. As other open-world games push forward in ways that make things like traversal more convenient, GTA forces you to look at the minimap for your turn-by-turn directions. At times, it feels like it was made in a vacuum, away from the influence of other games. But while you could certainly pick out a handful of individual systems or design choices that feel like they've been handled more intelligently elsewhere, none of those other games bring together so many interesting and disparate systems with the same level of aplomb on display here. That, combined with the game's unique multi-character approach to storytelling, makes Grand Theft Auto V an exciting successor in the long-running franchise.

Jeff Gerstmann on Google+

487 Comments

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kollay

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Edited By kollay

Still pulling for a PC port, someday. Hoping...

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poisonmonkey

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Thanks for the brilliantly written review Jeff, best in the business and why i'm a member.

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customotto

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Edited By customotto

Also. REVIEWS ARE NEVER UNBIASED.

if you're writing a review and you are a human person you have fucking biases.

Pick your writer, read the review, extrapolate, move on.

Okay. Clear? Alright, good.

the only people who are biased are the ones i disagree with. if you weren't so biased you would see that.

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LegalBagel

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@zevvion said:

@groverat said:

Isn't that the problem in a nutshell?

If you're telling a war story on a battlefield then the lack of women makes sense. When you're telling a massive story in Los Angeles and there are only a handful of one-note women it makes no sense at all, especially when the supposed point of the game is to hit new heights of creative storytelling.

I have not played GTAV yet and haven't kept up with trailers or anything simply because I want to experience it myself, so correct me if my assumption is wrong but; isn't GTAV about the crime scene? I mean, to my knowledge most people that commit crimes of the violent kind that you mostly deal with in GTA are done by males. Just like how most frontline warfighting is done by males.

Doesn't not having a lot of female characters in the arc of these characters that mostly deal with violent crimes, therefor, also logical as the warfighting is in shooters?

That's not a great excuse. The Sopranos is about a crime family dominated by men, but still managed to have believable and well-written female characters. The Wire is all about drugs and crime, but has complex female characters (both good and bad). Mad Men comes from an incredibly male-dominated time period and setting, but the female characters are pretty much co-leads that stand up to Don Draper in memorability with story arcs both in business and at home.

I'm not saying GTA needs to have a female lead or devote half the story to female characters. But if you write something and claim that interesting female characters don't fit in, the problem probably isn't your subject.

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GermanBomber

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Give me GTA V (tomorrow is the big day!) and you won't find me play anything else for the rest of the year. From all the videos, reviews and facts I've seen about this game, I know I will FUCKING love it!

Fuck off, Santa Claus! Christmas is early this year!

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yevinorion

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Great review, has gotten me even more excited. Can't wait!

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swamplord666

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Glad you like it @jeff! So great to see the response after all the hard work put into it from the whole team :)

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sf2733

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Any word on how the game performs/frame rate on 360?

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mmmskyscraper

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Reading this review to the sounds of MSX FM

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Zevvion

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@groverat said:

Isn't that the problem in a nutshell?

If you're telling a war story on a battlefield then the lack of women makes sense. When you're telling a massive story in Los Angeles and there are only a handful of one-note women it makes no sense at all, especially when the supposed point of the game is to hit new heights of creative storytelling.

I have not played GTAV yet and haven't kept up with trailers or anything simply because I want to experience it myself, so correct me if my assumption is wrong but; isn't GTAV about the crime scene? I mean, to my knowledge most people that commit crimes of the violent kind that you mostly deal with in GTA are done by males. Just like how most frontline warfighting is done by males.

Doesn't not having a lot of female characters in the arc of these characters that mostly deal with violent crimes, therefor, also logical as the warfighting is in shooters?

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TehJedicake

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GAHHH!! Hurry up PC version

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Pixeldemon

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Don't let yourself get attached to anything you are not willing to walk out on in 30 seconds flat if you feel the heat around the corner.

I had coffee with McCauley HALF AN HOUR AGO!

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MikkaQ

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I'm super stoked to get this game tonight

Is it me or was there a lot of 'negatives' in this 5 Star review?

It's probably simpler to list the things you don't like about a great game than the things you do like. Also it prevents the whole review from sounding like constant praise and reading like an ad.

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rjaylee

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Edited By rjaylee

Don't let yourself get attached to anything you are not willing to walk out on in 30 seconds flat if you feel the heat around the corner.

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swamplord666

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Edited By swamplord666

Glad you like it @jeff! So great to see the response after all the hard work put into it from the whole team :)

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DanCarmichael

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Excellent review Jeff. Informative and well-thought out.

Can't wait to play this and see how all these weird moving parts come together.

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Afro_Stevens

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That's okay, I don't want a p.c. port anyway. :(

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ohjtbehaaave

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Can't wait to play this on PS2!!!

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sido

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I give GTA 4 reviews a 4/10. I give GTA V reviews a 10/10 the value is in the price of admission.

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slot9

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Nice review!

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theveej

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I didn't enjoy 4 that much and at this point really enjoy the Arkham/Infamous take on open world games much more (and i guess SR4 from the sound of things). I played so much Vice City and San Andreas that the whole open world crime game isn't that appealing anymore. I will give GTA 5 a chance because the 3 protagonist idea seems interesting and solves some of the major problems I had with 4, but I really not looking forward to driving around the city and inevitably getting frustrated with the combat and driving because its not as good as a straight 3rd person shooter and a straight driving game.

This does not seem to be that major breakthrough in GTA games that Vice City and San Andreaas were, but I guess that is just the fact of life. Diminishing returns is a real thing people. I do wish they had 1 female protagonist (not because of equality or anything like that, just would love to see how Rockstar would handle that and I think it would make it super refreshing)

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SomeJerk

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https://www.youtube.com/watch?v=ldr-dFxO7e4 PS3 version flying tour from PSAccess, more proof it's perfectly fine.

The GS review is no problem at all. The problem is the reviewer that gave it 3/5 and bullshitted random SJW garbage.

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daiphyer

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Now I can't wait for Giantbombcast.

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groverat

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Edited By groverat

Isn't that the problem in a nutshell?

If you're telling a war story on a battlefield then the lack of women makes sense. When you're telling a massive story in Los Angeles and there are only a handful of one-note women it makes no sense at all, especially when the supposed point of the game is to hit new heights of creative storytelling.

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spookytapes

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@timmbot: as the ambassador of the 15 star rating system, I expect to give this a 13 or 14.

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MachoFantastico

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Ben_H

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Edited By Ben_H

Ugh damn you lab I have tomorrow afternoon. I just want to play this! I have all of my homework for the next week done so I don't have to worry about it and can play this without feeling guilty.

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armaan8014

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Nice and all, but seriously Rockstar, PC gamers are people too.

Haha good reasoning.

Game looks super tempting, hope the wait isn't too long.

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SomeJerk

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Hmm, so the press was given X360 copies to review. I was planning to get the PS3 version, but I guess we don't know how it compares.

It's perfectly fine, the gameplay and multiplayer railers were made with it.

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Pixeldemon

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Hmm, so the press was given X360 copies to review. I was planning to get the PS3 version, but I guess we don't know how it compares.

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deactivated-5cc8838532af0

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But is it better than brothers?

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Troispoint

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Edited By Troispoint

I want the PC version. ugh

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TheHBK

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@patman99 said:

@baconbutty said:

Those comments on the Gamespot review are sickening. I hope Carolyn isn't reading those.

Here's my guide to review reading:

Pick your writer. Read their review. Regardless of whether they enjoyed the game, extrapolate from their experiences whether you would enjoy the game or not.

Purchase game based on your feelings thereafter.

Move on with your life.

Yeah, exactly. I don't normally visit Gamespot but I did read their review (and the comments that followed) because of your comment. While there were legitimate comments, the few that viciously attacked the reviewer soured the whole pot.

I understand people can be passionate about a game but if you feel so negatively towards a review to the point that you want to insult the person that wrote it, what's the point in even commenting. You aren't swaying people to your point of view but rather just making yourself look like a total nob-head to the majority of the readers who are sane and mature.

I think a person's passion for a website also plays into it, you build a trust with the website. That's why I love Giant Bomb, it feels so consistent and fits into my personality and the way I view games more than other sites. But in the GameSpot review, I do have issues with how much time is focused on how women are portrayed or the free used of the word misogynistic. I get it, you have views on women and stuff, but to dent a game for that, and not the fact that it kinda glorifies crime and you praise the portrayal of a lunatic like Trevor, kinda makes you look like an idiot. The game doesn't portray women well. Ok, but its not their story. When you look at the game, the name even, it portrays criminals in a good light and as a law abiding citizen shouldn't you have a problem with that too?

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Y2Ken

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Edited By Y2Ken

Really looking forward to it.

Thanks for the review Jeff, great read.

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frymillstrum

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6 hours to go for me....

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LegalBagel

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Good review - can see why it was 5 stars for some, but the text is enough to make me stay away for now. Haven't been able to make it through a Rockstar game in years. The missions are boring, the mechanics aren't compelling, and the characters and story don't draw me in as much as they do others. The multiple characters and heist missions sound interesting, but if the bulk of the game is similar to GTAIV I'm not that enthused.

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Yurtigo

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Edited By Yurtigo

Meh