Grand Theft Auto Grieving Thread - Yep, I've been drinkin' again...

Favorite GTA?

  • Grand Theft Auto

    Votes: 61 2.4%
  • Grand Theft Auto: London 1969

    Votes: 54 2.1%
  • Grand Theft Auto 2

    Votes: 106 4.1%
  • Grand Theft Auto III

    Votes: 203 7.9%
  • Grand Theft Auto: Vice City

    Votes: 734 28.7%
  • Grand Theft Auto: San Andreas

    Votes: 1,029 40.2%
  • Grand Theft Auto: Advanced

    Votes: 12 0.5%
  • Grand Theft Auto: Liberty City Stories

    Votes: 74 2.9%
  • Grand Theft Auto: Vice City Stories

    Votes: 73 2.9%
  • Grand Theft Auto IV

    Votes: 653 25.5%
  • Episodes From Liberty City (The Lost & Damned and The Ballad of Gay Tony)

    Votes: 198 7.7%
  • Grand Theft Auto V

    Votes: 371 14.5%
  • Grand Theft Auto: Online

    Votes: 91 3.6%
  • My Mother's My Sister!

    Votes: 305 11.9%

  • Total voters
    2,558
GTA 5's San Andreas felt like a tech demo, but Im a fan of the liminality in so much of the map (although I doubt it was intentional). Driving the loop around the map reminded me of driving along the coast from NorCal to Washington. Fallout New Vegas has the same emptiness between large towns, which is often criticized as well, but in my opinion it adds to the atmosphere.
Fallout can sorta get away with having fairly empty maps relative to their size because you're in a literal wasteland of the post nuclear apocalypse. Would feel a bit odd for any if the maps to be dense and pack with stuff/people outside of the small pockets of civilization. New Vegas in particular also has the benefit of being in a fucking desert so you aren't expecting it to be teaming with life or shit to do every 3 feet.
 
And nothing shows better how important the fog was in San Andreas' game design to make the game feel massive and engaging than R* lazy cash grab outsourced to the same incompetent studio they've been using to port the 3D trilogy to consoles, where they completely fucked it up, removed the fog and made the render distance infinite.
You should see the bandaid "solution" for replicating the fog/draw distance in the definite edition. So cheap. It looks like a diorama than an actual breathable world.

I don't think Vice City suffered from a larger draw distance because the map was loaded into segments. You would see that if you'd fly from Starfish Island into Downtown; the beta airport LOD would load, then disappear.
 
Even as a criminal, the main story doesn't let a lot of the protagonists do too much of horrid things aside from Trevor.

To play Devil's Advocate with GTA 5 (and this is coming from someone who has a list of issues with that game but I gotta also be fair), it wouldnt be in character for Micheal and Franklin to do the more horrid missions. What they do in the open world is (usually) non canon actions by the player, that is until a cutscene starts playing.

Micheal was kind of forced back into the game by bad luck and Franklin is desperate to be anything but a hood rat. While Trevor never left the game and thrives in it because his anger issues are an aid rather than a detriment.

Violence for Micheal is a result of merely pragmatism.
Violence for Franklin is a means to an end.
Violence to Trevor is a lifestyle.

And the problems begin with the sort of game they were playing, especially with things like heists that require a lot of laser accurate planning, the right amount of ruthlessness (but nothing overboard) and, lets face it, a lot of luck. It just wouldnt make sense for Micheal and Franklin to do more violent missions and vice versa, at that point, why even bother having multiple characters then if they all act similarly?
It's always especially odd to me how they let random people basically push them around and demand they do odd jobs and these badass criminals just go "Urgh...fine, whatever, I guess!"

Thats basically 80% of mission cutscenes in the GTA franchise, I almost think they are somewhat self aware about it.
Besides we are usually controlling hired hands, not leaders (with the exception of maybe Tommy Vercetti). Nearly all of them are just taking it because they are thinking about the payment and reward.
 
Someone needs to tell Rockstar that it's okay if they make a game that isn't a bunch of islands. That it is less immersion breaking to have the tall mountains + invisible wall formula from RDR than it is to have everything be some fantasy archipelago in the middle of a great nothing. That is outdated world design.
 
Someone needs to tell Rockstar that it's okay if they make a game that isn't a bunch of islands. That it is less immersion breaking to have the tall mountains + invisible wall formula from RDR than it is to have everything be some fantasy archipelago in the middle of a great nothing. That is outdated world design.
even watch dogs 2 did that. it'd just teleport you back to the city if you tried leaving the map. wouldnt be the hardest thing to implement
 
even watch dogs 2 did that. it'd just teleport you back to the city if you tried leaving the map. wouldnt be the hardest thing to implement
There's multiple ways to do it. In the Rogue Squadron games, if you flew to the edge of the mission map, they'd just play a short cutscene of your plane turning around with no comment and gave you back control. In Need For Speed Carbon, if you go to one of the canyon road ways (which are separate from the main game world) and tried to drive backward past the starting point, they'd just show a short cutscene of your car driving away then cut back to you driving back the correct direction and give you control again. In the Witcher III, if you walked or rodeto the edge of the map, they would straight up just stop you, having Geralt say he went to far, show a small blurb at the bottom saying it was too dangerous to continue this way, then open the main map as if you were at a fast travel point so you could fast travel, and if you backed out of the map, the game would just turn you around and point you in the other direction. In The Legend of Zelda: The Windwaker, the King of Red Lions (you're talking boat) would straight up just stop and tell you it was too dangerous to continue if you went to the edge of the map, then a short cutscene would play showing him turning around so that you could go back the way you came.
 
Someone needs to tell Rockstar that it's okay if they make a game that isn't a bunch of islands. That it is less immersion breaking to have the tall mountains + invisible wall formula from RDR than it is to have everything be some fantasy archipelago in the middle of a great nothing. That is outdated world design.
It's always been funny to me that GTA III is the only game that even tried to create the illusion of a proper mainland.
 
Someone needs to tell Rockstar that it's okay if they make a game that isn't a bunch of islands. That it is less immersion breaking to have the tall mountains + invisible wall formula from RDR than it is to have everything be some fantasy archipelago in the middle of a great nothing. That is outdated world design.
I remember that True Crime: Streets of LA would just block the highway that went beyond Los Angeles. San Andreas technically had an endless world if you'd fly a plane.
 
I remember that True Crime: Streets of LA would just block the highway that went beyond Los Angeles.
True Crime: Streets of LA's game world was actually supposed to be much larger than it is. Originally, it was supposed to be 400 sq. miles. It was shrunk down to 300 sq. miles, then to the final release version of 240 sq. miles. These areas were removed to meet deadlines, but were in fact fully modeled and are in the game; the streets just stop at the places where they decided to cutout what they couldn't include. The areas outside the game's main map can still be reached via glitching, allowing you to visit the entire intended map.
 
Using the ocean as boundaries is effective. I would like to see how GTA VI plays around with that.
 
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Do you guys watch any GTA speedrunners? For me The 3D era GTAs are pretty much the only speedrunning content I actually enjoy watching. The sheer randomness and unpredictability of certain in-game encounters - rarely two runs are exactly the same as there's always SOMETHING out of ordinary that happens, something that might fuck the speedrunner over in a hilarious way.

I used to enjoy KZ_Frew when he still did Vice City speedruns, although his preachy libtard takes sometimes tended to seep through out of his twitter into his streams. Joshimuz is fun to watch, especially when he started doing DYOM runs, although watching him live is a pain because he tends to whine a lot and gets very pissy, sometimes to the point of sperging out whenever he starts going on a tangent on how hard it is to make revenue as streamer/youtuber and some randos who aren't his loyal bootlickers end up asking him why he doesn't get a real job (lol).

My current favorite GTA speedrunner would be English_Ben because he comes off as a chad - you can pick up from the hints in his content that he's not a pansy or some woketard: he's pretty much the only GTA speedrunner who doesn't have pronouns near his name whenever he participates in some international speedrunning event (ESA for example), and considering over 90% of runners and commentators there DO have their pronouns listed, that comes off as a solid chad statement from English_Ben. Also he always edits his hours-long streams for youtube by cutting out the boring/repetitive parts without compromising on the content, which is much appreciated.

 
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My current favorite GTA speedrunner would be English_Ben because he comes off as a chad -
I love English Ben's dry demeanor whenever he does his speedruns. Some RNG bullshit would happen and he'd have this stern poker face while he rants on about what happened.

I'm currently watching his Vice City Hardline walkthrough.

 
I hope that GTA VI adds a "content creator" option. We all know that VI will be THE most streamed/monetized video game yet for a time. It's to a point where ANY copyrighted music will get a video claimed because these music conglomerates do not know what DMCA/fair use is. Create a score for cutscenes and interiors like Bully and GTA V did.
 
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