stonybrowder said:
While the article is quite thought provoking, I can't help but feel that the art of the game is being analyzed for being deeper than it really is. There is no real evidence that Niko wants a steady job or a family.
Wrong - he says this both to Kate and to Packie (later in the friendship missions for those two). It is also a repeated theme in the game, you just have to listen to the dialogue properly to take it in. Before the final mission, Niko wanted/wants to settle down with Kate.
While Rockstar made a decent effort in making Niko a more "human" character by lunging him into America a poor man, there is nothing to suggest that he wants a family. However if there was a female lead that pulled him in a domestic direction, (other than Kate, she was merely just an option and not framed in a cinematic fashion), than we'd feel Niko's pain. Ultimately the latest installments of GTA are flawed by characters of no consequence.
"Characters of no consequence"? Let's check up on that one...
Roman - gives you a taxi ride when you need it, also has a serious issue with gambling which causes strife for Niko. Consequences.
Brucie - gives you a helicopter ride when you ask, also has a roid rage issue which gets you killing people who don't need to die. Consequences.
Little Jacob - gives you a cheaper gun shop, also has a problem with smoking illegal substances, leading to botched drug deals and conflicts with his boss, Badman. Consequences.
Mikhail - anger issues, kills people irresponsibly and gets you into strife. Consequences.
Dimitri - so coldly rational that he betrays you for money. He may die as a result. Consequences.
Dwayne/Playboy X - give you gang backup, the conflict between these two ends in a choice for Niko in who lives (and gets fleshed out as a character or not) and who dies. Consequences.
Packie - gives you the ability to make car bombs, also has family conflicts with his various brothers which Niko ends up taking sides in. Consequences.
In conclusion, what a nonsense statement.
The biggest moment in GTA 4 for me was when the business and apartment was torched as the mission prior lead up to that and the characters suffered in the form of the plot. They had to leave their old way behind. This never really happened again. It's strange too how Niko appears so soft and conflicted about pretty much anything that comes his way and then I'm suddenly given control over a rocket launcher and a machine gun, killing thousands of police and mowing down pedestrians.
There is always a disparity between what the player will choose, and what the character on the screen will want to do as part of the plot. True, a good game often has a character that has a personality to match all possible actions, but in
GTAIV the options are so vast that disparity is unavoidable.
The fact is that
GTAIV gives you more chances to live peacefully than any other
GTA game (fittingly to Niko's character, without losing the actual ability to be a violent person). Hell,
San Andreas had gangs who attacked you wilfully before you DID anything. But if you are just walking around in
IV, the worst that can happen to you on the streets is you run into another criminal, who you can still run away from, or get run over by accident (both of which can happen to non-criminals). There are also more options to get friendly with characters, which is something you could never do before. Yes, the missions require violence, but business and pleasure are two different things with characters. For Niko, violence is business.
To enjoy the full narrative, I felt I had to invent a problem for Niko that simply wasn't in the game. I imagined Niko suffered from an undiagnosed mental condition. It's the only thing that would allow the sandbox style mahem and heavy narrative to co-exist. I feel the writer of this article has done the same. He was forced to imagine the parts that filled in the gaps between the gameplay and the story. Would the game as a whole be better if this wasn't a sandbox? Would the game be worse?
On the contrary, there are no imaginations in this article. Every part of what was said, by memory, was proven by the dialogue between the characters. Fair enough if you didn't listen, but it's not worthwhile to presume to know a game if you didn't take in the full content.