Despite being a massive game, the best parts of “Grand Theft Auto V”
are the little details: The way whiskey sloshes around in a glass, how
characters show up to cut scenes in their custom saved cars, how
surfboards litter the beaches, the numerous dynamic touches like the
radio updating you on a given happening you had a hand in, as well as
little narrative details that hint at “GTA V” being about something a little bigger than it lets on.
Grand Theft Auto V” absolutely delivers on the grand scale, too — setting the bar way high for open-world games. Throughout the 30+ hour campaign, you’ll find yourself organizing scores, hiring gunmen and hackers, and executing a series of heists with much-improved shooting mechanics. When not heisting or shooting you’ll take on missions that affect the virtual stock market, challenge you to legalize marijuana in Los Santos, run a tow-truck for a cracked-out friend, pop into a Suburban clothing store for new duds, deliver booze, race triathlons, and score celebrity memorabilia for an old British not-quite-couple.
This game is miles deep and twice as wide, and while most missions aren’t as cohesive or beneficial to the player as the side-missions in a game like “Far Cry 3” are, they’re still worthy of your time. The best tend to feature you in a vehicle, careening at top speed down a narrow road or path, navigating around or over obstacles as you chase down a target or race against the clock.
Grand Theft Auto V
Photo credit: Rockstar Games
When you’re not on that proverbial clock, “GTA
V” is beautiful, robust, detailed, and varied, with Rockstar’s euphoria
engine proving yet again it’s the best thing to happen to videogaming
since the analog stick. Characters move and contort and animate in all
manner of realistic ways, with facial animation conveying emotions that
range from disappointed, surprised, envious, embarrassed, and even that
selfie-smirk we’re all intimately familiar with. NPCs converse, horns
beep, wild animals run across the road, taxis let out passengers, all
whether or not you’re paying attention. There are girls in bikinis near
the beach, heavily muscled guys near the gym, and you bet your butt
you’ll see Priuses and environmentally friendly vehicles near tech
startups, and trucks, SUVs, and dune buggies out in the desert. “GTA V” oozes care and personality.
Grand Theft Auto V Photo credit: Rockstar Games |
Personalities you may, or may not, enjoy. “GTA
V” offers up a trio of playable characters, with ex-gangster, bad
husband, and existential crisis-ridden Michael, entrepreneurial minded,
eager-to-escape-the-ghetto Franklin, and human-tornado-of-destruction
Trevor serving as the protagonists of this post-modern anti-fable. Each
character has their own personal arcs that fit into a larger narrative,
plus special abilities and safe houses. Michael and Franklin are your
typical GTA protagonists, bad people who do
bad things, but still want and need and hope and dream. Trevor on the
other hand is abhorrent. Aggressive, deranged, charismatic in the most
terrifying of ways. He’s also the only character in “GTA” history who believably would engage in the kind of mayhem for which the franchise is known.
And boy is it known for it. “GTA” has long
served to push the boundaries of what’s acceptable in interactive media,
and this iteration is no different. You get such hot ticket items as
bare breasts, domestic terrorism, plane hijacking in a post 9/11 world,
casual-but-contextual racism, implied sexual assault, and graphic
depictions of torture, waterboarding, and dismemberment.
There’s a
sophomoric aspect to a lot of it - pushing X to make it rain at a strip
club, for example, but “GTA V” manages to
bring something resembling… a ‘South Park’ style maturity to the overall
experience, like how you’re only allowed to touch that stripper when a
bouncer isn’t looking, creating a fun filled mini-game. How you view the
controversial elements is really up to you, but most of them occur
within the context of what the game is trying to accomplish.
Grand Theft Auto V Photo credit: Rockstar Games |
What *is* “Grand Theft Auto V” trying to accomplish? I think “Grand
Theft Auto V” is actually trying to make a point about the human
condition. The funny thing about “GTA” is that
it doesn’t really encourage or reward the random acts of violence the
franchise is most associated with - and most random encounters have you
stopping criminals and returning stolen purses or giving rides to
stranded Los Santosians - like a real good samaritan. You don’t get
points for mowing down citizens with a rocket launcher, or for stealing
cars, and in fact you can get from point A to point B in this game
easily via taxi-cab or your own character owned vehicle, obeying traffic
laws the whole time.
But you won’t. And “GTA V” knows partaking
in these illicit activities is a blast, and a big part of its appeal, so
it continuously pokes the player in the ribs about it. This concept is
posed to the player in a couple of different ways. During Michael’s
therapy he’ll admit to ‘killing a guy on the way over’ to the office and
simply not caring - but he only says it if you did really kill someone
on the way. Franklin will constantly agree to doing dastardly deeds,
then bemoan the fact he can’t ever say no - because if he said no, there
would be no game. Then there’s the fact that Trevor is the only
character of the three who enjoys the slaughter, and approaches the
world he lives in exactly how a ‘typical’ player approaches “Grand Theft
Auto” - like a toy box of destruction.
Grand Theft Auto V Photo credit: Rockstar Games |
With that ‘toybox of destruction’ mentality in mind, we start to understand “GTA
V” is saying something to gamers a little deeper than its plot
suggests. There’s a mid-game mission where you’re required to torture
someone. In a game where players happily engage in massive, rampages,
killing dozens, when one of these nameless citizens suddenly has a face,
a job, a personality, and fear in his eyes, the script gets flipped.
Being forced to select a torture implement, and watch this detainee
squirm and scream and cry and beg for his life is unbearable, and turns a
mirror on the player. This whole murderous rampage thing isn’t so fun
when you’re up close and personal with it, now, is it?
So it seems “Grand Theft Auto V” is telling folks you don’t ask
Hooters for the wings, you don’t watch “Dexter” for romantic subplots,
and within the proper context you shouldn’t be ashamed of enjoying a
graphically violent and ‘offensive’ game like this one because Rockstar
knows what they’re doing, folks. I like “Grand Theft Auto V” a lot for
its massive amount of content, but I love it for the hundreds of little
meta-nuances that never do come together. Writers Dan Houser and Rupert
Humphries, are definitely trying to make a specific point about…I’m not
sure.
Grand Theft Auto V Photo credit: Rockstar Games |
But from the way radio advertising directly assaults personal
insecurities and every sacred cow you can think of, to the way Los
Santos is attempting to legalize medical cocaine via the same exact
methods that have made marijuana far less taboo today than it was a
decade ago, “GTA” turns our world, our media,
our beliefs, and hopes, and our dreams against us in the *very* same way
our politicians, our news, and our social media does to rile us up
against whatever the controversy *this* week happens to be. BUT because the messages in “GTA
V” are blunt and obvious and devoid all political correctness - it’s
sort of profound, hilarious, and kind of makes you feel uncomfortable
like a good George Carlin bit.
Political correctness exists to protect our feelings, to prevent us
from feeling bad, or challenged, unhappy, or unfairly maligned, but it’s
also stifling to things like honesty - which is no longer the best
policy in far too many instances. No one is going on TV to say NSA doesn’t care about the porn Americans are watching. And no one is going on TV
this month to say that “Grand Theft Auto V” is great because it’s
unabashedly violent, viscerally funny, and that it’s really fun to be a
real bastard.
Much like the aforementioned ‘South Park’ “Grand Theft Auto V” rips
away that political correctness like a band-aid we’ve been wearing too
long. Assaulting everything it can think of in the process, all the
while goading players into to waking up and smelling the delicious irony
of having a game called “Grand Theft Auto”, with content far worse than
its title suggests, being the undisputed king of all things interactive
media in a world where we can’t even stuff cheerios in our mouths
without upsetting someone.
“Grand Theft Auto V” aims to satirize
everyone it possibly can in the cheapest, gut-punching way possible,
which in a world of numbing faux outrage, feels like 40 hours of a metal
baseball bat of fresh air to the face.
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