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Would you have given GTA V a 9,5/10 or a 10/10 in 2013?

  • Yes, it was a masterpiece at the time

    Votes: 366 40.8%
  • No, it was closer to an 8 - 8,5 game even in 2013, it's not a perfect game and it has some flaws

    Votes: 372 41.5%
  • I would have never given it anything more than a 7, Rockstar killed my family

    Votes: 159 17.7%

  • Total voters
    897

Tawpgun

Banned
Oct 25, 2017
9,861
9/10

Once again the thing that holds EVERY GTA and Red Dead back is gunplay. If they can make a GTA/RDR with better gunplay that doesn't require snap on aiming, its a masterpiece.
 

Lobster Roll

signature-less, now and forever
Member
Sep 24, 2019
34,305
10/10. The fact that game was running on PS3 / Xbox 360 hardware is a marvel in itself. You can try to cut down the granular bits of the story and pick apart the characters, but it's an amazingly fun world to play around in with a ton of variety as far as activities go. It's a delightful world to run around and exist in as a carjacking criminal.
 

Ocean

Member
Oct 25, 2017
3,691
On the one hand, even a 7 is generous for a game that controls so poorly. I bought it on PS3, and then again on PS4, and have never managed to play more than 30 minutes of it (total ever, not "per sitting").

On the other, it was a generation ahead of its time in terms of scope and ambition, and it's a technical miracle that it could even exist on the absolute garbage cans those consoles were.
 

The Shape

Member
Nov 7, 2017
5,027
Brazil
It was mind blowing to me back then. I played the shit out of the multiplayer with my cousin just riding down mount chiliad in bikes over and over again. It was so much fun!
 

Deleted member 3183

User-requested account closure
Banned
Oct 25, 2017
1,517
10/10

Frankly, as a last gen game, it still blows most XBO/PS4 games out of the water with the scope of its world and straight up fun factor. It was a 10/10 then and if it came out today, it wouldn't be any less than a 9.5.
 

TheXbox

Prophet of Truth
Member
Oct 29, 2017
6,549
The controls were rough and the writing was poor in 2013. I don't think games have matured so much in seven years that GTAV's shortcomings can be attributed to its age. The same is - and was - true for GTAIV, which was archaic in many respects back in 2008.
 
Oct 27, 2017
12,053
Even back then it had shit-tier movement and gunplay. Missions constantly becoming gunfights wouldn't have been an issue to me if the combat was good but it was always a chore. And that was followed by getting chased by the cops which was always a pain too. Would probably have given it like a 6/10 then. So yes, "they killed my family".
 

KomandaHeck

Member
Oct 26, 2017
3,353
Writing was dated and lame as fuck even at release. Very enjoyable game but not a masterpiece at all.

San Andreas is the only 10/10 GTA.
 

The Albatross

Member
Oct 25, 2017
38,958
In 2013, I get the review score of a 9.5 or 10.

I think, in retrospect, after thinking about GTAV a lot over the years, and all of the flaws, I'd give it a 9/10 or an 8/10. There's some things that are still really, really well done. The voice acting is superb, among the best of any game, the cinematic fights and setpieces are great and much better than any GTA game in the past. The world is superbly designed and executed on, it's the 2nd best game world ever created, only behind Red Dead Redemption II which came out 5ish years later. There are some things that Rockstar does that no other game developer does as well, something you can only get in Rockstar created worlds.

But there are aspects of GTAV that deserve critique. There are no sandbox elements to this game. You are expected to complete the missions in the way that they want you to complete the missions. This is something that wasn't present in GTAIV either, it was gone once they jumped to 360/PS3, and it's a shame because it was one of the best emergent gameplay features of GTAIII, VC, and SA... It's just something that Rockstar disagrees with fans of the series on. THey want to tell you a cinematic story where you follow a series of steps to have a story told to you; players expecting a sandbox want to use the tools the game gives you -- the player -- to beat the mission in the way that they feel is most fun or rewarding. In GTAV this is especially frustrating because the game gives you lots of tools, but ultimately wants you to use the method they designed for that mission. This is a bummer.

The story is bad. The characters don't grow. They missed an opportunity with that story. In 2013 it's not as bad as in 2018 where you can compare GTAV to RDR2, which is excellent character growth, depth, and motivations. The motivations of the characters in GTAV is vapid and annoying.

The reward system in the game is completely, utterly fucked up and most of the time it seems like Rockstar is playing an extended prank on the player, like they're actively hostile to the player for playing the game. It's an utterly nihilist worldview and I kinda get that "that's the point, it's vapid LA!" but it doesn't work as a videogame. Often times it feels like Rockstar hates its players.

"Strangers and Freaks" missions all play the same way:
  1. The player meets a stranger/freak
  2. The character is hostile to the stranger and doesn't trust them
  3. The stranger offers them some reward if the character performs a task
  4. The player performs the task for the character, returns to the Stranger, who then tells them, sorry, you need to perform another task for your reward
  5. The character is hostile to the stranger and doesn't trust them
  6. The stranger assures them they can be trusted if they just perform this next task
  7. [ Repeat steps 2 - 6 several times ]
  8. Finally, after completing all tasks -- OOPS, the joke's on you player, there is no reward! Bye!
Literally every single fucking stranger/freak encounter plays out this way. This is the opposite of how Rockstar handled it with GTAIII, VC, and SA, where performing side missions gave you -- the player -- tangible rewards. Safe houses, new cars, upgraded weapons, more health, more armor, unique ammo, benefits that you could use to apply to the sandbox. There is none of this in GTAV and I legitimately think that Rockstar hates their fans because these missions show a real contempt and disdain for the people who enjoy GTA games. What's most frustrating here is that you -- the player -- know that you're not going to get any reward. The paparazzi guy abandons you, the submarine lady has no money, the old folks obsessed with movie stars are senile and broke. The friend you're helping out with the tow company is a dead beat. Go down through the list, the human player knows these are all scams, knows nobody will ever deliver their promises, but ... Trevor, Michael, Franklin, these world class con artists and criminal masterminds get scammed 20 times by people who have no interest in delivering anything?

In my opinion, the main storyline follows this format as well to a fault. It's a terrible, empty, meaningless story that goes nowhere and does nothing. Nothing has changed from when the game begins to when the game completes. Nobody changes. Also, the reward mechanisms in the game are completely, completely fucked up. The tangible rewards that the player gets, for instance, Franklin's house in the hollywood hills, are arbitrarily rewarded after pointless missions -- "Hey, we've decided to give you a mansion Franklin, and a dog, and an annoying motorcycle that is no fun to drive!" And yet, later missions that have you like ... breaking into planes to get advanced weaponry -- the very thing that the GTA series got so right in GTA:SA and previous games -- you get nothing "oops, looks like they're all destroyed!" or "Oops! we got nuclear material, we can't keep this the military will be after us!"

There is ONE sub-story in the game that breaks this mold, and it's the only one that rewards you with anything meaningful and it rewards you so much that I think Rockstar had to patch it because it was so unbalanced -- the stock cheating minigames. No mission gives you any rewards throughout the entire game, except for 4 or 5 missions where you buy and sell stocks, and that's where you can get all of your money and become some rich that you never need to worry about money in the game again.

There's no coherent bad guys in the game that you care about. The bad guys are as vapid as the good guys.

The story and world are shallow in ways that Red Dead Redemption 2 isn't. Red Dead Redemption 2 rewards you for exploration and discovery.

I have a lot more thoughts on what GTAV got wrong, I've written about it a lot before.

Though I still keep GTAV in my "games I like" category, because I put 100+ hours into the game, I really started to sour on it.

Somewhere towards about 60% of the way through the game, I felt exactly what you're saying: "Rockstar hates its players." Or, put another way, Rockstar wants to make playing their games into a social commentary... They want you to waste time on, legitimately, pointless missions in order to take the piss out of their players and make some social commentary about the nihilism of capitalist existence.

Since GTAIII, Rockstar got so much kudos for being "a satire" of pop-culture, that it really went to their heads and they moved beyond satire to pessimistic nihilism. This came into clarify with GTAIV, where I felt like they really wanted to tell "the anti-immigrant story." Where the Godfather 2 might be "The Immigrant Epic," GTAIV wanted to couch itself as "The Anti-Immigrant Epic," a story where the character is driven for meaningless reasons to do something that makes no sense to the player and ultimately ends up in no reward, and a lot of hassle. Sure, Nico gets $500,000 for doing some pointless mission, but there's nothing to buy in GTAIV. Sure, Nico gets revenge on some guy who wronged him for obscure reasons, but the player doesn't care about whoever these faceless Russian antagonists are, and then, surprised (!!) you're actually tying to kill .... another guy. Sure, Nico ties up all of his debts in a bow towards the end of the story, but then, unsurprisingly, Rockstar wants to remind you that there is no justice in the real world, so you have to choose which one of your friends to kill -- your family or your lover. Big surprise.

It's like Rockstar watched The Godfather, they watched the scene of Apollonia being accidental meat fodder for organized crime, and they tried their best to force that sort of scene on the player, through Nico, but it just doesn't work at all and ends up feeling completely contrived (and I could explain why in another post, maybe I will do that one day).

I do think their nihilism continued a bit with Red Dead Redemption, but it's masked about an ultimately rewarding open world where your gameplay can make meaningful narrative and character building consequences.

But, then, they returned in full to the pessimistic nihilist openworld with GTAV. Nothing you do in Grand Theft Auto V works out the way it's first described. Now, I know, Rockstar wants kudos for making a satire of the modern capitalistic, millennial, consumer world. THey want to come off as self-aware, as "woke game designers," or something.

But, at some point, it just becomes player hostile. Rockstar wants to take the piss out of their player base and have a laugh over a few pints so bad that they invest millions into developing a 100 hour game that seems to solely exist to take the piss out of its players. In GTAV, you get almost no rewards for the missions you do. If you do get a reward, they're meaningless. You get almost no money from the meaningful "difficult" or involved missions. Dozens of missions have you set up to do some extravagant task which is guaranteeing big rewards ... from stealing fighter jets, to trying to cover government weapons caches, to doing all of these fantastic jobs with the expectation of big rewards (either money, weapons, military bases, or some other big payoff), but none of them get you what you want. Most of them leave you with a mission-giver who mostly says "oooh... sorry... for this contrived reason we can't give you what we said we were going to give you." Mind you, these mission givers are doing this to bloodthirsty henchmen who just murdered 250 government FBI agents to steal some advanced weapon system, and the mission giver sends you a text after saying "Thanks for doing that, sorry you don't get any of it!" And then they disappear for 2 missions, only to come back, and do the same, over and over again.

Meanwhile, there are ~5 missions that have actual rewards in the game, and all of them are arbitrary and meaningless. 4 of them are side tasks around the stock market. You get nearly 95% of your money in the game from 3 or 4 stock manipulation missions. There are one or two other missions that give you a real reward early on, when Trevor gets access to the airport and when Franklin gets his mansion in the Hollywood hills. Franklin gets his mansion for no reason. You basically just get a text, "Here's a mansion for you because... you should have it ... for some reason." It has nothing to do with the mission you just completed.

The most egregious of these are the Strangers & Freaks side missions, which are a recipe of having you do something for no reward. Every mission follows the same script:
  • Take photos of these celebrities and I'll give you a BIG cash payout. You get no payout, the guy disappears. Haha! Jokes on you for believing a paparazzi scammer!
  • Hey man, do these missions taking out drug dealers and we're going to have a huge pot party! ... Haha! Jokes on you for trusting a guy who smokes marijuana, he forgot to give you the reward and show up.
  • Hey stranger, we're wealthy tourists who LOVE celebrities, help us track down these celebrity items and we'll give you a big reward! ... Haha! jokes on you for doing missions for these two crazy homeless people.
  • Hey Franklin, your old friend is in trouble and needs you to do his tow truck activities, but he'll give you a reward and make you a part owner when you complete them all! ... Haha! jokes on you he's a crackhead and never follows through.
  • Hey friend, my husband was a wealthy explorer and he died, can you please collect all of his submarine parts -- there will be a big reward! ... Haha! jokes on you I'm a crazy old lady who wanted her husband dead and there's no reward.
This continues ad nauseam throughout all of these missions. There's a dozen of these or so and they all follow the same script. I've left one, the most egregious one, off because I think that one makes sense. The Scientology one where Michael becomes a Scientologist and ultimately donates a ton of money to Scientology and does all of these pointless (intentionally pointless) tasks for crazy people. I think, ultimately, that set of missions can be a good one to take the piss out of the player. But, when you follow that formula for every mission it ends up just becoming completely player hostile.

You can juxtapose most of this directly to GTA San Andreas. San Andreas would have been an optimists story-telling. The rewards were commensurate to the task. Take over a military hardware train and kill a hundred government spooks? You've just unlocked a jetpack. Storm a gang-owned property in the Hollywood hills and kill a hundred gangbangers? You've just taken ownership of this sick mansion with great rewards. Wipe out dozens of baddies in a casino and half of the LAs Vegas police force? You own your own casino. Sneak onto an aircraft carrier, kill a hundred government agents, and steal a fighter jet, then blow up a bunch of boats near the hoover dam...? You've unlocked a fighter jet and you get to park it at the hidden airport you unlocked 5 or 6 missions earlier. There's a recipe of rewards in San Andreas that make sense, and ultimately, it's an optimists story: You start with nothing, earn up some things, get screwed, you feel motivated for revenge (juxtapose this to GTAIV where the player has no reason to be bad at the mobsters other than "Nico tells you to be mad"), you work through the story to get revenge, and get rewards along the way.

But, with GTAV, they wanted to take the piss out of the player and make fun of you for wasting your time and money on a pointless videogame. The point of the game is to show how pointless and meaningless the world is. That's fine. It's a cute narrative to push on 16 year olds who might be disillusioned or overly optimistic about the world (and I think it makes sense as the game was primarily developed from ~2009-2013, during a deep recession). But, I think Rockstar forgets that they're developing videogames and ultimately there should be some satisfaction in playing a game. Videogames are escapist in nature. Modern society is vapid and meaningless and that's why you have videogames to live out power fantasies and enjoy simulated excesses. San Andreas and VIce City played into those power fantasies and, for many players, they were deeply satisfying games. GTAIV and GTAV sought to tear down the power fantasy, which I think is fine to do in moderation... The Scientology side story, the weed side story, the irony that the only rewarding missions are those where you are manipulating a stock market. Those three stories can give you the essence of disillusion without constructing an entire videogame around being disillusioned. Rockstar was developing GTAV during the recession and I think it informed a lot of their narrative and game design choices, and I think the Housers wanted to light cigars with $100 bills and laugh about how gullible the gaming public is, that the joke is on us as they make one of the most profitable games of all time, and it's a game that is all about the pointless nihilism of our modern materialistic society. For them, that is deeply satisfying: an irony within an irony. But, I think they forget that they're game developers and the very reason idiots like us play their videogames is because we want some respite from that unfulfilling, arbitrary, unfair world.

Or this post about "The Illusion of Agency In Rockstar Games"

I don't think that it's hopeless for Rockstar. After GTAV seemed to be Rockstar lashing out at their players, and seemed to show a disdain for fans of their series, Red Dead Redemption II was like a love letter to fans of Red Dead Redemption. Side missions that have an impact either to the player (in game rewards, money, weapons, unique items in the world) or to the characters (showing some aspect of the characters that you wouldn't see, world building / narrative building). THe characters in the game grow and evolve. Their relationships are meaningful and make sense. The game makes a tight bond between the player and the protagonist, Arthur Morgan, which is something that Rockstar did so well with GTA:VC, SA, and RDR, but did so poorly with GTAV. The side characters have depth, value, and aren't just caricatures, compare this to any side characters in GTAV (other than Lamar). You could understand why Arthur would ride with this gang and why people in the gang would care about each other. This is something that GTAV falls completely flat on, everybody hates each other in the game, and their motivations are petty and stilted; the relationships are lazy -- [Michael] "Gotta protect your son," [Niko] "gotta save your cousin", [Trevor] "Michael's your best friend," [Franklin] "I want money."

So I don't think it's hopeless for Rockstar games, it might be hopeless for future GTA games. I just think the tone of the GTA games is so nihilistic, so hateful of the players who play it, that it's hard for me to get excited about a GTA story.
 
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Linus815

Member
Oct 29, 2017
19,711
In 2013, I get the review score of a 9.5 or 10.

I think, in retrospect, after thinking about GTAV a lot over the years, and all of the flaws, I'd give it a 9/10. There's some things that are still really, really well done. The voice acting is superb, among the best of any game, the cinematic fights and setpieces are great and much better than any GTA game in the past. The world is superbly designed and executed on, it's the 2nd best game world ever created, only behind Red Dead Redemption II which came out 5ish years later.

But there are aspects of GTAV that deserve critique. There are no sandbox elements to this game. You are expected to complete the missions in the way that they want you to complete the missions. This is something that wasn't present in GTAIV either, it was gone once they jumped to 360/PS3, and it's a shame because it was one of the best emergent gameplay features of GTAIII, VC, and SA... It's just something that Rockstar disagrees with fans of the series on. THey want to tell you a cinematic story where you follow a series of steps to have a story told to you; players expecting a sandbox want to use the tools the game gives you -- the player -- to beat the mission in the way that they feel is most fun or rewarding. In GTAV this is especially frustrating because the game gives you lots of tools, but ultimately wants you to use the method they designed for that mission. This is a bummer.

The story is bad. The characters don't grow. They missed an opportunity with that story. In 2013 it's not as bad as in 2018 where you can compare GTAV to RDR2, which is excellent character growth, depth, and motivations. The motivations of the characters in GTAV is vapid and annoying.

The reward system in the game is completely, utterly fucked up and most of the time it seems like Rockstar is playing an extended prank on the player, like they're actively hostile to the player for playing the game. It's an utterly nihilist worldview and I kinda get that "that's the point, it's vapid LA!" but it doesn't work as a videogame. Often times it feels like Rockstar hates its players.

"Strangers and Freaks" missions all play the same way:
  1. The player meets a stranger/freak
  2. The character is hostile to the stranger and doesn't trust them
  3. The stranger offers them some reward if the character performs a task
  4. The player performs the task for the character, returns to the Stranger, who then tells them, sorry, you need to perform another task for your reward
  5. The character is hostile to the stranger and doesn't trust them
  6. The stranger assures them they can be trusted if they just perform this next task
  7. [ Repeat steps 2 - 6 several times ]
  8. Finally, after completing all tasks -- OOPS, the joke's on you player, there is no reward! Bye!
Literally every single fucking stranger/freak encounter plays out this way. This is the opposite of how Rockstar handled it with GTAIII, VC, and SA, where performing side missions gave you -- the player -- tangible rewards. Safe houses, new cars, upgraded weapons, more health, more armor, unique ammo, benefits that you could use to apply to the sandbox. There is none of this in GTAV and I legitimately think that Rockstar hates their fans because these missions show a real contempt and disdain for the people who enjoy GTA games.

In my opinion, the main storyline follows this format as well to a fault. It's a terrible, empty, meaningless story that goes nowhere and does nothing. Nothing has changed from when the game begins to when the game completes. Nobody changes. Also, the reward mechanisms in the game are completely, completely fucked up. The tangible rewards that the player gets, for instance, Franklin's house in the hollywood hills, are arbitrarily rewarded after pointless missions -- "Hey, we've decided to give you a mansion Franklin, and a dog, and an annoying motorcycle that is no fun to drive!" And yet, later missions that have you like ... breaking into planes to get advanced weaponry -- the very thing that the GTA series got so right in GTA:SA and previous games -- you get nothing "oops, looks like they're all destroyed!" or "Oops! we got nuclear material, we can't keep this the military will be after us!"

There's no coherent bad guys in the game that you care about. The bad guys are as vapid as the good guys.

The story and world are shallow in ways that Red Dead Redemption 2 isn't. Red Dead Redemption 2 rewards you for exploration and discovery.

I have a lot more thoughts on what GTAV got wrong, I've written about it a lot before.

Not every story is written with the intent of having big character arcs. GTA 5 mostly plays out like a high octane action film - the characterization is minimal, which is intentional. In fact, a big thing in the story is how little both Michael and Trevor changed despite the long amount of time that passed and all the circumstances. It's also the first time the game doesn't consistently reward the player. But this isn't a bad thing. Earlier GTA games always gave you payouts when you finsihed a mission, even if it basically made no sense. GTA 5 only rewards the player when it is logical - this adds value to the actual rewards, as you can go 10 missions in a row without payment, but then you hit a big score and get 1 mil on your account. It feels good.

You mention "good guys" being the same as "bad guys". Who are the good guys, exactly? GTA 5 doesn't try to morally justify* any of its main characters. They're all shit people. That's kind of the point. Trevor is arguably the main villain of the game, despite being a player character. He is basically the catalyst for everything bad happening in the story. That's why people like Steve Haines or Devin Weston aren't ultimately that important. They serve their purpose in the story, which is to push the relationship between Michael and Trevor to a breaking point.

My only significant issue with the story stems from this - the last few missions of the game are far too rushed and a lot of very convenient things happen, and the tension between Michael and Trevor never gets properly resolved, unless you pick one of the kill endings. Those endings are argualby more fitting than Death wish, but they're also not nearly as detailed, unfortunately.

A lot of games have repetative side missions or activities, and I'm sure you may be right that GTA 5 has the same issue though I honestly can't say that I've noticed every strangers & freaks mission to be the same. In fact the few I can recall, like escorting the old couple, the border patrol, hunting, or the paparazzi stuff were all quite different...

Rockstar's restrictive main mission design has been a talking point for years, but ultimately it's how they choose to tell their story. It's highly unlikely that they "hate the player". Realistically, the main reason why so many rockstar games' missions are so memorable is because rockstar sets everything up in a way that players get the "optimal" experience. That's how RDR 2 achieved its most iconic moments as well - it's just what it is. There is a trade off, and perhaps rockstar does go too far at times with fail conditions, but if anything GTA 5 is definitely less restrictive than RDR 2. (and I prefer RDR 2 as a game overall, as well).

There is plenty to do in the sandbox - not just side missions. But I feel like you're kinda ignoring the big thing here, which is online. It's absolutely the sandbox heaven for GTA 5, with insane amount of things to do both in terms of activities or in free roam. Sure, I get that not everyone wants to play online, but it's still there. RDR 2's open world depth and exploration are amazing, but it's also something that likely only works in a less sparsely populated game like RDR 2.

*the lowest pooint of the game is Trevor attempting to morally justify the torture mission. It was completely unneeded. And it just came off as childish.
 
Oct 29, 2017
7,500
I didn't even like it back then. The scope and detail of the world is amazing, but the movement, shooting, and driving just didn't feel good to me. Plus the super restrictive mission design. It wasn't fun to play.
 

Spehornoob

Member
Nov 15, 2017
8,934
Nope. GTA V has a wonderfully built city and a fun narrative, but the fact that all you can really do in the city is general meaningless chaos or linear, extremely scripted missions is a buzzkill. Not to mention the controls and gunplay are generally poor.

The production values are thruogh the roof but its about an 8/10 game for me.
 

Terbinator

Member
Oct 29, 2017
10,206
I only completed the game last year after initially starting on PS3 and then again on XB1.

Just thought it was a bit rubbish and felt no reason so continue on with it during the initial uptake.

FWIW: I think it is technically great but sorely lacking in gameplay and story.

RDR2 feels like a step up in terms of story and world, but ofc has its own set of "problems".

MP is wank in both.
 

Nintendo

Prophet of Regret
Member
Oct 27, 2017
13,366
10/10. It was and still is a masterpiece. No other open world game that's set in a city has topped it yet. And no, I don't think CP77 will.
 

Damaniel

The Fallen
Oct 27, 2017
6,535
Portland, OR
The GTA games are probably the most overrated in all of gaming, especially 4 and 5. They're solid 8 out of 10 games for sure, but that's about it.
 
Oct 25, 2017
6,033
Milwaukee, WI
It is crazy impressive tech wise. But a disappointment on all other fronts for me.

Pretty much.
For me this a Red Dead 2 have stories that have the makings of a first act, then an ending.
Like, we all know what's going to happen and it wasn't particularly interesting.

Also Carolyn Petit's review gave it a 9/10 but she actually addressed the problematic elements.
Which of course means she STILL gets shit for it online.

Maybe you talk about the assortment of side activities you can engage in, or the tremendous number of ways in which you can go about making your own fun. Or perhaps you dive right into the game's story problems, or its serious issues with women.

She's a damn good critic, someone fucking hire her.
www.gamespot.com

Grand Theft Auto V Review

Grand Theft Auto V is an outrageous, exhilarating, sometimes troubling crime epic that pushes open-world game design forward in amazing ways.
 

Alek

Games User Researcher
Verified
Oct 28, 2017
8,467
It's the most impressive living city we have, so I think that alone makes it worthy of the attention it's received, even if not quite so high scores.

With that said, the gameplay could stand to be a lot better, and the depictions of women in the game should be a lot better too.
 

Sande

Member
Oct 25, 2017
5,977
There are probably less than 10 games in existence that are closer to 10/10 than 9.5/10. GTAV is not even close to that, not even in the middle of launch hype.

Edit: I misunderstood the question a bit. It was a strong 9 for me. Might've even given it something like 92-94 on a 100 point scale. My opinion on it has soured a bit since then. It's more of a barely 9/10. It's still such a strong package that I wouldn't go down to an 8.
 
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Dyle

One Winged Slayer
The Fallen
Oct 25, 2017
29,900
It doesn't deserve anything higher than an 8 for wasting such a well-realized world with such a subpar set of activities to do in it. Especially before GTA Online launched.
 

Androidsleeps

Member
Oct 27, 2017
4,579
A solid 10/10 even today it still puts other boring empty "open world" games to shame and looks and feels amazing to play. It's crazy that this game came out 7 years ago. One of the best gaming experiences I've ever had on all fronts.
That a game like GTA V existed in 2013 is nothing short of a miracle imo.

Even today, there is nothing like it. The single player and online value is crazy high. I dunno how they did it on PS3/360 hardware. I think if you released it today just with better graphics/loading it'd be totally next gen feeling.
Exactly. The switching between three characters feels like it shouldn't have worked at all, but it worked perfectly!
Can't wait for the 2025 thread where people claim they definitely thought God of War was only a 6.
That's Era. On the same day, one of the best games ever made is a meh and Fallout 76 is "actually good".
 

Deleted member 13077

Attempted to circumvent ban with alt account
Banned
Oct 27, 2017
2,513
A 7 or 8.

The open world is really impressive, but the story goes fucking nowhere for about 20 hours.
 

IIFloodyII

Member
Oct 26, 2017
23,952
At the time the technical aspect probably pushed it up to a 9.5-10 for me, really is incredible they got that out of the PS360, but the hype at the time would have definitely overshadowed some of it's flaws for me too.

I tried to replay it not too long ago and just couldn't get into and I've not like GTA Online since like 2014.
 

Deleted member 12833

User requested account closure
Banned
Oct 27, 2017
10,078
Nope. I found to to be a step back from GTA4 and to be one of the worst GTA games. RDR2 showed they still have it though.
 

The Albatross

Member
Oct 25, 2017
38,958
Not every story is written with the intent of having big character arcs. GTA 5 mostly plays out like a high octane action film - the characterization is minimal, which is intentional. In fact, a big thing in the story is how little both Michael and Trevor changed despite the long amount of time that passed and all the circumstances. It's also the first time the game doesn't consistently reward the player. But this isn't a bad thing. Earlier GTA games always gave you payouts when you finsihed a mission, even if it basically made no sense. GTA 5 only rewards the player when it is logical - this adds value to the actual rewards, as you can go 10 missions in a row without payment, but then you hit a big score and get 1 mil on your account. It feels good.

You mention "good guys" being the same as "bad guys". Who are the good guys, exactly? GTA 5 doesn't try to morally justify* any of its main characters. They're all shit people. That's kind of the point. Trevor is arguably the main villain of the game, despite being a player character. He is basically the catalyst for everything bad happening in the story. That's why people like Steve Haines or Devin Weston aren't ultimately that important. They serve their purpose in the story, which is to push the relationship between Michael and Trevor to a breaking point.

My only significant issue with the story stems from this - the last few missions of the game are far too rushed and a lot of very convenient things happen, and the tension between Michael and Trevor never gets properly resolved, unless you pick one of the kill endings. Those endings are argualby more fitting than Death wish, but they're also not nearly as detailed, unfortunately.

A lot of games have repetative side missions or activities, and I'm sure you may be right that GTA 5 has the same issue though I honestly can't say that I've noticed every strangers & freaks mission to be the same. In fact the few I can recall, like escorting the old couple, the border patrol, hunting, or the paparazzi stuff were all quite different...

Rockstar's restrictive main mission design has been a talking point for years, but ultimately it's how they choose to tell their story. It's highly unlikely that they "hate the player". Realistically, the main reason why so many rockstar games' missions are so memorable is because rockstar sets everything up in a way that players get the "optimal" experience. That's how RDR 2 achieved its most iconic moments as well - it's just what it is. There is a trade off, and perhaps rockstar does go too far at times with fail conditions, but if anything GTA 5 is definitely less restrictive than RDR 2. (and I prefer RDR 2 as a game overall, as well).

There is plenty to do in the sandbox - not just side missions. But I feel like you're kinda ignoring the big thing here, which is online. It's absolutely the sandbox heaven for GTA 5, with insane amount of things to do both in terms of activities or in free roam. Sure, I get that not everyone wants to play online, but it's still there. RDR 2's open world depth and exploration are amazing, but it's also something that likely only works in a less sparsely populated game like RDR 2.

*the lowest pooint of the game is Trevor attempting to morally justify the torture mission. It was completely unneeded. And it just came off as childish.

My comment about "bad guys" is a critique that I put on a lot of games: Give me a good antagonist. The antagonist character is often one that helps move the story alone, gives a motivation for the other characters, and the best antagonists are the ones that are realistic, present throughout the story, and pose some realistic threat to the protagonists. I should have said, "Antagonist" in my post not "bad guy" or "good guy," because I get it, Rockstar is making a vapid, nihilistic world where everybody is a bad, everybody is an empty shell of a human, and that's "the point," but I think it falls flat. I also think they have the ability to make that world -- a vapid, nihilistic world -- and also have protagonists and antagonists that have good motivations to do the things that the player is asked to do with them, but they didn't in GTAV. But "looking for the bad guy" is something that I do in a lot of games, and I think that games that do the central antagonist best end up being some of the most rewarding games from a narrative point of view.

An example of a great antagonist is Office Tenpenny from GTA:SA. Infact, I think he's probably the best antagonist from any modern videogame and perhaps ever.

Tenpenny, aside from being voice amazingly by Samuel L. Jackson, is just such a well designed antagonist. He's ever-present in the game for the player and protagonist: The first scene of GTA:SA you're introduced to him and as soon as CJ is back in LA, Tenpenny is there to make your life difficult. But, meanwhile, you can't do anything to him and that fits the narrative of the game. Tenpenny, a high ranking corrupt police officer, has all of the control. If CJ / the player try to threaten him in a realistic way, it'll make CJ's life more difficult and the people who he loves will have more difficult lives.

Tenpenny returns throughout the story, he's nearly always present, he's basically always "the goal," for the player or providing you the realistic next point to move the story along. When CJ gets exiled into the countryside, basically a narrative technique to open up more of the game world (and a very good one at that; previous GTA games usually used some externality ... A hurricane that shut down the bridge, a terrorist event that made the bridge in Liberty City impassable; GTASA actually opens up the other regions in an interesting way, you're brought there against your will by the antagonist). In the country missions, CJ is incapable of doing anything harmful to Tenpenny because Tenpenny has leverage over him (he is holding his brother, a likeable character, hostage; Your brother got captured by Tenpenny because he turned two of your allies to work for him).

GTA:SA gets the idea of having bosses and mini-bosses. Tenpenny is the boss. He's the guy you want to take down at the top of the pyramid from which all other malign actors come from. But then the game also introduces other mini-bosses below Tenpenny and creates realistic scenarios for why you want your revenge and why you have to perform certain tasks before you can get there. Ryder, Office Polaski, Big Smoke, and all of the other "serious" mini-bosses get some of their influence from Tenpenny.

Tenpenny is present throughout almost the entire game. He's a constant thorn in your side. The only period where he's not really relevant is CJ's "In the dessert" (literally, CJ is in the desert, and metaphorically, CJ's period of growth & power apart from the central drama of the storyline) chapter, which is also probably the weakest chapter in GTA:SA from a narrative point of view, but it also gave Rockstar an opportunity to add "gamieness" to it -- the jetpack, stealing harrier jets, getting an airport, taking over a casino, the gimp mission, and all sorts of other lighthearted silliness that doesn't really work into the main narrative but are some of the elements of the game that fans liked the most.

So, Rockstar knows how to create antagonists. They did it better than any other videogame, in my opinion. So, it's disappointing to have GTAIV and V (and to an extent Red Dead Redemption, though RDR is closer to GTA:SA with its execution of antagonists than it is to GTAV or IV). But they really missed this with both GTAIV and V. But, where it hurts V is that they give the players motivations that are ultimately vapid: The characters get duped, while the player knows that the characters are getting duped, but the characters are just too dumb to do anything about it. And that's frustrating from a player agency point of view.

My point about Strangers and Freaks missions isn't repetition of gameplay, it's reptition of motivation. They all play out exactly the same. A stranger that you don't like makes you do something that you -- the player -- don't want to do, but the character (Trevor, Michael, Franklin) is duped or coerced into doing it, and the player knows that there's not going to be any reward. The old couple who needs memorabilia is not wealthy, you -- the player -- figure it out, but Trevor gets duped or coerced into it, and ultimately they obviously have nothing. Jokes on you! The marijuana guy has you perform these series of missions tying into marijuana in some way, and there's going to be this big climax and ...... Oops, jokes on you player, the marijuana guy slept in because he's a marijuana guy and marijuana guys are lazy. Jokes on you! The paparazi guy who is a racist homophobe and Franklin hates him but he begrudgingly agrees to do his tasks because he can make "beaucoup bucks man" and ... Jokes on you! The paparazi guy is broke! The real estate guy who has you destroy his property signs, promises you money from an insurance scam, and ... ends up ... prostituting his wife to you and then he'll give you the money for the insurance scam, but he has no money! JOkes on you! .....

Almost every side mission follows this format in the game, and a ton of the main story missions follow this format. It's not reptition of gameplay, it's repetition of the narrative. Like you said, the narrative and story gets rushed, ultimately there is nothing there. When you combine the poor reward system of the missions -- the "jokes on you, you dumb idiot!" nature of them -- and the lack of a meaningful, realistic antagonist, the motivations for the player (you with the controller) and the character (Michael, Trevor, Franklin) fall out of sync. Unlike in GTA:SA where it makes sense why the player (you) and the protagonist (CJ) can't kill Officer Tenpenny right away, in GTAV, there's really no reason why Michael, Trevor, or Franklin can't just kill any of the antagonists, once you're about 60% of the way through the story. None of the antagonists hold any power over you, they're not giving you any rewards, the game as repeated this "jokes on you" trope a dozen times by that point, and as the player you end up just going through the motions of "See mission marker on map, start mission, end mission." ANd, by this point in the game I'd imagine most players have some story fatigue ... You know you're not getting any rewards -- everything's a joke on the characters -- you don't have any strong feelings other than annoyance at the antagonists, and there's no narrative reason why you or the characters couldn't just whack these antagonists and solve your problems just like you did with a hundred other antagonists before them. I think it's a major flaw with the game, and a missed opportunity (I've written about the opportunity with GTAV before, where you realistically set up a 'mole' storyline, where one of the gang members is working against the other two, but you hide this from the player and the characters, only to reveal it at the same time ... so the characters and the player find out "the big reveal" simultaneously, and then as a player you can think back through the story about how there were clues all along; I'd like it to Adriana La Cerva's climax in the Sopranos, where you the viewer and Adriana basically get duped until the final moment and most people were like ".... oh holy shit no ..." right at the same moment she realizes it too), but thankfully, I think they did a much, much better job with RDR2.

I also hated the alternative endings -- the kill endings -- because they came out of nowhere and their contrived. Like, all of a sudden, Franklin wants to kill Michael because ... Michael held him back ... (?) and ... Michael suddenly becomes a snivelling coward fleeing from Franklin ... ? It was so weird, so out of place. I think they wanted to have this checklist, like, "You get to choose your own ending!" but the only ending that made any sense (And that was satisfying) was the 'Death Wish' ending. My first playthrough, I thought that Option A was kill Trevor, Option B was Kill Michael, and Option C was they all die ... And so I picked Option B to kill Michael from purely gameplay perspective, I preferred Trevor's location on the map more than Michaels, and might have had a couple Trevor missions left. I ended up going back and replaying it with DEath Wish and realizing that's "The real ending," but that they even gave you that "choice" and rushed those bizarre endings in there just felt weird and tacked on, like they didn't know what they were doing with the story.
 
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TechMetalRules

▲ Legend ▲
Member
Sep 11, 2019
2,208
United States
I would've had no problem giving it a 9.5 at the time. I was really blown away by the game when it first released and even loved the controls and gunplay.

I tried going back to it for a bit after finishing RDR2 and wasn't feeling it near as much as I used to.
 

City 17

Member
Oct 25, 2017
913
I thought it was worse than both SA and IV, neither of which were masterpieces, they were fun though.