On 20/09/2013 12:31, hurricanepilot wrote:
>> Gaming time may be at a bit of a premium this weekend, but if I manage
>> to fit any console time in, it will inevitably be with...
>>
>> GTA V (360)
>> I don't think I can adequately express how much I am enjoying this
>> through written word alone, so to help with this, please imagine me
>> stood on your desk, gyrating wildly, whilst singing these words to the
>> tune of your favourite song and juggling an array of small furry mammals.
>
> What are you wearing?
Whatever you want me to be, baby.
>> I've got all three of the protagonists in the mix, now, and they're
>> certainly *quite* a mix. I think Michael might be my favourite ever GTA
>> player-character, Franklin has his moments, and Trevor - well, um, er, wow.
>
> I've not unlocked Trevor, but I have made the phonecall so that's
> clearly the next event for me.
The phonecall? There's one particularly memorable phone call that you
make as Michael, but there's still a little way to go from there to when
you get to meet Trevor. Only very mild and vague spoilers below,
relating ONLY to parts of the game prior to unlocking Trevor, and only
spoilers assuming you haven't watched any of the pre-release preview
videos:
Nsgre znxvat gur pnyy sbe Yrfgre, gur arkg ovt guvat vf cynaavat naq
rkrphgvat lbhe svefg urvfg. Geribe qbrfa'g haybpx hagvy nsgre gung.
> I'm having a hard time with the multiple characters if I'm honest. I get
> it, and I like the idea of it objectively, but subjectively I'm
> wanting to be in the game playing a role, not three of them.
I like it, because it allows me to compartmentalise my behaviour.
Franklin for general driving around and exploring (due to his special
ability), Michael for the more civilised pursuits such as golf,
triathlons and tennis (which I played another game of last night, and
decided that I do like it after all), and Trevor for the kind of base
and/or violent behaviour that GTA generally brings out in the player
from time to time. :)
> Michael is my current favourite, mainly due to his permanently relaxed
> attitude to what's going on around him. The issue I have is that my
> problem with the character switching is just making me want to play as
> Franklin all the time, as that how the game started.
See above. :) Also, I love the whole zoom-out/zoom-in thing when you
switch, especially when you're on opposite sides of the island. Gives
you a real sense of scale, and it's always fun to see what the other
character is up to whilst you're off being somewhere/one else. One other
little thing that might not be obvious - if you've got a long journey
ahead, if you set a waypoint with one character, then switch to another,
then whilst you're playing with the second character, the original one
will continue to make his way to that waypoint, which is a really nice
touch, I thought.
>> I did a circuit of the island by car last night, stopping at Chilliad,
>> and parachuting off (ended badly, despite a promisingly serene descent
>> for most of the way).
>
> Provided it doesn't spoil things, where does one get a parachute? I've
> not actively looked yet, I'm just being lazy.
It's not hidden away at all, and is in a fairly obvious location, so I
don't think it's a spoiler, but rot13ed to be on the safe side in case
anyone else is offended: Ba gur cyngsbez bs gur gbc pnoyr pne fgngvba.
>> Then I got into some main story missions, and in
>> contrast to GTA IV, I'm enjoying them at least as much as the
>> off-curriculum stuff. Partly due to the structure of the missions
>> themselves, partly due to the improvements in both gunplay and driving,
>> partly due to the additional dimension added by the character switching,
>> but mostly because I'm enjoying the characters and the way the wider
>> story is unfolding.
>
> I just like that I'm being left to my own devices. GTA IV's phone
> pestering really cheesed me off. You still get the odd phonecall, but
> it's mostly just information and often just a text.
I think that's it. There's no nagging, there are no locked out areas
(that I've found) dependent upon story progress, and as a result, doing
the missions feels like a more organic part of living in the world,
rather than a completely separate game that you need to work on to get
to the fun stuff.
--
Chris
GT: SomethingWitty