GTA 5 . reviews , system requirements and Pricings .

Grand Theft Auto V is an outrageous, exhilarating, sometimes troubling crime epic that pushes open-world game design forward in amazing ways.
GTA 5 review: Each character is a tribute to crooks from GTA’s history
Formats: Xbox 360 (tested), PlayStation 3
Developer: Rockstar North
Publisher: Rockstar Games
Age rating: PEGI 18
Released: 17 September 2013
It’s brilliant, of course.
Given the pedigree and almost brutish levels of hype surrounding Grand Theft Auto V, it would have been a surprise if this wasn’t the five-star humdinger that you expected. But here we are: Grand Theft Auto V is the pinnacle of open-world video game design and a colossal feat of technical engineering. It takes a template laid down by its predecessors and expands upon it, improving on and streamlining some of its rougher aspects. It doesn’t break out of that template and can be brash, nasty and nihilistic. But for all its more unsavoury aspects, this is a game built with skilled mechanical expertise and creative artistry.
And money. Lots of it. If the reported cost of £170m is to be taken at face value, GTA V is the most expensive video game ever assembled. If nothing else, that lavishness seeps from every pore of Los Santos, Rockstar’s twisted facsimile of Los Angeles and the grand stage for our crime caper. It is a virtual world of such tremendous scale and fine detail that it continues to baffle how the developers have managed to squeeze it all onto current generation hardware.
The urban sprawl of the city itself is a tangle of roads and definable districts; Strawberry is an area of limited social mobility, characterised by boarded-up shops, tatty slat-board houses and gangland graffiti. Downtown is a cluster of high-reaching skyscrapers, the city’s homeless shuffling alongside office yuppies. Rockford Hills houses the city’s wealthiest, lavish mansions sitting alongside expensive hotels, tennis courts and golf clubs (both with playable sports, they’re good too). Vespucci Beach is a hive of swim-suited pin-ups and party boats. Vinewood is the neon-splashed refuge of movie-star wannabes.


Travel north and the city disperses into countryside, reach Blaine County and you find a brushland littered with trailer parks and filthy hick bars under the shadow of the County’s mountain range.
It is enormous. And while the broad strokes of GTA V’s map are impressive enough, the finer details are lavished with the same care. Boxes piled carelessly in a player’s safe-house. The crude sign for a chinese restaurant daubed on sheet metal fencing. The evening sun dappling an orange sheen across the landscape as it glints over the Los Santos highways. Hell, I was even impressed that my character’s flip-flops actually flip-flopped. There is no expense spared on any inch of its colossal mass.
To put it another way, Los Santos feels like a city that people live in, rather than a virtual playground built for your enjoyment. The danger of this approach is that real cities might not be as much fun as a bespoke urban-Americana theme park, but Rockstar make it work. My admiration for video game designers knows no bounds, but it befuddles as to how a mass of land as huge as Los Santos is so tightly crafted and densely interactive. There’s a natural openness, diversity and cogency to the design of the map that makes it a pleasure to explore. And it’s a place in which the game’s missions can slot into in a way that leads to emergent and unexpected thrills.
I’m in Downtown, and after stealing some precious weaponry for a jewelry store heist from a moving van, I find myself under the attention of local constabulary. Sirens blaring behind me, I gun my car through the latticework roads before finding a freeway. Thundering into oncoming traffic, cars scatter and smash into the partition. It’s not long before I’m in countryside. I slide off the freeway into the brushland, sweeping round dusty trails and leaping over grass hills. Losing sight of the cops, I dump my vehicle behind a bar, walk into a discount store, change my clothes and find another car. I’m miles away from where the chase started, in a completely different area, purely due to the natural course of my actions. Now I’m out in the sticks, free of the law and with a scenic trip back to the city ahead.
Such a scenario is enabled by a few things. The map design is one, with wide roads that allow you to weave through its dense traffic and a cogency that means the expanse of land feels connected from top to bottom.
Secondly, Rockstar has tweaked how the police hunt you. Now you can play a game of hide and seek from the very beginning, nipping out of sight down an alleyway or under a bridge and watch police cars prowl by. Or you can go hell for leather and try to lose them in a high-speed, destructive chase. Your choice.
Thirdly, the car handling in V is much sharper than the heaviness of IV. It retains just enough of IV’s weight and hyperactivity to make crashes feel consequential and handbrake turns tricky to control, but is tightened up enough to make driving more instantly gratifying. IV’s handling was great but took some work to master, V’s handling is better and easy to pick up. This extends to sea-based vehicles and flying aircraft.
The driving is one part of GTA V’s technical improvement over its predecessor. But before we delve too much further into general mechanics, let’s talk about V’s most disruptive change. Instead of the traditional focus on one character, GTA V has you playing as three separate crooks. It’s a change that seems so basic on paper, but in practice is a revelation, making Los Santos’s huge expanse more negotiable as you freely switch between each character, adding spice to missions and allowing for a more layered narrative.
Let’s meet the boys. Michael has been described by Rockstar as “the GTA character who won”; a retired thief that has found his way into witness protection while keeping the stash of cash he appropriated over the years. He lives a quiet, boring life in a huge mansion in Rockford Hills with his wife and two children. He hates it.
Franklin is a young gang-banger from Strawberry. At the start of the game, he is working as a repo man for a dodgy Armenian car dealer, chasing down those who are (apparently) late with their payments. Franklin has his own moral code, but makes no excuses for who he is, with his ambitions lying only in a higher quality of crime.
Trevor is Michael’s former partner, a redneck psychopath and sexual deviant. He is an extraordinarily nasty piece of work and Grand Theft Auto’s most disturbing character.
Each character is a tribute to crooks from GTA’s history. With his mafioso swagger and obsession with 80s movie quotes, Michael is Vice City’s Tommy Vercetti. Franklin is San Andreas’ Carl Johnson. And Trevor? Trevor may well be you. Trevor is the Grand Theft Auto player that causes carnage and squelches pedestrians just to achieve a five-star wanted rating and watch the following mayhem unfold. He is the twisted, ugly reflection of all the nasty stuff that GTA lets you do but rarely explicitly encourages. Rockstar wants you to look at his face and feel uncomfortable. And it works.
They are not a nice bunch, to put it mildly. Rockstar have seemingly taken one of the main criticisms of GTA IV to heart: that of the disconnect between protagonist Niko Bellic’s sense of guilt and honour and the gleeful chaos that he finds himself causing. GTA V tackles that head on, making an effort to contextualise everything you do, from the main thrust of the characters’ motivation to the side-missions and activities they go on. Franklin is a speed-loving thrill-seeker, so he’s the one you go to for street races. And Trevor’s the only character with “Rampage” missions, such as being tasked with wiping out a never-ending army of rednecks in a blind rage after one of them called him something we cannot reprint in a family newspaper.
Given GTA’s sense of freedom, you can cause wanton carnage on the streets with whomever you wish. But if you’re that why inclined, you may find yourself switching to Trevor. It’s a curious form of method-acting, Rockstar making sure that all the frolics from GTAs past are available to you, but providing a choice of people so that enjoying them doesn’t clash with the characters they have created.
This does come at something of a cost, however, in that GTA V’s main narrative is almost relentlessly misanthropic. Niko’s words may have jarred against his actions in GTA IV, but he was written with a strange sense of warmth that is largely absent here. Franklin is the most sympathetic character, a smart kid that has travelled the wrong path, and Michael has a twisted honour of his own. But largely these are horrible people doing horrible things to other horrible people.

The Good

  • Innovative three-protagonist structure leads to loads of amazing moments  
  • Outstanding, multilayered heists and other missions  
  • Huge, gorgeous, varied open world packed with things to see and do  
  • Trevor is an unforgettable character  
  • Great vehicle handling makes traveling the world a joy.

The Bad

  • Politically muddled and profoundly misogynistic  
  • Character behavior is sometimes inconsistent.
Where do you begin talking about Grand Theft Auto V? Do you start with the vast, varied, beautiful open world? Do you start with the innovative structure that gives you three independent protagonists you can switch between on the fly? 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. GTA V is a complicated and fascinating game, one that fumbles here and there and has an unnecessary strain of misogynistic nastiness running through it. But it also does amazing things no other open-world game has attempted before, using multiple perspectives to put you in the thick of cinematic heist sequences and other exhilarating, multi-layered missions like no open-world game before.

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