Saturday Soapbox: Bowling for Liberty
Why GTA4's Roman Bellic is one of the greatest video game characters of all time.
WARNING: This article spoils the endings for both GTA4 and Red Dead Redemption.
If you pay attention to the internet, you'd be forgiven for thinking that GTA4, Rockstar's rich and deep urban elegy, was nothing but a virtual cellphone simulator with a bowling minigame attached. No sooner had the teaser trailer for GTA5 dropped online than comment threads filled up with hilariously facetious questions asking if the new game would revolve around being pestered to take your cousin to the ten pin alley.
The cousin, of course, is Roman Bellic, the distorted sad sack reflection of GTA4 protagonist Niko. Thanks to the game's cellphone, not only could you call characters up to arrange weapon drops or vehicle deliveries, they could also call you up and ask to hang out. Getting drunk, watching a virtual Ricky Gervais performance, grabbing a meal, hitting a strip club or - yes - going bowling were all valid entertainment options within Liberty City's squalid boundaries.
No character abused that feature more than Roman. He'd call up at the most inconvenient times, with inane requests. "Hey cousin, it's me" he'd bleat. "Want to go bowling?" And we'd grit our teeth and get back to finding the perfect stunt spot, evading the cops or whatever wacky scrape we'd managed to get Niko embroiled in. It soon became a meme: GTA4 was the game where your idiot cousin wouldn't shut up about going bowling.
But in the inevitable online rush to be the first with a snarky comment or too-cool-to-care putdown, everyone was missing the point. Roman is supposed to be annoying.

Will GTA5's story offer similarly thoughtful characters.
It's notable that few people complained about any of the other friends that Niko could hang with. Brucie was funny and over the top, and he'd take you for helicopter rides or racing sports cars. Brucie was kind of a dick, but he was also cool to be around. Packie was lairy and fun, the ideal drinking partner with an attractive sister. Little Jacob was all weed and guns.
Roman? He was the opposite; a schlubby awkward loser, unable to hide his desperate need to hang with the popular people. And it's precisely because of his off-putting neediness, his pitiful hopelessness, that out of all the outlandish characters in GTA4 he's by far the best.
Last year, Games Radar named him one of the worst gaming sidekicks of all time. "Without Roman's constant pestering to embarrass yourself at pool and talk about women you're not having sex with, Grand Theft Auto 4 would degenerate into a hyper-violent, amoral fantasy" they said. For me, that's exactly what makes him so vital.
As gamers we're conditioned to have a very mechanistic view of plot and character. "What do I get out of this?" is the unspoken question whenever we engage an NPC in conversation. We expect some tangible gameplay benefit from the time spent. A discount on in-game items. A new side quest. A cool weapon or access to a new map area. They cease to be characters and become little more than help dispensers, ticking checklists off in our mind.
Roman offers none of these things. He never gives but always takes, demanding time and attention when you want to be getting on with the shooting. To get a little analytical about it, he makes requests of the nurturing emotional side of our brain right when our instincts are telling us that we should be beating our chests and feeling testosterone course through our veins. In doing so, he confuses, distracts and annoys. The common consensus is that his inclusion was a terrible mistake. I think that Rockstar knew exactly what it was doing.

Roman Bellic: part nuisance, part enabler and GTA4's best character.
Roman's character is a brilliant reversal of player need, and that's why so many people had such an immediate and vitriolic reaction to his whiny interruptions. What Rockstar so cleverly did was insert genuine role-playing into the GTA framework. Your reaction to Roman becomes Niko's reaction, and that reaction plays such an integral part of the story's tragic conclusion (whichever ending you got) that it seems weird that people are still hung up on the phone calls and the bowling.
Let's not forget, it's Roman who lures Niko over to the US. They share a tragic history, forged in the collapse of the former Yugoslavia. Roman is the one who made it to the west, the one who believed in the American dream, the one who ends up in debt to gangsters and runs a crappy taxi firm, even as he's telling his family that he's a big success. He's a complex character: idealistic but deceitful, loyal but selfish. Niko's relationship with him is equally nuanced: resentful but protective, weary yet affectionate. Every great crime saga has a Roman, the hopeless friend or relation who makes every wrong decision, attracts trouble like a magnet and drags the hero into ever darker situations. He's DeNiro in Mean Streets, Ed Norton in Rounders. It never ends well.
That cultural baggage hangs over Roman in the game. We recognise the archetype, but by making us engage with him outside of the scripted story missions, our treatment of him becomes part of the unique narrative playing out in our imagination. Maybe your Niko did his best to put up with Roman's insipid calls. Maybe you blanked him every time, stood him up, or let the phone ring until he gave up. Maybe you felt a small twinge of guilt as you did.
Whatever your reaction, it wasn't a waste of time. It was actual, honest character work - the sort of interactive drama that games are always looking for in their Quixtoic quest to be more like movies. You just had to wait until the end for that relationship to deliver a payoff based around emotion rather than shooting. Patience, emotion - a gamer craves not these things. No wonder Roman became an internet punching bag.
Eurogamer talks Grand Theft Auto 5.
It's perhaps useful to compare Roman's phone calls to the role-playing from GTA San Andreas, which was both more practically tied to the gameplay yet much more superfluous. Being able to fatten CJ up in burger bars, or bulk him up in the gym, were both features that had an actual impact on the game by changing your ability to run, jump and otherwise evade capture. Yet who cares or remembers that? It was a gameplay feature, but one with no deeper meaning. You stopped being CJ and became a godlike player, mucking around with his metabolism for a laugh.
More interesting, and more successful, was what Rockstar did with Red Dead Redemption. I've never met anybody who enjoyed playing as John Marston's son following his martyr's death, even though Jack was - in gameplay terms - exactly the same. He shot people with the same efficiency, he inherited his father's arsenal, but he wasn't the same character. He was a shrill-voiced whelp, and not the grizzled yet honourable badass we'd spent hours with. We missed John. We wanted to continue roaming the desert with him, not his brattish offspring. If it was all about mechanics, we wouldn't have noticed. Our dislike was purely character-driven, and that's precisely what Roman was designed to do: provoke an instinctive emotional response rather than a logical one based on gameplay benefits.
More on Grand Theft Auto IV
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Interview: Take-Two's Ben Feder
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Blog: GTA IV Face-Off Frame-Rates and FAQ
More on the measurements.
Hands On: Grand Theft Auto IV Multiplayer
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Screenshots: Grand Theft Auto IV
In the grand scheme of things, Roman's pestering was hardly a great inconvenience. You didn't actually have to take him bowling. You didn't have to answer the phone at all. But however you dealt with him, you were more engaged with GTA's world then than any time spent shooting from behind cover or screeching down the street in a stolen car.
My clearest memory of playing GTA4 has nothing to do with action. It's from the time when, after repeated nagging, I finally relented and went to a bar with Roman. We got gloriously drunk, and swayed and staggered into the night. I collapsed into the gutter, and a taxi narrowly avoided running me over. We laughed and I remember feeling guilty that I hadn't done this earlier and probably wouldn't do it again, at least not until I'd finished the business with Dmitri.
Then, on his wedding day, Roman was gunned down and I never got the chance to keep the secret promise I'd made to a fictional character. I felt genuinely sad. I'd treated him badly. I'd let him down. It was a weird, melancholy moment, and I realised that every time I'd rolled my eyes at the sound of the ringtone, player and character had become one.
It's a masterful use of storytelling in a game and that's why I hope that the volume of criticism over Roman's obsessive need to go bowling hasn't dissuaded Rockstar from delving deeper into the potential of interactive fiction for GTA5. Gaming needs characters who exist to do more than just deliver power-ups and signposts. We need characters who are there for no loftier reason than to provide depth and shade to a medium that is too often fixated on relentless practical progression towards victory. In short, gaming needs more characters like Roman Bellic.
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Comments (76) Latest comment 7 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Titties!!!
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So I never finished the game. Quit after 5-6 hours. It started to bore me. And I seriously question the journalists who reviewed the game. I can not fathom that none of them had the same feeling
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I remember driving to a mission and he called me to go on a helicopter ride, I was pretty much at my mission after driving for a while and had to say no, felt gutted though hearing the dissapointment in his voice, haha.
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The plot was hap-hazzard, the city under-used (compared to GTA3) and I didn't care about any of the line-up of stereotypical gangster archetypes.
GTA5 looks like more of the same. A brave new setting or era may have helped. Maybe a futuristic blade-runner style or even 1970s London as a corrupt cop with real moral decisions to make as opposed to even more mindless violence.
Going back to modern LA as yet another thug feels like they're playing safe and have completely run out of ideas.
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This article's got it right; if games were to do proper storytelling with their actual mechanics, we'd immediately hurl them away for daring not to entertain us 100% of the time.
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It's got me a little excited over number 5. Gotta admit I was a little underwhelmed by the trailer and it's setting...but I'm starting to realise that (to use a Batman analogy)gta:San Andreas is the Adam west version of Los Angeles, and GTA5 can be the Chris Nolan version. Looking forward to what characters the new one will throw up!
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Great article!
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Still not a fan of the game though and don't think I have the urge to follow the alternative story arc.
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Roman was at least less of a caricature than many of the other people you got to hang around with.
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Ps Great article BTW
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Biggest annoyances of GTA4:
- Conversation dropping because either you die or someone hits you or something else happens to you; I would constantly miss out on the conclusion to a story part because of this and depending on the last save (cause thanks a lot auto save) there'd be a lot to replay through just to hear 2 sentences.
- How static each piece of the game was. You couldn't follow this story, or go chase after that story, no, completely linear despite the teasing of different stories.
- Nothing to do on the side. Where's the collection quests? Where's the bonuses for vigilante missions, taxi driving missions, car boosting? Oh, right, you want me to go bowling... those mini arcade games weren't fun the first time and continued to suck each time you had to play one. GTA4 wasn't a sandbox game, it was a linear game set in a city.
- Too difficult to get weapons once you've lost them. Some of the missions, if you lost your pistol and had to retry the mission it was impossible, not enough funds for new guns, no way to make enough money to buy new guns. I tried to help Jacob out and oh, right, guys with uzi's start killing me.
- Buggy as quests too, but that's to be expected.
GTA 4 sucked.
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Get the website sorted EG!!
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Then again, I'm an unsociable git in real life too!
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This is why I prefered GTA over something like Saints Row as its outlandish gameyness and straight to video scripting ruined the fun of immersing yourself in the world.
I do get that people want to be dumped into a game with a bunch of toys, and thats fun, but do remember those of us who find alternative motivations fun too. Be it the story heavy focus of something like Heavy Rain, or the constant punishment and reward of Dark Souls.
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Sure the day to night effect was good.
A visited to the pole dance club was fun.
Killing people in the street for no other reason than to kill'em (and drag people from cars etc) was fun.
The size of the city was impressive, and detailed for the type of game it was.
After a while, Bowling was avoiding, driving was replaced with quick taxi rides, buying cloths was put on hold, using the mobile phone was a bind, and the game aborted, sold on.
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Cousin Roman is my wife's favourite character in GTA 4. She doesn't play games but when she first heard the phrase "Nico, my cousin" and the bowling pleading that comes after it, she genuinely took some interest in the game and its characters and world. She liked the idea with Roman's lies about the life in the States, for example.
And Roman was useful after all, he'd send a taxi whenever one wished for one.
I think that we often forget what a good work the Rockstar people do when it comes to character and world creation, especially with characters such as Roman.
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In a better game there would have been room to appreciate Roman and think about how well done this porttrait of an annoying loser was. GTA4 wasnt that game.
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Apart from that a lot of the character interaction was just a bit crap.
Brucie however was a character desperately in need of a bullet to the head.
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pragmatic gamers can be in this day and age.
if we want more drama and plot depth in our games, then it's characters like niko who will make it happen.
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For me, Roman was as annoying as Brucie and the other friends. They were all the same. You needed their special ability, and from then on, you never talked to them again. Why? They didn't give you new information (or anything new or interesting); after a while, you've seen all the dialogues and you've done all activities.
As for Roman being the best character in GTA IV - well, maybe, I don't know. I've already forgotten most of them.
However, I still remember great characters like Lance Vance, Ken Rosenberg, Catalina, Sweet, Cesar, The Truth or Tenpenny. Yes, they lacked in characterisation, but they excelled in personality.
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Love his cameo's in The Ballad of Gay Tony aswell
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I wasn't keeping score at the time, but I was annoyed by the whole mechanism of these characters pleading for you to take part in these dull (after the novelty wore off, which was somewhere in the middle of the first time I went bowling) minigames . I'd say that even if people were complaining about Roman, it was the game design they were annoyed by, even if they didn't realize it.
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Kate, by contrast, hadn't really done much, and I didn't feel much attachment to her (red hair aside), not least of all because she wouldn't put out
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He was pretty annoying tho!
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Thank you!
I would also add that the relationship with Michelle is excellent for a similar reason. People moaned about the dates, but if you actually engage with the game and take advantage of it then the pay off in their relationship has so much extra impact. Because the betrayal feels more personal due to you actually having to opt to take part in it - it is(or rather can be) more than just a simple twist in the tale. I admire that kind of innovation in storytelling, as it can pretty much only be achieved in this medium.
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GTA4 was ok but just didnt feel as fun as the old games. Though TBOGT did bring some of the fun back.
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Rockstar's open-world games are stuck at the bottom of about 500 different uncanny valleys right now, of visual, environmental, physical, emotional, and other varieties. There's nothing necessarily wrong with that, but they just don't seem to even be interested in trying to figure it out, or in recognising a problem, and I find that frustrating. They've cleary got the talent (and money) to be pushing boundaries rather than just building on them. So, fingers crossed, in GTA5, friendships won't be minigame vehicles with on-call car service prizes - they'll be what you, Mr. Whitehead, already see in Roman: reflections on ourselves, and how we choose to spend our time.
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I didn't let that influence my final decision though, which made the fact that she ended up getting killed that more powerful.
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That said, my favourite phone contact was Dwayne Forge. He phoned me while I was driving around town and said he'd been in the shower and thought he'd heard his phone ring and wondered if it was Niko calling. I actually found this truly heartbreaking because it was clear the guy was just out of prison had no friends at all except for Niko. He was so lonely that he was basically sat by his phone waiting for me/Niko to call. I immediately felt guilty for not calling him and from then on I made a concerted effort to hang around with him whenever I had free time. Definitely a videogame "magical moment" for me.
All that said, I would still prefer for GTAV to not include this feature or to tone it down, so that I don't feel like I have to fill every second of GTA's condensed days chasing round my "friends" making sure they're all still happy.
One of the great things about the old GTAs was the way you could just go off exploring, knowing that when you were finished the main game would still be there waiting for you to continue at your own pace. The virtual friends of GTAIV definitely took some of that liberty away.
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I have no doubt that Niko would be very tolerant of him because they are cousins who have gone through stuff and Roman is helping Niko out, but most story tellers -whether it be books or movies or games- makes choices with each piece of work. If they choose to have a character that has downright annoying behavioral traits (Jar Jar Binks, the twins from Tranformers 2 etc) then they will JUST BE ANNOYING to some people....
To me it all comes down to what I considered the main flaw in the GTA4 story. We were supposed to "be" Niko, but his "history" was kept from us and fed cryptically to us throughout...as if we were playign a character suffering form amnesia.......perhaps I would care more for Roman if I knew either what they had meant to each other before or what Niko had been through to be so grateful for Roman's help.....