Grand Theft Auto IV: The Lost and Damned
Lost boys.
If you think DLC is sometimes a little overpriced, spare a thought for Microsoft: they've dropped an alleged fifty million dollars on exclusive episodes for GTAIV. I don't know about you, but that certainly puts that drunken Mr Driller purchase into context for me.
Then again, this is GTAIV we're talking about, so Microsoft's investment is probably something of a sure thing. With The Lost and Damned, the first of two downloadable mission packs, available on 17th February, DLC will be getting another landmark moment: yet one more star to stick on the timeline along with the price fumble over horse armour, the inexplicable generosity of Burnout Paradise, and that time they broke Lumines down into little pieces and sold us each glittering fragment separately.
But there might be some wider significance to The Lost and Damned too. Because, despite the brilliance of the execution, despite the massive sales and endless plaudits, more than a few people felt that GTAIV was a game that was being (enjoyably) tugged in two directions. On one side was the dazzling parade of empathetic characters and gut-churning decisions, and on the other side were the traditional impromptu crime sprees, the rampages, and the inevitable comical mishap that erupted whenever I, at least, got behind the wheel of a motor. GTA was always designed to let you misbehave, but with the fourth game a lot of people found themselves reluctant to do so.
Part of this may be down to the character of Niko himself, a leading man troubled, at times, by his own integrity. With The Lost and Damned, he's almost entirely absent, and with a new main character, there's the chance that the more excessive San Andreas side of the GTA that some felt was missing from IV may mesh more naturally with the series' increasing desire to tell stories.

Bikers, eh? They're crazy. They eat all your baloney sandwiches, they leave engine parts everywhere, and they scribble over a game's HUD until it looks all angsty and emo.
That new character, rather brilliantly, is that most unrepresented of videogame demographics, a Jewish biker. Johnny Klebitz will be recognisable to anyone who played through a good chunk of Bellic's story, and with a Hell's Angels type behind the handlebars, Rockstar has potentially found a lead more suited to unloading ballistic disaster onto the population of Liberty City. He's hardly about to strap on a rocketpack, but you suspect he probably has friends who might own one, at least.
Yet Lost and Damned isn't about to ditch the intimate character drama that made GTAIV so memorable - it remains a story-driven experience, and the story is the tense, ever-ticking time bomb kind of affair. Johnny is vice president of The Lost, one of Liberty City's two main biker gangs, and he's been running the show while Billy, the boss, has been stuck in rehab. With Johnny in charge, The Lost have tempered their approach somewhat, easing up on a turf war with rival gang Angels of Darkness, in order to focus on more peaceful activities, like keeping a roaring drugs business going.

The gang's clubhouse is your new save point. Apparently there's an arm-wrestling contest available inside. A bit like my house.
The game kicks off with the boss's return. Billy resembles a shaven-headed Santa Claus emerging from a prolonged stay in a concentration camp where he picked up a major thing for leather waistcoats: he's got an excellent line in crazy stares, and can't wait to get the gang back to its all-shooting, all-head-stomping roots. Conflict's inevitably brewing, then, and Lost and Damned's set-up feels a bit like a redneck version of The Apprentice, but with shotgun fire-fights instead of boardroom showdowns.
In gameplay terms, the biggest change is that, while Niko was often a lonely figure on missions, Johnny is regularly surrounded by his gang, who provide backup in battles, and company on the road. Thankfully, they take care of themselves pretty well, with no need for Tom Clancy-style squad controls. Instead, there's a subtle incentive to keep them alive by watching their backs during shoot-outs: any gang members who survives a mission will gradually level up, becoming harder to kill, and sharper of shot. If they're offed, however, they'll be replaced by less useful newcomers, and the process begins anew.
Keeping a weather eye on your team isn't the only way the developer wants to make you feel part of the gang. In an attempt to make driving from A to B with a convoy of fellow bikers more entertaining, Rockstar has added a gentle, and entirely optional, mini-game. A tag is projected onto the ground behind the lead biker, and driving within it for a set period of time will result in a health boost as well as extra dialogue from the rest of the gang, either filling in more details on the mission, or a-gripin' and a-cussin' about the boss. It's hardly the most elaborate reward, but it's a stylish touch, and proves surprisingly addictive on longish journeys.
Rockstar has been gently tweaking elsewhere, too: bike handling has been subtly revised, with Johnny's thick-tyred custom model hugging the road with a greater sense of weight, and a range of new weapons have been sprinkled into the mix. The headline-grabbers are a vicious sawn-off shotgun which can pop enemy riders from their bikes in a single blast of gritty smoke, and a grenade launcher which fires with a sound just like one of those automatic tennis ball lobbers, and sends distant cars and unwitting pedestrians flaming into the air in lazy arcs just unlike one of those automatic tennis ball lobbers. More enjoyable, however, is the new automatic 9mm, which fires rounds in speedy succession and can chew through an enemy's health bar in a matter of seconds. Like all the best videogame weapons, it's so darkly satisfying to use that you feel slightly guilty.
Both the weapons and the rebalanced bikes are front and centre in the handful of missions Rockstar has revealed so far. Angels in America and Action/Reaction provide a swift kick-off, as Johnny and Billy chase down some rivals before letting rip with the grenade launcher in what turns out to be a protracted indoors/outdoors fire-fight, while Buyer's Market is one of a small number of missions that crosses over directly with GTAIV's timeline. A drug deal gone wrong, with Niko turning up for the ride, any pleasure in catching up with an old friend is short-lived, as Rockstar prefers to redesign rather than recycle, kicking off Johnny's slice of the action at the same point that Niko's original mission ended, and turning a journey up through an apartment complex into a panicky SWAT attack, and ensuing escape.
Perhaps the most enjoyable mission so far, however, is Shifting Weight - an on-rails piggyback ride on the passenger seat of a dealer's bike, as Johnny evades police roadblocks and wave after wave of cop cars, with the aid of a near-unstoppable automatic shotgun. It's here that Lost and Damned really starts to makes sense, its explosive excess clicking perfectly with a main character who can convincingly play the part of a freewheeling desperado while still finding time to worry in a gruff sort of way about what the boss might be up to. Innocent Hummers are lofted through railings as helicopters spiral sleepily out of the sky, while an exploding gas station and detour through a car showroom are on hand to provide a little slow-mo spectacle, and at the centre of it all is an angry biker with a semi-ridiculous weapon: it's good to be back in Liberty City again.

You can overcook grenades to target specific police cars. Obviously, you risk blowing your arm off.
While some may be put-off by the absence of a new island to explore, 1600 Microsoft Points will buy you what Rockstar is pitching as content equal to roughly one third of the original game's missions, along with a range of new multiplayer modes, none of which have been revealed so far. The real prize, however, may not lie in the numbers game and the careful totting up of new material, but in the simple way a fresh pair of eyes and a new set of wheels allows you to enjoyably revisit such an expansive, detailed playground. Niko will be missed, but who can turn down a weekend with a bunch of low-down bikers?
Grand Theft Auto IV: The Lost and Damned is due out exclusively for Xbox 360 on 17th February, priced 1600 Microsoft Points (GBP 13.60 / EUR 19.20).
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Comments (67) Latest comment 3 years ago
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'With Johnny in charge, The Lost have tempered their approach somewhat, easing up on a turf war with rival gang Angels of Darkness, in order to focus on more peaceful activities'
hope this doesn't mean ''ok I'll kill these guys but I'll moan about killing people a little before I start the mission''
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They're might be a new island/area in the next DLC anyway, I guess Rockstar just wanted to make the gameplay as good as possible whilst using what they've already created with Liberty City. Which is fair enough I suppose.
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Still, I'm a GTA whore and I enjoyed GTA4 so I know I'll buy it.
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Sounds steep to me. The missions will have to be something special to be worth nearly £15...
Will need very good reviews and good word of mouth before I even think about forking out 1600 points on DLC.
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Oh and the "same missions"... what like how missions were pretty similar in previous GTAs?
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May even get me interested in finding the stunt jumps and pigeons........
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"Oh and the "same missions"... what like how missions were pretty similar in previous GTAs? "
True, but for your money you also got a new city. Sure it's cheaper than a full game but I just don't know if I be bothered to pay for it, might as well just replay the game and jump on a bike for free...
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/double takes
sooo....thats half the price of the original for a third of the size.
They really are taking the piss aren't they.
What happens outside of the missions? Any tweeks there or the same mind numbing boredom of the original?
/Plays saints Row 2.
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And why isnt it exactly? rockstar are providing around 10 hours of gameplay (excluding the new multiplaye rmodes) for £15 some £40 games give you 8 hours or less..
If i was going to want DLC from one company it would be rockstar because they have took their time about creating it and this is not rushing it out
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Properly undecided.
Only because I am a total DLC skinflint, though... I accept that rich people will have no problem splurging the amount of money that can get you a whole game second hand.
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Im a poet and i didnt even know it..
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The price is a little steep, but I'm guessing this ties into the huge amount Microsoft payed for the rights. In essence Microsoft have engineered a situation in which we pay through the nose for exclusivity.
In a perfect world Rockstar would release on both consoles and we as consumers would not have to make up the money for the exclusive rights; but I think they made a stunning game so they deserve to make some cash. If people balk at the price and it doesn't sell well thel I doubt we'll see such expensive exclusives in the future.
All I can say is that as a big fan of the original, I feel very lucky to be an Xbox owner and will be buying on release day (or whenever they uncrash the servers). That's not trolling or baiting, just a fair reflection that at least some people will respond positively to Microsoft's plans.
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3 new weapons? They mention 4 in the article.
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Look at the bigger picture. Exclusives like this are all about selling 360s to those still undecided about which console to buy. GTA is a big enough brand to make that happen... or so Microsoft hopes.
I'm intrigued by this though I'm still only two thirds of the way through GTA IV and haven't played it for 3 months. Too many games to get through.
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Funny though, people complaining about this DLC (or the price). You are basically getting a new game in the same city - you are not being limited to 'one island' or such like. My biggest worry about this DLC is not the price but the size of the download.
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On that bombshell I will admit I'm looking forward to this
*thinking about it, I loves it me.
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The thing is you're taking their word for that. I've played a lot of games where the time the developers claimed it took and the time I've finished it in are very different. Dead space is the most recent one that comes to mind, 10-12 hours my arse!
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(my opinion of course)
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this seems a bit pricey but i doubd i'll be able to resist
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13.60 GBP = 14.3732 EUR (xe.com)
So WHY ARE WE PAYING 19 EUROS for this?!
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IGN says there's 5 new weapons in the game. Automatic shotgun, sawnoff, grenade launcher, automatic pistol and something else which I forget.
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I will certainly get this, no question. And I *will* pay 1600 MSP. I do think that there's a degree of arrogance at play here though - whilst I fully appreciate the "when its done, its done" attitude R* have adopted with both GTAIV *and* the DLC, I think it's a little rich charging 1600 for delivery now.
1600 for delivery 6 months ago when this content was originally due, or 1200 for delivery now as a "thanks for your patience" seems more reasonable if there's nothing revolutionary in the content; especially since, as other posters have mentioned, the full game itself doesn't cost much more than that now.
Personally I don't have a problem with the delays, provided they are are down to genuine development issues. Still, how much fundamental "new stuff" which would slow down development and massively change the game *is* there? Sounds like none... just a lot of new missions/songs/skins and a couple of activities.
There is a suspicious amount of financial smoke and mirror work here - remember Take Two shifting release further to hit the right fiscal quarter? And look at the I am Alive announcement today, about 2 days after they came up with a release date!
Don't give a release date and renege for financial reasons you SOBs.
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My thinking is that just because of a ridiculous console war, R* are having to work on 2 DLC chapters when they could already be developing a brand-new GTA (like Vice City please!), hopefully solving much of the gripes that many of the folks here (and elsewhere) had with GTA4.
So sorry, MS, I bloody love my 360, and I bloody loved GTA4, but I can't support this move, throwing money at something just to screw over Sony
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Anyway, seems interesting. I wish they would've implemented the trip skip option from Chinatown Wars, though. The endless driving because you died for the fourteenth time and the mission just happens to be on the other side of town almost made me give up on GTA4.
I don't really care about the pricing. €19 doesn't even buy me a decent night out, so it seems perfectly reasonable to pay for 1/3rd of GTA4.
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I dont know why we clamour for releases on the day , it would be better and cheaper if we all waited 6 - 8 months after the relese to buy it .
1. Its cheaper
2. It will be patched and working
3. the DLC will be in place .
4. I'm still gonna get up early and find it on the release date .
5 I'm just the right side of 50 but my brain is 12 .
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@ Skire - MS didn't buy the exclusivity just to make money back by selling the DLC, it was all about changing perceptions of consumers by wrestling a traditional Sony platform game away from Sony. It also promotes LIVE exceedingly well and GTA is one of the biggest game franchises in existence therefore it's a lot of promotion for the platform.
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I wish this content featured plane journeys to other places, as in that SA mission where you return to what's-his-name's restaurant.
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Affirmative.
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gta4 multiplayer is a sandbox game - and I challenge anyone who has played any of the multiplayer modes to still say the game is boring
personally I'm looking forward to the dlc
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Not only that, it isn't being released for the PC and costs an arm and a small portion of upper leg?
Well I'm sold.
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