Grand Theft Auto IV: The Story So Far Preview
We look at what we know, and what it might mean.
Ever since Peter Moore's bicep set the clock running on 10th May 2006, the world has been watching and waiting, and Rockstar has probably been sleeping rather badly - albeit on rather more comfortable sheets than the ones it was soiling in October 2001 when Grand Theft Auto III first went on sale.
Back then, GTA was a good PC game, but 3D updates of 2D games were struggling to get the best out of their source material, so while interest was high, no one anticipated the impact GTA III would have. You could steal cars, do jobs for mob bosses and spend your money on hookers. You could stand on top of a car park and bait the police with a sniper rifle. At a time when everything else was a cartoon or a Capcom fighter, it turned out that this was what everyone wanted: a grown-up, mainstream videogame that made fun of politics, religion, the media and pop culture.
Rockstar knew it had a good game on its hands, but it had what is commonly known as "the fear". With a few carefully managed exceptions, it kept the game away from journalists until the last possible minute. In the end it needn't have worried, although that hasn't stopped it doing the same thing ever since, not least on Grand Theft Auto IV. As well it might, since this is the biggest game in the company's history. The fear is back. In light of the game's much publicised delay, we sat down to consider what we know.
Tequila Slammer

Rockstar says it would be absurd to completely accurately model New York, but it's paying attention to landmarks.
Whereas GTA III, Vice City and San Andreas were rags to riches tales, GTA IV takes a less optimistic view. Player character Niko Bellic is an immigrant enticed to Liberty City by his desperate cousin, Roman, only to discover that the life of money and models in Jacuzzis is further away than ever. Starting out at a desk in a taxi depot, he's tarnished not only by his status but also by association with his cousin, for whom he's forced to work in order to make ends meet. GTA games traditionally begin in squalor, but the road to glory is a relatively comfortable one. Theft and murder are virtually incidental, because nobody remembers, providing your car's changed colour. In GTA IV, Rockstar isn't changing the rules completely, but it's making things more difficult, and describes the endgame not as "riches", but as "slightly better rags".
You can't just press a button to steal a car. The world doesn't allow it. You have to elbow the glass, break in and hot-wire it, all without being spotted. The cops notice; people report what you're doing, and if you're in a cop's line of sight then you're in a cop's line of fire, and he's not leaving his gun in its holster. When you're under police scrutiny, the crime scene forms the centre of a circle of investigation, which grows much wider depending on the nature of the crime. Revisit that area at your peril, because they are looking for you. Pay And Spray is no panacea, either. If you can steal away to a secluded spot, switch cars and play it cool, you might be all right, but that isn't something you're going to be able to do if you've kicked up a huge fuss getting there. This isn't the sort of game where you can stand on top of a car park and expect the cops to loiter on the ground wondering what to do.

Niko, seen here, isn't in for the same kind of world-dominance afforded to Tommy Vercetti and Carl Johnson.
"Verticality" is a word that pops up in Rockstar's press briefings, but their point is that the world will have greater depth. One example of this is your mobile phone. Previous GTA games involved taking calls and acting on them, but seldom making them (in GTA III, you couldn't even talk). But here your phone isn't just a way of receiving instructions; it's a way of getting into the world, and getting what you want from it. One of your first missions involves seeking out a man in a park. You have his phone number, so in order to find him you stand on top of a hill, dial the number and watch to see who picks up. With the game set in 2007, Niko uses his phone to keep track of contacts, organise meetings and keep track of his life - a neat way of hiding the interface, but also a way of saying that GTA is ready for the new world after years of living in a dream.
The Internet's here too. Rockstar has done mock websites in the past, but this time there are Internet cafés (called "TW@", obviously). The role the virtual world will play isn't clear, but Niko's likely to do more than throw a crim's name into Google now and then.
Bent Cop Blues

This woman, glimpsed in the second trailer, isn't keen on killing. Wimp.
Liberty City, home to GTA III, has been redesigned under a heavier influence from its original source material, New York. There are five distinct boroughs - Broker (Brooklyn), Algonquin (Manhattan), Dukes (Queens), Brohan (the Bronx) and Alderney (New Jersey, or at least some of it). Staten Island is missing because, the developer says, it doesn't really add anything (apart perhaps from a ferry). The choice of a single city rather than a sprawling state like San Andreas catches the eye, but in a sense it was inevitable: in order to achieve the level of graphical and interactive detail that Rockstar needed to bridge the gap to expectation, the rules had to change.
To get closer to the world, Rockstar is keen to make more of your relationship with it on a small scale, and reduce the clear lines of artifice. Individual streets have more personality - their own names, and landmarks - and the people of Liberty City behave less autonomously, chattering on their phones and reacting to things besides you. You can buy hot dogs and watch them smoke. You can blow up their petrol stations and businesses, even when it has nothing to do with a mission. You can sign yourself up to more than one mission at once, and complete them in stages. NaturalMotion's Euphoria system has been employed, controlling Niko's movement through physics rather than simple rehearsed animations. When he runs, he leans into it as you would in real life; when he barges through a crowd, he has to fight against their weight as you do in Assassin's Creed. There's less absurdity; less going to the gym and wearing a silly mask, and more dressing the part, like donning a suit to convince someone you're there for a job interview, rather than murder.
Niko begins the game working at the behest of a bent cop called McReary, who seems to have information that would cause Niko some bother. Dressing up to fool the people at Goldberg, Ligner & Shyster, a law firm, was McReary's idea, and killing one of their top lawyers was his instruction. Arriving in the lawyer's office, Niko stalks his unsuspecting prey as he's given a sermon, allowed to move freely while he's addressed, before pulling a gun. What follows is the sequence that caused Take-Two's nemesis Jack Thompson such consternation: a line about admiring the principle, and how "guns don't kill people, videogames do", culminating in a bullet that sends the Not-Thompson stumbling backwards, tumbling through a glass window and plummeting to the street below. If you like the sound of that, that word verticality springs up again - you'll be able to throw people off the buildings you scale, before descending the fire escape to beat a path away through the back alleys.
Mandarin Mayhem
When you get caught in a firefight, the rules are different too. Although hand-to-hand combat is still under wraps, ranged weapons are given greater conviction by a cover system similar to Gears of War or Uncharted: Drake's Fortune. Automatic and manual aiming are available, with gunplay handled over-the-shoulder rather than from directly behind, and if your enemies get close you can blind-fire from safety. How you get those guns is also different. Similar to car-jacking, you're no longer given the luxury of sauntering into an Ammunation and waltzing off with a carbine. Now you make a call, and Little Jacob turns up with a boot full of weapons. Presumably the arsenal develops over the course of the game, but in early instances you can pick from a 9mm, a sub-machine gun and a micro sub-machine gun.
On the surface of it, it's change for a greater sense of realism's sake. With travel tougher, you'll also find yourself hailing cabs, wherein you can relax and watch the city crawl past the windows, skip the journey to your destination, or double the fare to go twice as fast. Jacking cars is still possible, but under the scrutiny of mobile-phone-equipped bystanders with fingers itchy for 911, and police who investigate what you do rather than waiting to catch sight of you, or coming in waves, the difficulty of remaining at large - and realising the American dream Roman outlined for you - ought not to be understated. When you do get behind the wheel, as is your wont, the most noticeable difference will be the viewpoint - offset slightly to the left to give things a driver-side bias - while a new "vehicle physics package", in Rockstar's term, will add depth to a driving experience that is likely to borrow from more recent Hollywood riffs than Bullitt.

As seen in trailer number two, windscreens are quickly pocked with bullet holes.
And this, for now is what Rockstar is telling us. The absence most keenly felt in the above is the previous games' sense of humour. Those satirical elements are certainly not absent, Rockstar says, but will have to find a new context. TW@ probably isn't the end of it. Nose around the real net and you'll also find your way to WKTT Talk Radio, where you're invited to call a real US phone number and rant about your health, the world, America and anything else that catches your attention. Rockstar saves these recordings and may use them in the game. With Lazlow Jones (favourite host of the original in-game talk radio) inevitably connected with the project, as reported by IMDB, and the same IMDB cast-list listing Joan Baker as a "Vice City TV Reporter", it seems the game's relationship with the media and the media's relationship with the public will once again come under the scrutiny of a writing team headed by Rockstar co-founder Dan Houser.
Heist Almighty

Hanging onto choppers is possible, as well as the backs of lorries.
Beyond that, much is still hearsay. Journalists who have seen the game in action have been quizzed by fan-sites, revealing all sorts of tangential ancillary information: you can go on dates; you can fly helicopters, and possibly in other ways, but there are no planes; you can't build up a property empire the way you could in Vice City and San Andreas; it takes about an hour to cross the city; Hollywood talent is likely to be ignored in favour of less established talent; the soundtrack will reach beyond 2007 for its influence, and beyond the back catalogues of the MP3-hating RIAA for musical content; some characters will return, but others won't ("virtually none", in the words of Dan Houser, "as a lot of them are dead anyway"); multiplayer will be included, possibly for up to 16 players, but not persistently, and away from the single-player. Rockstar echoed some of this, and hasn't denied any of it, but has called some of it "rumour and speculation".
Speculation has been fuelled too by the two trailers Rockstar has officially released. The second plants the idea that Niko isn't just in America for the sake of a better life, but that he's looking for someone, and has been for some time. The first trailer - shot in a style that many observers have likened to 1982 documentary Koyaanisqatsi, not least because it shares the Philip Glass music that backed it - talked about Niko's past. Or rather he did. "I killed people, smuggled people, sold people. Perhaps here, things will be different."

Hand to hand combat details are still to be announced, but Niko's clearly up for it.
They already are in some senses. GTA III stands next to films like The Matrix in having captured the spirit of its time so completely and significantly, and has been copied relentlessly ever since. Developers like Volition, responsible for Xbox 360's Saint's Row, justified their reproductions by identifying Rockstar's work as a genre unto itself. But this time, Rockstar can't create a genre; it can only reinvent it. To do so, on the evidence so far, it intends to explore and re-consider the underlying conditions upon which its success was built. And so, to some extent, is has come full circle: up against an audience that watches its progress with interest, but with scepticism borne of familiarity and preconception. To overcome that, it will have to do what GTA III did all over again. Little wonder, then, that it's handling the publicity drive with such delicacy and paranoia.
Grand Theft Auto IV is currently set for release between February and the end of April. For more, check out the first and second trailers on Eurogamer TV. A third is expected pre-release. Post-release, Rockstar has pledged to release two downloadable sequences for the Xbox 360 version, reportedly worth USD 50 million to Microsoft, adding "hours" of gameplay.
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Comments (75) Latest comment 4 years ago
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AWUGA!
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Someone said the same about Hyrule Field in OoT, and that turned out to be about 2 minutes.
I'll believe it when I see it.
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I'm sorry to disagree, and I really can't be arsed to trawl around the internet to find (probably gone from gamefaqs) some of the threads I was involved in at the time, but some of us were very much anticipating the impact that III would have, as we had had so much fun with GTA, London and 2, which had already started to explore the boundaries of open-world gaming. The thought of having this successfully translated into 3D gaming was very much a topic of conversation, and whilst I admit that gamer hope was probably more prevalent than any evidence that the move to 3D would be as rip-roaringly successful as it was, some of us really weren't surprised that it became the beast it now is.
Nice to have the round-up though, was just thinking that it had been a while since any 'news' - presumbaly the rockstar code-monkeys are all chained to their desks getting this one on the money. Like III, I think there is real potential here to change the open-world gaming concept again - just as the 2D GTA's were pushing the tech (when looking at platforms other than the PC) from a scale if not graphics point of view, so too the 3D iterations certainly made the PS2 and xbox grind away at the hardware.
Revisiting those compelling 3D GTA worlds today, and comparing it to the richer environments of places like Gears, Call of Duty and Assassins Creed, I think it is clear to see what potential exists for another breakthrough game here. I'm convinced that that is why it is delayed, and just as I was poised excitedly over my PS2 controller prior to the III release, me and my 360 are keeping the faith here, for IV to be another paradigm shift.
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Or Just Cause, which did take an hour, only with nothing to do.
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... on the back of a dead tortoise
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Peej
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Is it just me, or would this stuff be an excellent basis for an MMO? A life of crime, amassing wealth and buying up buildings etc while other players try to do the same - sort of The Godfather or Heat (the movies) meets Monopoly... Huh, bound to happen some time, exept with vampires or some such nonsense in it. World of GTA, anyone?
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Same with the physics. GTA III, VC and SA are all set up pretty well for that all-important element of fun, but I don't know if added realism will be as enjoyable to play...
Guns - one of my main bugbears with the GTA games is how much of a pain in the arse it was getting killed / busted and losing all your weapons and armour. Playing San Andreas, I actually settled into a pattern of just reloading my last save if I died simply to avoid having to trek to an Ammu-nation; then back to the mission start and then get back to where I actually got killed. Being able to call a mobile gun seller to your current location is a good idea, as are skippable taxi rides and mission checkpointing, but again - I hope enough is done to move the series away from one of the annoying features of its past.
Rockstar definitely need to do something beyond tarting up the graphics and I'm pleased we're actually not going to have another sprawling San Andreas with very little to do in between the cities.
I still have high hopes and expectations for this. The GTA series was definitely one of the highlights of the PS2 generation and I don't blame Rockstar for being nervious. If this is only "as good as" the previous generation, they're going to get slated. Is this possibly the hardest dev job going at the moment?
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With the added realism fingers crossed it'll still be as much fun.
I am hoping that the new camera view that is set to one side isn't too distracting.
As long as it stays close enough to the car (depending on the view you choose of course) the car doesn't speed ahead of you like in True Crime or NFS Pro Street.
If they have a co-op mode that'd be great, could be Niko's cousin or a generic character as long as you can move further apart than in two player in San Andreas.
One could hotwire the car while the other kept a look out.
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"Or Just Cause, which did take an hour, only with nothing to do."
Simply call the support chopper to drop something, see the direction it is coming, turn 180 degrees to that direction (i.e. you have your back to it) then fire the harpoon gun and attach to it. It will climb very quickly to a great altitude, then simply sky-dive and parachute to where ever you want to go; takes 2-3 mins at best and might require a couple of hops.
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Yeah was a bit poor, also made me look one way then the other till the car I wanted "appeared".
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]http://ie .youtube.com/watch?v=O4qT2qBPuy...[/link]
Roads seem a bit sparse
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The shooting in previous games was always a let down.
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Yeah I know there's way's to fasttravel, but what's the point in creating a massive environment when it's devoid of stuff.
I actually liked the Island very much, but there's wasn't any reason to go exploring apart from the occasional "free-mission" or race.
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Don't want to call shenanigans on the youtube footage, but is that *definitely* GTA IV ? I don't see any sign of the new offset driving viewpoint and New York/Liberty City seems to have palm trees...
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Was I the only one who didn't bother to finish any of the post-GTA2 games? Too much frustration on boring missions never tempted me to finish the games, though I'd say I was around the 60% completion mark each time. Contrast that with True Crime LA which I finished and enjoyed more than San Andreas (yes despite all the bugs).
I doubt it'll better Crackdown by much, and frankly I often find myself enjoying linear games more than boring open-ended ones.
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Fair point, it's still a game and it still has to remain fun.
If done well, not getting something as easy like in the existing GTA's will increase the involvement in and satisfaction from the game. That will only work if the rules of the world are fair and predictable. Otherwise, it risks becoming an exercise in frustration.
However I have some trust in Rockstar on this. I think they learned from San Andreas. That game was a bit too big for its own good and felt incoherent. There has to be a reward for the effort you put in, and it has to have meaning in the gameworld. San Andreas IMO was too unfocused and had too much side fat, stuff the game didn't have you care about at all but still had to do (who wants to do DDR button pushing for a mission?? eating, why? just another burden on the gameplay).
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haha
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...the same could be said for london... doesn't exactly instill thoughts of fun...
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Are they really saying you won't be able to stop and get in cars just by pressing Y? And gun shops were tedious enough without having to phone people and wait for them to turn up.
Mind you, people have already said all this on this thread (waves at Kiigan). I wonder if it's actually been delayed because they've fundamentally broken the gameplay and desperately need to sort it all out.
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Maybe a basic and an advanced mode for controls. Although i realise this is probably just wishful thinking.
I can also see how a more advanced technique could get boring but maybe if implemented correctly could be wonderful...
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Similarly everybody should have to eat stuffed lambs heart and cycle to work as these are things I enjoy doing.
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Maybe all the elements are there - switching cars, driving outrageously, tackling the 'insane stunts', outrunning a police chase, nicking the tank - but I can't help but think the whole tone of the game is a wee bit too sober.
I guess San Andreas took the game to outrageous extremes in terms of size and silliness, so it's hard to see where else there is to go.
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Vice City might have been the funniest game ever released, in terms of script, design and the freeform cackling mayhem it invited you to create. GTA III and San Andreas were both nearly as good. I appreciate that Rockstar think they need to move in a new direction, it's just that they and I appear to be racing away from each other at speed.
I realise that it's early days, and all we really know about GTA IV is that we don't know anything at all. Rockstar know how to put a game together and I still hold out hope that it won't be as really - REALLY - bloody boring as it sounds at the moment.
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"Yeah I know there's way's to fasttravel, but what's the point in creating a massive environment when it's devoid of stuff. I actually liked the Island very much, but there's wasn't any reason to go exploring apart from the occasional "free-mission" or race."
Completely agree, although their slight concession to it was the 1,000 meter base jump. My most valued live achievment to date (and it was only 5 points).
Now that Avalanche are free from making something work on the Xbox/PS2 I feel quite sure that we will be seeing great things from them.
As for the authenticity of the footage - hard to say - but if it isn't I'd be putting something out - come on Rockstar show us the goods.
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The article seems to imply additional complications and difficulties to almost every core aspect of the game, I'm worried that it's going to become a real trudge to play. But then I'm sure there's lots of people who'll really love that authenticity.
Oh, well balanced forum posts never feel right do they...
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If the game is consistently one way or another then fine but it might be hard to comfortably reconcile the gritty plot with some ridiculous tomfoolery in a military helicopter.
It could end up as a bit of a muddle.
Mafia had a serious tone and a more complicated approach to car jacking, etc but didn't really work beyond the slightly dour single player campaign. The Free Ride mode in Mafia was kept entirely separate from the main game but it still didn't work (particularly after the main story's denouement) and because GTA traditionally integrates the two modes surely the reconciliation of the two halves will be even more challenging.
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YES! I alwats wanted a game where I could watch hot dogs smoke!
- Is it me who isn't adequately proficient in english, or is the sentence completely bonkers? Check the context, page 1.
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love it.
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6/10. Mark my words.
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Please get the on foot controls right.
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"An unofficial Gameplay Trailer. Testing The Vigilante Missions with zero traffic."
I know people on the internet are stupid, but complaining about the sparse nature of it is a bit, well, more so than normal.
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Fable was still a great game though.
But I can't help but think all of these features sound a bit too ambitious.
And is that an hour on foot or in a vehicle that it takes to travel across the city? Not being able to jack any vehicle driving by sounds like it could become quite bothersome.
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Unfortunately Galaxy is toss.. so looking forward to this now.
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But if they did that wouldn't it mean that you only got to shoot one person from start to finish of the film/game.
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Plus, I get to injure my annoying cousin by smashing his head in my car.
Maybe if they release it on the wii, I could use the wiimote to simulate the "they tried to kill my wife" scene.
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That video you posted is FAKE!
The driving scenes are from Need For Speed.
I've played that course. I think it's from NFS: Hot Pursuit 2
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aka Staten Island with a bit of luck.
Just fix the save system, eh guys. The amount of pissing about involved in the previous games means I've not bothered completing San An, Vice City or VCS.
Vice City plays like a broken joke on foot nowadays, so I don't fancy its chances of seeing completion.
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I think allowing people to save anywhere takes away any challenge from a game.. And I know i'm weak willed and will abuse it - and ruin it for myself.
There are other annoyances though.. and im scared they mayve made it TOO complicated.. but we'll see.
On another - SLIGHTLY related topic - Something i was wondering recently - could game developers get away with much more in terms of violence (in games like manhunt/gta4) if they just made everyone look cartoony and unrealistic?
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He's right, you know, I remember that tropical city bit. PC or Xbox version by the look of it.
How many palm trees are there in New York, and why don't the police cars have LCPD on them if it's GTA? Pay attention, man!
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I didn't post the video - I made a link to it.
Self evidently the film is not fake and clearly relates to A game.
Has it been mislabelled? It appears it may well have.
We’ll know soon enough.
One thing we do know for sure is that game play footage is very thin on the ground
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I think you're thin on the ground...
It's not mislabeled, it's deliberately faked.
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We’ll know soon enough.
Soon enough for you?
If you could see me now I'd be doing that hands-at-the-side-of-the-face fish flapping thing out of Wayne's World
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Who knows, something like Saints Row 2 or Just Cause 2 may deliver on the GTA style fun factor. Whatever that means.
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wow, sounds ... tedious.
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