July 25, 2007 - After waiting for years for the true sequel to one of the most influential games of the past decade, Grand Theft Auto III, we finally got a taste of the future about two months ago. Rockstar Games headed towards the West Coast (a.k.a. the Best Coast) with a very special parcel in tow - a build of Grand Theft Auto IV. While what we saw then was certainly impressive, the presentation parlayed to us was nothing short of a teaser. We never even saw a gun.
This time though, things were different. Rockstar recently gave us a double-dipped walkthrough of about 45 minutes of play time, once without commentary or explanation so that we could just take it all in, and then a second time with a full presentation to clue us in to all of the details. Though we've all played countless hours of the GTAIII trilogy, this second time through was necessary simply because of the amount of stuff thrown in here.
Our demo began with Niko Bellic standing at the ready in Star Junction, Rockstar's version of Times Square. The area is filled with neon signs and glowing billboards which blanket buildings that stretch toward the sky. People scurry everywhere, doing whatever it is they do between jobs, drinks and sleep in Star Junction.
Indeed, as immersive and open as past cities in the Grand Theft Auto games have been, none are more alive, realistic and seemingly involving than the Liberty City you'll find in GTAIV. Pedestrians perform all manners of activities while walking around. From smoking to reading to eating to dialing phones while not paying attention to where they're going, they seem much more alive than ever before.
Cabs aren't only for use after failed missions but can be hailed at any time by whistling. If one is nearby and without a passenger, he may pull over and pick you up. After you've taken a seat and told him where to go, be it a mission point or any place you've chosen on the map, you can sit in the back and watch the city go by. A quick press of a button will skip the journey and get you right to your destination, but there's something calming about sitting in the back of a cab in virtual traffic.
While cruising the streets you'll notice that not only every major section but every street in the game has its own name. While this may wind up helping the directionally-talented figure out how to get from place-to-place more easily, it also gives life to the city and brings about a feeling of history and time to Liberty City. In other words, the idea is to make sure it doesn't seem like the city only exists when you turn the game on.
While an engaging and immersive city certainly helps draw you in and keep you hooked, a Grand Theft Auto game wouldn't be the same without a healthy dose of violence...
The two missions we witnessed were centered around a character named Francis McReary, a corrupt cop who winds up with some rather incriminating evidence pointed his way. But what government worker would be worth their salt without dirt on someone else? Alas, our poor Niko is talked into taking on a few missions to make sure McReary stays clear of his business - "You look out for me, and I won't look out for you", as McReary puts it with a smug look on his face.
Indeed, the Internet is accessible all over Liberty City, and you'll be able to get online at any working computer that you find. While you're contained within the realm of the game's Internet (you can't surf IGN in other words), you'll be able to browse various sites at your leisure, send email, use online dating services and more (we'll get back to the dating part in a bit).
Once Niko has his resume sent off it'll usually take a couple days to hear from the office for a one-on-one, but for demo purposes Goldberg's secretary calls back almost immediately and an interview time is set. Instead of simply sitting around a waiting for time to pass, Niko turns his attention to target numero dos, the blackmailing thief.
The first killing we witness in GTAIV is a brutal one, and it's quickly evident that the game's violence matches its more realistic look. Shots ring out from Niko's handgun like claps of thunder and startle everyone in the area. The thief's head kicks back oddly when hit as his body goes numb, quickly slouching to the ground. His death isn't as brutal as those that we'd seen in another recent Rockstar title, but it's certainly not as cartoony as what you would find in the last three GTA titles.
Based on the severity of the crime(s), the police will search a circular area of a given radius. Every time you're spotted, the search area re-centers on your location and you have to go that much further to finally get away. Switching cars and such helps in that while you'll still have to exit the search zone in order to rid yourself of wanted stars (of which there still appear to be six), the cops will have a harder time recognizing you and you'll be more likely to drive past them.
Once free, Niko buys some time before his interview by picking up some new threads. Gone are a number of the expansive customization options from San Andreas, like the ability to gain and lose weight (that compromises the physics interactions) or wear a pink wig. Instead, your options here are more grounded in order to make Niko and the overall experience feel more realistic.
Inside a high-end men's clothing store called Perseus, Niko slips on a chocolate suit and some new shoes in order to pass for an up-and-coming, fire-talking lawyer. His phone goes off and alerts him that it's time for the interview, and he's off.
Heading back towards the main lobby to get outside again, Niko quickly runs into a series of guards and must trade bullets for survival. Here's where we get a clear look at two new elements of combat for the series - the ability to freely aim and the cover system.