{"id":1084,"date":"2007-04-24T11:00:44","date_gmt":"2007-04-24T16:00:44","guid":{"rendered":"http:\/\/www.shamusyoung.com\/twentysidedtale\/?p=1084"},"modified":"2015-05-25T19:36:56","modified_gmt":"2015-05-26T00:36:56","slug":"gtalcs-grand-theft-railroad","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=1084","title":{"rendered":"GTA: LCS: Grand Theft Railroad"},"content":{"rendered":"<p>One of the things which bugs me about <a href=\"http:\/\/www.greatgamesexperiment.com\/game\/GTALCS\">Grand Theft Auto: Liberty City Stories<\/a>  (and its many siblings) is the appalling lack of freedom when encountering challenges: There are a dozen apparent ways to attempt to solve a problem. One of them is correct.  <a href=\"?p=336\">Retry until you guess right<\/a>.<\/p>\n<p>Most missions require a certain degree of foreknowledge.  Going into a situation, you never know if you will need a fast car, a heavy car, a motorcycle, or if you will be fighting on foot.  Will you fight many weak foes (bring a pistol) or a single strong one (bring a shotgun) or will you need to be shooting while driving? (Bring a submachine gun.)  You have to try a mission a few times to know what you&#8217;re up against and use that knowledge to prepare, but then the game thwarts attempts to otherwise use that knowledge to your advantage.  You have to use <em>some<\/em> foreknowledge, but not too much, and only when the game allows.  Case in point:<\/p>\n<p><strong>The Setup:<\/strong><\/p>\n<p>Salvatore Leone, a Mafia Don, has been kidnapped. His kidnappers have him in the trunk of a car. They plan to take the car to the junkyard and put it into the crusher.  Sal is a lying, murderous, drug-selling, wife-beating scumball, and my job is to rescue him.  <\/p>\n<p><!--more--><br \/>\n<strong>Attempt 1:<\/strong><\/p>\n<p>The bad guys have the car in a garage.  I dash in and gun them all down, planning to free Sal once they are dead.  He should be fine as long as I kill them before they get in the car.  Wrong.  The car is <em>already<\/em> full of guys, and they were just sitting in the car, waiting around for no particular reason except that whoever designed the quest wanted a car chase.  The bad guys could have left long before I got here if they wanted.<\/p>\n<p>They pull away.  I commandeer a nearby car but I&#8217;m too slow.  They get away.  I reach the junkyard just in time to see the car get lowered into the crusher.<\/p>\n<p><strong>Attempt 2:<\/strong><\/p>\n<p>Thinking ahead, I park a car in front of the garage.  Traffic piles up and forms a roadblock.  When they emerge from the garage they are forced to push their way through the mass of cars.  While they are stopped, I make my move and run up and try to steal the car, planning to drive away.  <\/p>\n<p>Except the doors are locked. All cars in the gameworld &#8211; parked or moving &#8211; are unlocked in this game, except in situations like this where being clever would make a mission &#8220;too easy&#8221;.  They change the rules on you, because if they decide we&#8217;re going to have a car chase then dangit, <em>we are going to have ourselves a car chase<\/em>!<\/p>\n<p>The bad guys shove through traffic and pull away.  I am stranded in the traffic clog of my own making and can&#8217;t catch them.<\/p>\n<p><strong>Attempt 3:<\/strong><\/p>\n<p>Fine! I&#8217;ll stop trying to be clever and do the car chase. I pick up a very fast car and just wait outside of the garage.  The bad guys pull out.   Their car is a very crappy model but seems unnaturally nimble and fast. <em>Hmmmm.  I strongly suspect there is a little cheating going on here.  No matter what car I bring, I suspect theirs will be 10% faster.  <\/em><\/p>\n<p>Keeping up is hard.  I get spun around in traffic and they pull away.   I catch up just in time to see the magnetic grabber lowering towards the car.  The game tips me off that I need to steal the car before it gets crushed.  Oh so <em>now<\/em> I can steal it? Classic <a href=\"?p=945\"> plot-driven door<\/a>locks. I can see I won&#8217;t reach it in time, but I&#8217;m not willing to give up just yet.  I floor it and jump a pile of debris, and land perfectly <em>on top<\/em> of the Car containing Sal.  I bail out. Score! The grabber will take my car off the top and then I can drive away with Sal.<\/p>\n<p>But the grabber goes right through my car, grabs Sal, and lifts the bottom car through my now-ethereal vehicle.  <\/p>\n<p><strong>Attempt 4:<\/strong><\/p>\n<p>I don&#8217;t go to the garage where the guys are waiting.  Instead of showing up and triggering the chase, I just head straight for the junkyard.  Without me chasing them, the bad guys take their sweet time, so I have a generous wait.  I&#8217;m right beside the crusher, so as soon as they jump out I can jump in.  On previous attempts the crusher seemed to wait a bit before doing its thing, so once the bad guys get out I&#8217;ll have plenty of time to get in.<\/p>\n<p>They pull in.  Like scripted idiots, they don&#8217;t gun me down, drive away, or run me over while still in the car.  They just get out.  Rather than have them shoot up the car as I pull away, I decide to take them out first.  But before I can even drop the first guy, the crane comes in and snatches the car away.  Looks like the crane is triggered not just by time, but by how close I am.  Whoever designed the mission wanted me to come in and drive away <em>juuuust<\/em> as the crane is coming down, so that I would rescue Sal at the very last second.  My standing nearby just triggered it sooner, before the bad guys could even walk away from the car.<\/p>\n<p>I have a perfect picture in my mind of how this mission is supposed to go:  I get to the garage just as the car with Sal is pulling away.  Then I have a high-speed chase across town, but the bad guys pull away from me.  They park the car at the crusher and step away, thinking they won.  Then I fly in, nab the car out from under the crusher at the last second and narrowly make my escape in a hail of bullets.  <\/p>\n<p>The author of this mission isn&#8217;t designing a game, he&#8217;s writing a movie scene, and I&#8217;m acting as  a stuntman who isn&#8217;t allowed to read the script.  I have to feel around for the railroad plot and figure out my place in it. If this was in any other game, players wouldn&#8217;t stand for this sort of thing.  In a lot of ways GTA is a terrible game that takes place in an outstanding gameworld with high production values. <\/p>\n","protected":false},"excerpt":{"rendered":"<p>One of the things which bugs me about Grand Theft Auto: Liberty City Stories (and its many siblings) is the appalling lack of freedom when encountering challenges: There are a dozen apparent ways to attempt to solve a problem. One of them is correct. Retry until you guess right. Most missions require a certain degree [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[55],"tags":[37,39],"class_list":["post-1084","post","type-post","status-publish","format-standard","hentry","category-game-design","tag-dias","tag-gta"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/1084","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1084"}],"version-history":[{"count":0,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/1084\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1084"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1084"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1084"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}