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Grand Theft Auto IV UK Hands-On
Liberty City returns in the most intricate GTA yet.
by Martin Robinson, IGN UK

UK, February 28, 2008 - There's a definite air of confidence drifting through the corridors of Rockstar's West London offices. With the release of what may be the studio's most feverishly anticipated game nudging so tantalisingly close, it's slowly lifting the veil from its baby and seems quietly certain that in its hands is a sure-fire classic. After months of giddy speculation and a drip-feed of new information, only now is Rockstar finally allowing people to go hands-on with the fourth installment in what has fast become one of the biggest gaming series of all time. It's easy to see where the conviction comes from – from our extended time sat down with the game, it looks like Grand Theft Auto IV may go on to achieve the unthinkable and shake off the colossal expectations bearing down upon it to become this generation's definitive sandbox adventure.


The new cover system in full effect.

In the three-and-a-half year absence of a bespoke home console Grand Theft Auto, there has been a steady succession of pretenders to the free-roaming throne, but you sense they have just been merely warming the seat in anticipation of the king's return. There's a cocksure swagger to GTA IV, and it's hard not to swoon over the self-assured return of the sandbox king. From the litter on the streets to the planes that dot the sky, this is as well realised a game world as has been witnessed to date, and it's a marked progression in the world of sandbox play. Taking as its centerpiece the character that has always distinguished the series from its peers, Rockstar has distilled the humour and reined in the excesses of the last generation of GTA to deliver a punchier and more cohesive world.

In our extended hands-on we attempted five separate missions, whose completion was understandably somewhat hampered by our desire to create as much mischief on the streets of Liberty City as possible. Generally the missions on display didn't venture too far from the GTA formula - something which may be seen as a problem when the full release hits – though of course what we saw was only the slightest of glimpses into what's sure to be a vast adventure, and most of what Rockstar showed was from the earlier stages of the game.

Jamaican Heat is the first mission laid out before us, an early tutorial a short way into the full GTA IV experience. Initiated in a cab rank with Niko's cousin Roman, who looks to loom large in the main thrust of the narrative, it's a gentle introduction to some of the newer features, as well as to the character of Little Jacob, who we are tasked with escorting to a drug deal.


Niko rocking the aviators.

Integration of menus and a tightened map system all help contribute to a more streamlined GTA experience. One of the first things to note when taking to the streets is the new radar, now complete with a more readily understandable key. Blue markers denote an item to be picked up, yellow markers a destination, and a red dot lets you know there's someone waiting to be slaughtered. A welcome addition is the GPS navigation system, which looks to become an invaluable tool when hot-footing it around Liberty City. Waypoints are shown as a green mark and we were told that the GPS system is completely law abiding – meaning that it won't send you careering headfirst into traffic down one-way streets. It's a nice fallibility to the feature, ensuring that while it will prove indisposable in location-scouting, it won't nanny players through the game, and that in some situations duty will dictate veering off the designated route in order to get to the destination quicker.

Having successfully navigated to Little Jacob's pad, it soon becomes clear that through a heavy intake of certain weeds and his reliance on treacle thick patois, he is near incomprehensible – to the point where we were helpfully advised to turn on the subtitles, which are a huge help in deciphering the man. Having taken his seat by our side, the car soon fills with smoke from Little Jacob's ever-present joint, which proceeds to billow out the windows as we career to our destination.
This being GTA, the deal doesn't quite go to plan and soon enough we are tasked with taking out the trio of wrong-doers, giving us a chance to see the highly-touted new combat system in full effect. Locking on with the left trigger, the reticule can be targeted more accurately using the right stick to facilitate complete control over where the shot lands. It's therefore possible to kneecap or lovingly maim victims, though given the requirements of the mission we opted for the traditional headshot before leaping behind the wheel and seeing to the rest of the gang with the blunt end of our vehicle. The scenario was instantly recognisable from GTA's past, this familiarity helping to shine a light on some of the newer features. Combat is a world away from the amputated firefights of earlier titles, and still a step-up again from the rectified targeting system of San Andreas. Upon the successful completion of the mission, an icon appeared informing us that Little Jacob had been added to our contacts, meaning if ever we wanted to indulge in another mind-fogging conversation with the unintelligible dealer he would only be a phone call away.



Sniped shots such as this have a very physical effect on their victims.

The previously touted phone looks to be the go-to item when it comes to deciphering the demands of the world. Controlled via the d-pad, it's a relatively unobtrusive way to access all the information required to negotiate missions. Of its many features there is an organiser that contains one touch access to the many contacts Niko acquires throughout the game. It's also customisable to a degree, with different ring-tones available, and as previously noted it has a built-in radio, meaning on-foot sections can now be accompanied by what looks to be a typically sterling soundtrack.

While the licensed tunes are yet to be finalised, the stations are in place. A flitter through the airwaves revealed an expected mix of urban and contemporary channels, alongside a few unexpected surprises. An ambient station provides a strangely dreamy backdrop to the onscreen channel, with the moaning synthesizers sitting jarringly alongside the action, but nevertheless creating an interesting counterpoint. A classics station, pumping out period tunes and timeless croons, worked wonderfully with the New York-inspired locale, and looks set to be our station of choice come the end of April.

Next up was Concrete Jungle, again featuring our drug-peddling friend, and again the mission focused on kindly disposing of some of Jacob's opposition – which, unsurprisingly, stoked fears over the potential scope of the missions in GTA IV. However, the mission is intended as an introduction to the new cover system, with close quarters combat at its crux.


Atmospherics bring a more cinematic flavour to GTA IV.

Making our way to an urban den of ill repute – whose squalor is quite beautifully realised, located in a more serene leafy borough of Liberty City – we make our way up the stoop and are instructed by Jacob to push ourselves against the wall. Most objects can be utilised as cover throughout GTA IV and though at first we found its implementation a little clumsier than that of titles such as Gears of War – you have to press a button to enter cover rather than it happening automatically - it works to make gunplay a more rewarding experience than previous games.

With Jacob covering the door, we make our way to the window for a little duck and cover, occasionally rearing up to unleash a clip into the room. Making our way inside, we notice the destructible interior environments, with plasterboard crumbling under heavy fire. Indeed, it's possible to shoot through walls formed of less durable materials, and the more detailed interiors are one of the biggest progressions we saw in the game. Ammunition for guns can also be picked up from felled enemies Being our first attempt at combat, we clumsily took more than a few hits and our health, represented by a circle around the on-screen map, was quite substantially depleted. Fortunately a health kit was present in the kitchen, illuminated by a dim glow. It's interesting to see that there has been no transfer to a regenerative health system, as GTA IV firmly prescribes to the traditional medi-kit and body armour philosophy. The health system is slightly more nuanced than before, with body armour soaking up bullet hits while the general health will be affected by physical injury, such as heavy falls or being thrown through a car windscreen.

That's not to say that projecting yourself out of a windscreen isn't a grin-worthy pleasure – the new ragdoll physics make flinging Niko about quite a joy, and a new death-cam that follows the flailing corpse's arc through the air heightens the giddy thrill. Indeed, during your first jaunts around Liberty City it's likely you'll be seeing a fair amount of the new ragdoll physics, as handling in cars in GTA IV is a very different beast to its forebears. There's now a genuine and more pronounced distinction between different car models, and it's instantly obvious whether you're in charge of a front- or rear-wheel car, with each having a predilection for understeer and oversteer respectively. It ensures that attacking the streets at full pelt can't be done with as much abandon as before and little more care must be taken when negotiating corners lest you set off the impressive death cam again. The handbrake is now a lot more vicious, spilling the car into a 180-degree spin when applied, and will surely be providing a valuable tool when being chased across town. All of which goes to show off a more nuanced damage system, with each car having distinct crumple zones and responding to more specific hit points. Driving head-on into a lamp-post will leave an unmistakably lamp-post-shaped dent in the bonnet.



Architecture is so much more intricate than in previous GTAs.

We also found ourselves using the in-car view with much more confidence than previous GTAs – whether it was the more realistic setting that inspired us to turn to this is debatable, but for the first time in the series it seemed a viable viewpoint. Likewise, the cinematic camera, now accessed with a single button press, added flavour to the action and was being utilised throughout our play-through.

Next up we were introduced to Dmitri, a resilient and hard-nosed underworld king lording over a nightclub, demanding the scalp of an underling. There's a certain amount of moral ambiguity to the hit, as it appears that Niko has links to his target and suffers the protestations of the victim's relatives. It's a little disappointing, then, that there seemed to be no choice into whether or not Niko carries out the kill. Though we're not expecting BioShock in terms of the choice afforded, by blindly following orders the action runs the risk of being over-prescribed.

Morals aside, we seize a Banshee, disposing of the driver before getting behind the wheel of what is traditionally one of the more powerful rides in the GTA canon. It really is a beast, a low slung and dangerously powerful car spitting out flames from the exhaust and proving a little unforgiving if pushed too far. Approaching a subway station we find our mark, and a small game of cat and mouse ensues as he clambers over the tracks before we chase him down a set of stairs and deposit a couple of rounds into the back of his skull.


Don't do it Niko!

Last of the missions that were new to us was Harbouring a Grudge, which again serves as an introduction to some of the newer elements of the game, this time with the focus on some of the new-found agility of GTA IV. It's also a mission we have numerous attempts at, our unfamiliarity with the cover system forcing us into some sticky deaths but allowing us to see some of the concessions the game makes for repeating tasks. Upon dying, a text will appear in the phone's inbox giving you instant access to the start of the mission, doing away with some of the infuriating back-tracking of older GTAs. Another welcome feature was what seemed to be an expanded script – our companion on the car offered different conversations upon each play-through, helping to ease some of the pain that re-trying the same mission can often foster. Taking place in the dockland area of Liberty City, Niko is required to climb atop a roof of a warehouse before sniping hoodlums and making off with the truck in their care. While the platforming elements remain basic, there are a few more options in Niko's repertoire, with the ability to shimmy across surfaces. How much of the game world will be scaleable is unsure, but it adds another facet to the exploration aspect that is more than welcome. Thanks to the extended arsenal afforded to us – Rockstar kindly gifted us with every weapon in the game - the mission was simply a case of pointing our rocket launcher in the right direction and pulling the trigger, leaving us to step over the corpses and make off with the van. With that mission under our belt we then took our trusty RPG out into the world in a quest to gather stars – Wanted stars that is, not those you see in Super Mario Galaxy.

It soon descended into a helicopter hunt as we picked off the lesser law enforcers and hid giggling in a park bush, waiting for the airborne cavalry. After successfully introducing a couple of rockets to the underside of a chopper, we took the fight to the Times Square-inspired area, whose narrow enclosures ensured any aerial support would have a hard time keeping track of our movements. Within minutes the square was littered with burnt-out husks of cars, providing a satisfying conclusion to our first hands-on experience of GTA IV.



He can seem pretty menacing, but he's a pussycat at heart.

It's the level of detail that first hits home when cruising around Liberty City, the freewheeling outside of mission constraints allowing GTA IV to fully stretch its legs and prove that this will be a sandbox without compare. We see a man raking a motorway embankment, while driving through more suburban areas someone tends to their lawn - little flourishes that engender the world with life beyond that seen in other similar titles. Police eye Niko suspiciously when he runs across the road, despite the Wanted status being at zero, their heads following his path down the street as they peer from inside their stationary car.

At one point, while taking a midnight stroll through Liberty City's quite breathtaking spin on Times Square, we spot a man hunched over the open bonnet of his car, quizzically looking at the broken motor. Being the helpful citizens that we are, we push him to one side and try to hotfoot it with his automobile, but naturally his concerns weren't just a superfluous animation as the car fails to start and we climb out with rose-blushed cheeks.

These touches, however peripheral they may be to the thrust of the game, lend GTA IV a level of believability that other similar titles have only grasped at. Scaling the side of one of the cities many skyscrapers, there's a sense that there is a real world carrying on below, populated by living, breathing inhabitants. Certain characters will be more readily witnessed in certain districts, the financial area teeming with suited city workers while on the outskirts of Liberty City a more lackadaisical approach to living is evident. Likewise, expect their activity to be tied to the day cycles, with certain areas deserted in the small hours while others will attract their own form of nightlife.


Expect interiors to feature more readily this time out.

Overall impressions of our first hands-on were on the whole favourable, and from what we saw this is a refinement of the series, placing the emphasis firmly on Rockstar's trademark humour and character. Shearing away some of the role-playing trappings of San Andreas will delight some while disappointing others, but it undoubtedly means that with the focus now on one solitary city more detail can be crammed in. Of course, what we saw was but a sliver of the total game, and we're sure that Rockstar is yet to do the full reveal. The multiplayer elements still remain shrouded in secrecy, though from the heightened tones in which they are being spoken of, be sure that it'll be something fairly spectacular. One thing, however, is certain - the king of sandbox has returned, and will be looking to once again take the throne come April 29.
الموضوع الثاني
Grand Theft Auto IV Hands-On
Liberty City is burning and we're to blame.

February 28, 2008 - Grand Theft Auto IV is, without question, one of the most highly anticipated games of 2008. Rockstar Games has shown us pieces of GTA IV on three different occasions. With each visit we saw the incredible potential for GTA IV, but not having the chance to play it, we could only assume these things would prove true. We knew there was a new dimension of verticality to the city, that our anti-hero Niko would be a down-to-earth anti-hero rather than an over-the-top movie spoof, that the new level of physics would bring greater realism to driving cars, and that it would be fun going bat$#!@ crazy running through the streets with a gun in hand (Martin Lawrence style).

It wasn't until Rockstar turned over the controller and let us play GTA IV that we could finally confirm that, yes indeed, these statements are all true. The next iteration in the Grand Theft Auto series isn't just a prettier version of San Andreas or Vice City. It's more cinematic, more realistic, and yeah, more fun. It's a whole new ballgame in Liberty City.

For the first time, Rockstar gave us hands-on access to both the PS3 and 360 versions of GTA IV. The good news is that no matter which system you prefer, you're going to have a great-looking game to play. There are only some minor visual differences noticeable between the two preview versions. The 360 build is brighter and has slightly more vibrant color while the PS3 build has less aliasing issues. Both display a solid, consistent framerate even during scenes with heavy pedestrian traffic and wild explosions. While graphics whores will find subtle differences to nitpick, the average Joe is going to be happy with either version.

And just to prove it, we have takes on GTA IV from PS3 fanboy Greg Miller and the distinguished gentleman from Xbox 360, Hilary Goldstein.

Greg's Take
After getting run down by a car we were trying to steal, getting thrown through a windshield when we hit a barricade and gawking at the plume of black exhaust that poured out of a beater we fired up, it was time to get into some of the missions that make up Grand Theft Auto IV.

And because everything's new and we suck again, we started from the beginning.

First up was "Bleed Out," which acts as a hands-on tutorial for the brand new fighting engine. Niko's doing his thing and ascending the ranks of the criminal underbelly when a call from Roman -- owner and proprietor of the cab company Roman Bellic Enterprises -- comes in and the cousin rants and raves about some guys who are coming to beat him senseless. We jumped behind the wheel of a passing car and the HUD sprung to life with a GPS line directing us to our panicked cousin. After slamming into some mailboxes (Mail shoots into the air!), newspaper stands (Papers shoot into the air!) and people (Their lifeless corpses roll over the top of the car!), we arrived at a fenced-in basketball court and saw a handful of bad guys surrounding our kin.

Once on top of the perps, we were treated to a cutscene explaining the ass kicking and then thrown into GTA's hand-to-hand combat system. Whereas in the old games it was all about pounding a button and watching your character swing, specific actions are now mapped to specific buttons. Niko can punch, kick, head butt and block and you can choose in what order he does what moves. As one of the goons wailing on Roman stepped up to challenge us, we began swinging and kicking with style. If we timed our button presses correctly when the goon swung, we could reverse the punch and do some damage.


This is how Niko impresses the ladies.
Niko dispatched the two fools, helped Roman to his feet and spotted Dardan, a local loan shark, hopping into a car and heading out. Our dynamic duo gave chase -- making use of GTA IV's new chase camera that centers the screen on the fleeing foe -- and eventually caught up with Dardan at a Liberty City warehouse. Niko prepared to throw 'bows with the shark, but the opposing jerkstore pulled a knife.

Now, normally we're against getting stabbed, but the "squish" sound of the blade entering our chest was so satisfying that it almost justified watching the health and armor meters around the radar deplete. When we got sick of dying, we tapped a button as Dardan attempted to shank us and disarmed him.

Then, we killed him with his own blade. In between exploring the missions of GTA IV (FYI, the game autosaves after each mission.), we took in a few of the sights and sounds of Liberty City. Now, we could've tried to obey the rules as we took in the towering buildings, snazzy cars and intricate details, but most of our tour involved driving on the sidewalk and kicking people in the head. However, not everyone was ready to take Niko's crap. Not everyone is heartless in Liberty City. For instance, we ran our car into the back of some dude's ride, and this guy gets out like he wants to start something. We'll be damned if someone's going to disrespect Niko, so we climb out and start punching the guy in the face. Suddenly, a passerby runs into the fray and starts beating on us. Outnumbered and out-skilled, we took off in another direction with the pissed off pair in hot pursuit. We ran for awhile, and when it was clear we couldn't lose'em, we fought, lost and ended up outside the hospital with a little less money.

A similar running and beating escapade ended with the cops chasing us down. However, when all looked lost and Niko raised his hands in defeat, we were presented with a unique option in the GTA universe -- for the first time, we could run. Yes, when the cops catch up to you on foot, Niko will initially play along with the arrest but can take off before the cuffs are put on. Not a bad move if you need to catch your breath (Niko gets winded from running) or a car crawls across the screen to provide an easy escape.

The next chunk of Niko's adventure involved an incredibly hard to understand Rastafarian named Little Jacob. "Jamaican Heat" seemed like your typical GTA gun tutorial but it ended with a breathtaking view of the city and its lit-up buildings reaching into the night sky. Running a cab from Roman's company, you pick up Little Jacob, he hot boxes the car, mumbles for a while in an accent so thick neither the captions nor Niko can keep up, and hands you a piece. We proceeded to learn all about the new gunplay system -- you can lock-on, free aim and take out specific body parts if you like -- and take out a thorn in Little Jacob's side.

That's awesome and all, but "Concrete Jungle" was the mission that solidified Little Jacob as having some kick-ass tasks. Again, you pick up Little J. and take him to shakedown some thugs. Niko waits in the car while watching the back alley, things go wrong, and three bad guys burst through the emergency exit. We hit the gas, killed one guy with the car, nicked another and completely missed the third.



Liberty City will burn this April.
Knowing he was screwed, the guy we missed ran back from the direction we had come from and out onto a crowded street. We ditched the ride, got him in our sights and took him out … along with a handful of other people on the sidewalk. Then, we doubled back and found that the guy we nicked had headed out into the open as well. We opened fire and hit him in the arm, but after gripping the wound and mugging for the camera, the thug fired back. Turns out you can strike folks in the leg and arm, and they'll react to the damage but keep coming at you.

Of course, in the end, we killed the guy, picked up Little Jacob and headed to the next shakedown -- a rundown house. Here, we were introduced to the fine art of cover. Little Jacob headed into the home, and Niko straightened up against the home's exterior with the press of the button. We could pop out from behind the wall and shoot the evildoers in the head or just blind fire if things got heated.

Now, the one-button cover system is nice, but it didn't seem to afford much room for improvisation. With the first wave of bad guys down, Little Jacob stormed the inside, and we decided to fiddle with cover a bit. We went back to the door, walked into the room but couldn't get a shot, went back outside, and finally settled on a spot next to an open window.

We looked inside just in time to see Little Jacob get iced.

We were sad to see our partner in crime go, but we ran into the room, grabbed a shotgun and went out to unleash hell on Liberty City. We blew people away in the streets and marveled at the blood getting kicked back on the screen before shooting out some tires and putting a round into an incoming ambulance.

The rig caught fire, exploded and killed us -- which made the screen turn black and white and track our airborne body in slow motion.

What a way to go. Hil's Take
There are three things we should warn you about before you choose to get excited for GTA IV. Consider all three items carefully, because if none of them appeal to you, then GTA IV will likely be a major disappointment.
  1. GTA IV fixes the questionable targeting system from past iterations
  2. Relationships are now dynamic, so ignoring calls from cousin Roman when he is being pursued by violent loan sharks will irrevocably alter your relationship for the rest of your stay in Liberty City
  3. There's lots of stuff to blow up and thousands of people to kill
If none of that sounds appealing to you, then walk away now. GTA IV will be your worst nightmare. For the few remaining who actually enjoy causing pandemonium on city streets, blowing up cop cars and rampaging with shotgun in hand, this is pretty much your dream come true.

When Greg finished showing off how terrible he was at playing Grand Theft Auto it was time to leave the training missions and delve a little deeper into the belly of Liberty City. "Final Destination" begins in a seedy Russian club where would-be thespians dressed as cowboys pantomime a Wild West showdown. The ever-quiet Niko sits at a table with some Russian mobsters who are worried that a cat named Lenny might have ratted to the cops about some pot that was stolen. It's Niko's job to take Lenny out -- rat or not.

While cruising town, we received a phone call tipping us that Lenny was seen looking to catch a train up on Guantanemo Avenue. Sure enough, when we got there we saw Lenny and a bodyguard waiting to hop a train. Taking the motto "shoot first, ask questions later" to heart, we popped the brain of the bodyguard without saying a word. Lenny hopped across the tracks, just as a train passed, giving him a bit of a head start. That didn't last long.


Niko is one Molotov cocktail away from an easy escape.
Once the train passed, we jumped across the tracks, hurried down the steps to street level and gave chase. Unfortunately, Niko isn't a track star and ol' Lenny managed to hop into a car to speed away. We kicked in the passenger window of a nearby parked car and hopped in for a quick hotwire, which can be made even faster by tapping a face button. And that's when we experienced a game-changing moment for Grand Theft Auto.

Tap the Right Bumper/R1 and Niko -- too impatient to roll down a window -- smashes out the driver-side window so he can fire freely out the car. This isn't the same drive-by controls of GTA's past. You have full range of movement while driving, allowing you to target a car you're chasing and try to shoot out its tires (Rubber explodes!) or cause enough damage to set it on fire (The car explodes!).

It was an extremely cool element that felt natural and worked well. It also ruined any hopes of completing another mission in GTA IV. Though we'd certainly try our best, once we realized what could be accomplished from the seat of a car, it was tough to focus on anything but total anarchy.


Niko can't run forever. He will get winded.
A cop spotted us exploding poor Lenny and gave chase. GTA IV uses the six-star wanted system once again, where the level of police pursuit increases as your wanted level rises. The change, however, is that cops now work on a line-of-sight pursuit. Our mini-map on the HUD showed a flashing red and blue radius of police interest in finding us. So long as we were in that radius, our wanted rating could only go up. The trouble with getting out of that small radius of pursuit was that any time an officer attained line of sight on us, the radius readjusted. This created a frantic race scenario as we weaved through city streets hoping to shake the cop cars behind us, while also trying to avoid incoming police cars that were being given eyes on our location by the cops already trailing us. And things only got tougher when the police brought in their whirlybird.

With cops in hot pursuit and the spotlight of a chopper locked onto our car, we made a wrong turn, drove over a cliff and crashed onto a beach. As we ran from our burning car, we narrowly avoided being squashed by a squad car that -- in true CHiPs fashion -- followed us over the cliff. We did our best to stave off an arrest, firing a few rocket-propelled grenades to take down one of the choppers overhead. The curling smoke trail is a gorgeous thing. The little scuffle soon turned into a standoff on the beach as we laid down suppressing machinegun fire on a group of cops attempting to approach from the beach. We were saved by a miracle -- a second police car drove over the cliff and crashed into the group of pursuing officers. Once we'd stifled our gleeful giggles and collected ourselves, it was time to attempt the final mission of the demo. "Harboring a Grudge" proved a culmination of everything we had learned and experience in the first hour of playing GTA IV. Patrick (or Packie to those who might accidentally shoot him in the back of the head with an RPG) asked Niko for help ripping off a Triad shipment of meds down by the pier. We headed across the Algonquin Bridge and towards Liberty City's version of Manhattan.

The first time we tried this mission, we drove like idiots, weaving through traffic, smashing into everyone and every thing. At one point we t-boned someone's car and our own started smoking. So we leaped out and backed away. Funny thing is, the woman we t-boned hopped out and started cursing up a storm. Packie pulled out his piece and popped her. That's right -- no one talks $#!@ about Niko's driving! Then our car exploded and we died.



Sniping for fun and profit.
The second time around, we made it to the pier ahead of the Triad shipment. Using the new climbing mechanics (a simple tap of the action button near a scaleable surface) we made our way to the roof of a warehouse. There was a bit of a glitch with climbing, as we had to do a little dance of backing away and then inching forward before we could convince Niko to grab hold of a ledge and climb up. Good thing Rockstar still has two months to polish this off. And the fact that this was the only issue we came across during our hour-and-a-half play session is a good sign that GTA IV should be fairly bug-free.

Once on the roof we pulled out our sniper rifle and stood behind some cover. We waited for the Triad to begin unloading their cargo before we started taking headshots. The enemy AI wasn't dumb. They didn't all stand out in the open waiting to die. Once the first shot was fired, the AI scrambled, looking for cover. But our crack aim was more than they could handle and in short order we picked them off. We hopped down off the roof, switched to the shotgun, and kneecapped the remaining three thugs in the warehouse. As they writhed in pain, we slowly walked from one to the next, executing each one with a coolness not seen at IGN since we last accidentally hired a terminator (we miss you, Doug!).

With the sound of police sirens in the background, we hopped into the truck and accidentally backed over Packie. "Muh bad!" With a wounded Packie in the passenger seat, it was time to make a run for it. That run lasted about 10 seconds.

The first cop we came across managed a crack shot at our tire. With a first and then a second tire down, the truck moved at a snail's pace. And then we hit rush hour traffic. We were doomed. That's when we decided Niko would never be taken alive. Not only can you shoot out of windows, you can also drop grenades. We dropped a handful, hearing cars exploding behind us as we attempted to push through traffic. But we moved so slowly that we never made it past the last two grenades dropped and, once again, we blew ourselves back to God.

We ended things by going on one of the great rampages in GTA history. At least, we'd like to think that was the case. Determined to have a final spot of fun, we started a ruckus with some cops and then car-jacked a bus to make our escape. We tore through Liberty City, crashing through cars at intersections and tossing Molotov cocktails out the window as we went. At one point we saw an ambulance heading towards us, clearly on the way to care for the wounded left in the wake of our incendiary killing spree. One well-placed toss of a Molotov and the paramedics were forced to stop, drop, and roll.

It should be noted that every car we drove handled differently. Not only was each car unique in how it drove, but each its own suspension -- which you could see while making sharp turns. Some of our chase scene moments felt like they were ripped straight from Bullitt. Except instead of Steve McQueen, you had Hilary and Greg behind the wheel smashing in to every parked car on the street.


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No fighting on holy ground.
Our first chance to put our hands on GTA IV proved more satisfying than we'd expected. And there are many aspects we still haven't explored. At the start of the game, Liberty City is on lockdown due to a recent terrorist threat. All bridges are closed except for those who have documentation proving their citizenship. Niko doesn't have such documents. But you can still cross the bridges anyway -- you just earn an automatic 5-star wanted level. We call that Threat Level Orange. We also verified that there are vigilante missions in the game. Just hop in a cop car and access the computer to find wanted criminals. We know it exists; we just didn't have the opportunity to try it out.

As with any Grand Theft Auto title, there's a very large city to explore with a seemingly endless amount of distractions. What we experienced was only a taste of what gamers can expect on April 29, when GTA IV hits store shelves. It's only two months away, but it's going to be a long wait.

i hope you enjoy it the end معليش يا شباب فيه موضوع واحد ناقص بحطه في موضوع جديد مع الترجمه مع ان الترجمه تمشي الحال لاني ترجمة المواضيع ببرنامج فالمعذره يا جماعة الخير