
Or maybe it's just being a critic, which sometimes means pointing out that the hooligan has no clothes. Now that other games are improving, GTA's continued shortcomings have become harder to excuse. The list goes on.Īlmost none of these woes are new to GTA, yet seven years later, Rockstar has stubbornly refused to address them. Then there are the quirks and glitches: cars and people (including Niko) getting stuck in the environment, broken missions, cops materializing out of thin air, cell-phone conversations that invariably lead you straight to the police. Isn't this why we invented analog controls? Now compare Niko to the nimble-footed agents in Crackdown. It's a perfect example of Rockstar's convoluted, overly complicated approach to game play. Hold a button while walking and he runs jam on the button and he sprints. Niko's default stride is a window-shopping amble, just slow enough to be useless. Crackdown, Mercenaries, and Saints Row use standard third-person shooter controls for their gunplay, and it works perfectly. And even this is a headache, since you'll often autotarget enemies that are either dead or dying, in favor of very live enemies tearing your body to shreds with a shotgun. Niko Bellic (Born 1978) is the playable protagonist in the 2008 Rockstar game Grand Theft Auto IV.The game does not specify from where Niko is from, but the language he and his cousin speak is Serbian. With GTA4, they've thrown up their hands with the laziest solution of all: autotargeting across the board.
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Rockstar continually makes unimaginative, sloppy "improvements" to GTA's aiming system, only to net more criticism each time. GTA 4 differs from the previous projects of the series in that it is about life, and in order to feel this, the player needs to pay more attention to side missions and social interaction with the environment, which Niko Belich is gradually building around himself.

Eventually you learn to make the best of it, but Crackdown, Saints Row, Test Drive, and now even Burnout proved that open-world driving doesn't have to suck. With handling that squirrelly, every mission that involves chasing a fleeing car or operating within a time limit becomes pure, distilled antifun. Accelerating in GTA4 feels like you're about to take off in an airplane, the car feeling lighter and lighter until even the slightest bump sends you skipping across the asphalt like you're driving a moon buggy. But if you have dabbled with those others, GTA4 stands out as the first in the series to feel a bit stale, suffering in comparison to rivals that, till now, merely nipped at GTA's heels. If you've been faithful to the series, resisting tawdry flings with Saints Row or moonlit nights spent prancing across the skyline in Crackdown (or even a day at the mall with Dead Rising), GTA4 seems a revelation, a huge advancement of the genre, deserving of all the gushing praise it's received. In time, this issue will probably come to a head (especially as the industry grows), but for now it comes off like actors whining while everyone else is getting a similarly bum deal.So why haven't we rubber-stamped it with a perfect score, as every other outlet in the galaxy has? Are you looking for an answer, other than It doesn't deserve it? Of course, if the actor gets residuals, does the artist who "made" Niko get a cut? Although the actors provided voices, and apparently motion-capture, what about all the other people that worked on the creation of these characters? People aren't buying these games because of the actors, they're getting it because of the title and its associated gameplay. The piece basically explores how all the actors in GTA IV would be rolling in dough had the work not been in video games.

Had the actor done the role for almost any other medium than video games, he would have received very generous residuals and royalties off the title, which made $500 million in its first week.

The New York Times has an interesting piece this morning about how actor Michael Hollick earned about $100,000 for playing GTA IV protagonist Niko Bellic.
