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Even simple gunfights are elevated by the ability to switch from Trevor in cover here to Michael on overwatch there to Franklin sneaking around on the flank. There are different approaches and outcomes throughout, and far fewer standard shooting galleries. Each character has a special ability, too - Franklin can briefly slow down time while driving, for instance. The high points are the heists, where the gang's tech wizard friend Lester puts together a plan, you choose the approach and backup personnel, and then the trio spread out and collect the materials needed to pull it off before everyone plays a part in the score.

It's all very scripted and stage-managed - go buy three boiler suits, steal a fire engine, modify some cars and stash them under a bridge - but each heist has a blockbuster set-piece feel to it, and when they go to plan and you walk away with a thick stack of cash to spend on Los Santos' many expensive distractions, you feel like you're living the life. In a way, though, your criminal success is also the downside to GTA 5's lengthy story, which loses its way after an interesting start.

Michael and Franklin could both carry interesting games on their shoulders - Michael's going through a midlife crisis, depressed because he can't control his family after giving them everything, while Franklin's torn between his roots and a desire for more.

When Trevor arrives, though, the game reverts to a standard crime story - can't escape my past, enemies everywhere, one last job, etc - and more interesting themes are abandoned in favour of endless cut-scenes of roaring arguments.

The problem is that Trevor is an asshole. When you first meet him, he does something so unpleasant that you wonder how you're ever going to empathise with him, and before long you're rotating an analogue stick so he can pull a tooth out of someone's jaw with a pair of pliers. These are serious and intense moments, but Trevor is too shallow and unconvincing to justify them, and instead his antics derail the narrative.

He's such a distraction to Michael that his family become a footnote rather than a subplot, while Franklin is almost completely forgotten until a bit of last-minute catch-up near the end of the game. The outcome ties up loose ends, but I'd lost interest by then. All the heist stuff is difficult to reconcile with the world Rockstar has built, too.

This is a game pretty much designed from top to bottom to equate the American Dream to some sort of elaborate pyramid scheme, but the message is that hard graft buys you a mansion in the hills, a helipad downtown and a fleet of tricked-out sports cars? This contradiction was at the heart of Vice City, too, but it made more sense in a love letter to Scarface. GTA 5 captures the absurdity of modern life, but I expected it to do more than join the party.

When the story cuts loose from the hard-edged heist film template and has some fun, it's much more entertaining. Trevor's missions are a perfect example - when the writers stop treating him as a serious character, sending him off to hijack a plane or rob a money train instead, the rage goes out of his voice and he feels like the cartoon creation underneath.

When Trevor arrives, though, the game reverts to a standard crime story - can't escape my past, enemies everywhere, one last job, etc - and more interesting themes are abandoned in favour of endless cut-scenes of roaring arguments. The problem is that Trevor is an asshole. When you first meet him, he does something so unpleasant that you wonder how you're ever going to empathise with him, and before long you're rotating an analogue stick so he can pull a tooth out of someone's jaw with a pair of pliers.

These are serious and intense moments, but Trevor is too shallow and unconvincing to justify them, and instead his antics derail the narrative. He's such a distraction to Michael that his family become a footnote rather than a subplot, while Franklin is almost completely forgotten until a bit of last-minute catch-up near the end of the game.

The outcome ties up loose ends, but I'd lost interest by then. All the heist stuff is difficult to reconcile with the world Rockstar has built, too. This is a game pretty much designed from top to bottom to equate the American Dream to some sort of elaborate pyramid scheme, but the message is that hard graft buys you a mansion in the hills, a helipad downtown and a fleet of tricked-out sports cars?

This contradiction was at the heart of Vice City, too, but it made more sense in a love letter to Scarface. GTA 5 captures the absurdity of modern life, but I expected it to do more than join the party.

When the story cuts loose from the hard-edged heist film template and has some fun, it's much more entertaining. Trevor's missions are a perfect example - when the writers stop treating him as a serious character, sending him off to hijack a plane or rob a money train instead, the rage goes out of his voice and he feels like the cartoon creation underneath. Franklin's adventures with his friend Lamar are the kind of unpredictable, high-energy capers that stick in the memory, too, and a great chance to spend time with Lamar, who steals every scene he's in.

A greater emphasis on this stuff would have been more welcome and honest in a game of nihilistic thrill-seeking, but GTA 5 is still an easy sell. There's so much excellent stuff to do, see and hear throughout the dozens of hours you can spend touring Los Santos that you'll easily overlook the inconsistencies in storytelling, if that stuff even bothers you in the first place.

This is also the slickest, easiest GTA game Rockstar has ever made, full of fine detailing that smoothes your experience moment to moment, like proper checkpointing and gentler law enforcement. Most importantly, though, it's the first game in the series where you feel as though you can strike out in any direction and find something entertaining to do.

You can wander onto a golf course and find yourself in a reasonable facsimile of a Tiger Woods game, enhanced after every shot by Michael swearing and banging his club on the fairway.

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What is a. Each character has a special ability, too - Franklin can briefly slow down time while driving, for instance. The high points are the heists, where the gang's tech wizard friend Lester puts together a plan, you choose the approach and backup personnel, and then the trio spread out and collect the materials needed to pull it off before everyone plays a part in the score.

It's all very scripted and stage-managed - go buy three boiler suits, steal a fire engine, modify some cars and stash them under a bridge - but each heist has a blockbuster set-piece feel to it, and when they go to plan and you walk away with a thick stack of cash to spend on Los Santos' many expensive distractions, you feel like you're living the life.

In a way, though, your criminal success is also the downside to GTA 5's lengthy story, which loses its way after an interesting start. Michael and Franklin could both carry interesting games on their shoulders - Michael's going through a midlife crisis, depressed because he can't control his family after giving them everything, while Franklin's torn between his roots and a desire for more. When Trevor arrives, though, the game reverts to a standard crime story - can't escape my past, enemies everywhere, one last job, etc - and more interesting themes are abandoned in favour of endless cut-scenes of roaring arguments.

The problem is that Trevor is an asshole. When you first meet him, he does something so unpleasant that you wonder how you're ever going to empathise with him, and before long you're rotating an analogue stick so he can pull a tooth out of someone's jaw with a pair of pliers.

These are serious and intense moments, but Trevor is too shallow and unconvincing to justify them, and instead his antics derail the narrative. He's such a distraction to Michael that his family become a footnote rather than a subplot, while Franklin is almost completely forgotten until a bit of last-minute catch-up near the end of the game.

The outcome ties up loose ends, but I'd lost interest by then. All the heist stuff is difficult to reconcile with the world Rockstar has built, too. This is a game pretty much designed from top to bottom to equate the American Dream to some sort of elaborate pyramid scheme, but the message is that hard graft buys you a mansion in the hills, a helipad downtown and a fleet of tricked-out sports cars? This contradiction was at the heart of Vice City, too, but it made more sense in a love letter to Scarface.



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