Rockstar is one of the gaming manufacture ’s top - grade AAA developers and has maintained its seat through many industry - defining titles . AlthoughRed Dead Redemption , Bully , andMax Payne 3earned them plenty of acclaim , it ’s theirGrand Theft Autoseries that bring them to the upper echelon of developers . Why is this ? Well , for those who have dally any installment in the series , the answer ’s obvious : each plot offers its own engaging , superbly - refined experience .

Each game world is a massive , magnificently - realized   resort area that offer its own degree of intrigue .   The utilization of different eras and cultures is well - done thanks to razor - sharp writing and an overall dead - accommodate step . This also allows for substantial variety in character personalities and ( relatively ) varied activity .

With the bold amount of thing done well throughout the series , looking over flaws and minor issues is made far easy . However , even withGTA ’s many pros , it undoubtedly has some cons that have to addressed , specially if buff wantGrand Theft Auto VIto be everything it can be . And in the case of these flaw , they have yet to be fully fixate , proving that they require to be brought up sooner rather than later .

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With that in mind , here are15 Things Wrong With Grand Theft Auto We Choose To Ignore .

Melee combat’s never been above average

Gunplay and chaos has always been one of multiple areas where theGTAseries has flourish and consistently maintained a high standard for other games in the genre to meet . This is why it ’s only expected that in - secret plan shootouts are tense and piquant . regrettably , this monetary standard does n’t ( and never has ) carried over to the melee side of combat , go away players with disappointingly static and unvaried hand - to - deal fights .

Each installment bestow more weapons to use , yet never really impart any true variance in the actual execution of these fights .

fight are mostly non - strategical packing matches where the role player simply has to mash the " hit " clitoris until the NPC ( normally just a random walker ) stays down . The experience never goes beyond this , make each fist fight a hollow experience .

Mona From genshin Impact on a background of Charlotte Tilbury items

This serial publication may be have intercourse for its shootouts , but that does n’t imply its melee combat should be short - exchange . turn over the amount of fun battle royal weapon increase over prison term , it ’s a disgrace the mechanic have n’t evolved . Randomly perforate hoi polloi in the streets is always secure for a piece of fun , but without any substance in the actual scrimmage system , it ’s   stringently momentaneous . This is one category whereGTAconsistently gets beat by other titles that experiment more with melee and allow fist fights to be highlighting rather than just a way to interact with Nonproliferation Center .

Overall lack of strong female characters

It ’s something that the series has been criticized for consistently , especially sinceGTA V ’s release . While the protagonist had multiple layers and were effectively flesh - out , none of the female personality receive that same treatment . WithV , the most important distaff personality ( Tracey and Amanda De Santa ) ,   were forgettable characters with largely negative qualities and little else . Amanda is an openly - cheating wife who hypocritically chastises her husband for cheating and demands that Michael be the only one who fix his fault . Tracey is renown - obsessed and also chastises her pop , but for different reasons .

GTA IValso had a relatively weak amount of salient distaff presence , with only Mallorie ( Roman ’s girlfriend ) , Michelle ( Niko ’s secretly - surreptitious lady friend ) and Kate McReary ( Niko ’s 3rd - act girlfriend ) standing out . Even then , they each felt like missed chance as there was potential for ontogenesis that was never gain .

There ’s been a call for Rockstar to let in a distaff protagonist in the next series installing and , while it ’d be an interesting change , it ’s not the most important inclusion . Put simply , the next game simply demand to take the time to admit stiff female characters that both serve and enhance the story .   irrespective of it being   in a friend or NPC part , it ’s about sentence forGTAto include women that can really cohere in players ' mind .

Kulebra and the Souls of Limbo artwork showing Kulebra facing dark souls.

Big open world, little real interaction

While the main campaign offer players a chance to interact with the interesting developer - created reality , there ’s little chance to do so outside of these news report missions . You ca n’t really talk with citizen ( outside of a greeting or gesture ) , most interiors ca n’t be entered , and the world is never really influenced through your personal decision .

The last stage fits into the traditional Rockstar world - design method of protagonists being treated like regular people , contrasting the " hero of legend " status most RPG chief characters earn , helping the worldly concern feel authentic . The late two , however , only terminate up hurting the game ’s otherwise - superb sense of engrossment . With the growing emphasis on the mapping being visuals over interactivity , most buildings and establishments are limited to only fill the mathematical function rather than serve the gameplay experience .

With only the occasional action available throughout the vast explorable map , exploring never properly rewards committed explorers with anything but a random easter egg and ( perhaps ) a side delegacy where you drive someone to a terminus . Previous games in the series had plentiful interiors and entertaining side components , but later games in the serial have start removing them in favour of heightened visuals . While impregnable visuals are always appreciated , they can not adequately replace a humans that   extend actual employment and places to go .

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Protagonists must be psycho/sociopaths in order for story to work

This is one of those dilemma where you start out questioning ifGTAprotagonists have two separate personality : one for the cutscenes and one during gameplay . While each game has progressively flesh out its chief characters more and more , this question of each one exhibit psycho / sociopathic tendencies becomes increasingly relevant .

Throughout each given campaign , player are ask to   take out one C of enemies , with no other alternative being offer .

While this is standard - transportation for most campaigns , it ’s difficult to mentally get around the extended character - work done during cutscenes when mass - killing looks like second - nature to each playable character . And it ’s not like Rockstar has n’t noticed this issue . Their latest title take Michael , who openly acknowledges that he may be a psychopath , and Trevor , who exhibit clear psychopathic behavior . Both characters indicate their personal stance on   their issue   and player can easily understand it . However , the third playable grapheme , Franklin , has accumulate no body count before fulfill Michael , but is just as gung - ho about casually eliminating people   as the sleep of them once fastball pop out vanish . The dissonance is also present inGTA IVwhere Niko Bellic is a former soldier who obligate many personal daimon after serve time in the army , yet still obliterate many mass in droves many times through the story without hesitancy or sorrow . Same with CJ fromSan Andreas , who may be a criminal , but does n’t earn   the same condition until the campaign starts . It ’s a difficult trend to really hit in any gumption , but one Charles Frederick Worth acknowledge .

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Bring up controversial topics without taking a stance

Grand Theft Autohas never strayed from tilt , typically stirring up plenty of discussion and trouble with its subject matter and content . It does n’t matter if it ’s involve   lady of the night or interactive violent scenes , as the series has always fuck how to stir up the pot on social issues . While previous games had heavy substance - related storyline and components ,   fromGTA IIItoSan Andreas , recent titles have submit on more deepness - filled topics like immigration and politics issues , among others .

While it ’s always commendable to bring up these ugly matter and provide genuine word on them , the game does n’t typically take that extra step and tender a strong perspective for or against these topics . They usually include them and take a topic - of - fact approach with them .   They ’re include as an acknowledgement of the controversial topics ' existence , but mostly forget those topics to be discussed among players rather than in the game ’s authorship .

Neutral perspectives are rare in major media and in - depth stories like this , but a discourse held among characters on the confutative events and action taking place could provide for some interesting character dynamics . Instead , the story simply recognizes these topics and includes characters that put up on both sides of the issue . One side fight down itself and the other group just leave behind it be . Neutrality is understandable on most topics , but it would be more interesting to see true arguments had between these develop personalities on inscrutable issues .

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Series has likely already reached its ceiling

This is one of those inauspicious the true that is hopefully proven wrong , but is unmanageable to traverse . deal the massive top the serial publication has reached up until this point , withGTA Vofficially being   the mostsuccessfulpiece of media ever , it ’s hard construe the series ever reaching greater height than this . Grand Theft Auto Vhas hit every potential milestone that a developer aim to achieve and   serves as a standard - setter across the entire play industry . In all actuality , what ’s left to reach then ?

This decimal point also references the creative side of development as it ’s ill-defined if there are really original direction to take the series from here . They ’ve go to the ' 80s , ' 90s , and 2000/’10s , with the only exciting era left being the ' 70s . Once that era is taken care of ( likely in the next instalment ) , the series is more or less modified in what it can do . Is there another idea brew on - par with the multiple - protagonist arrangement that can throw off thing up enough to slay any staleness ? The answer ’s not immediately obvious , and that is a minute worrying .

debate that the heads of Rockstar have expressed question that they ’d ever bring anotherGTAgame toEurope , an idea that could refresh up the serial , it ’ll have to be seen if the creative minds of the Housers can continue offering up varied , record - setting offense game without getting too stale .

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Overhype will always make every installment overrated

Hype is a unsafe affair . Too little of it and your biz wo n’t sell . Too much of it go to unavoidable disappointment . TheGrand Theft Autoseries is no stranger to hype , as it incur its middling part of press from decisive media outlets condemning it and enthusiastic gambling sites promoting it to the upteenth degree .

And that ’s just pre - discharge . Once the game releases , and it ’s received a fair share of perfect scores and " masterpiece " labelings , the hype power train hie on substantial than ever . This come about with bothGTA IVandV , and like all things that receive an preposterous amount of plaudit , it shortly received the " overrated " label by a spring up percentage of gamers .   Typically not a huge blow for any game , but if the   dramatic mentality - switch   ofGTA IVis any indication , major games   with an teemingness of extolment   can drop off their " chef-d’oeuvre " form of address and get an " overrated " one if enough gamers stand behind it .

In turn , everyGTAmay go through this round . Crazy levels of ballyhoo , enceinte review and sales event , then label " overrated " a year later on .

Niko Bellic from Rockstar’s Grand Theft Auto IV holding up his hands.

Due to the issues ofGTA Onlineand the natural transit of clock time , musician perception ofGTA Vseems to have sheer downward . Is every deed of conveyance in the serial doomed to this Hz ? Each installment having a great bequest that lasts a couple age , only to then misplace its high standing ? have ’s hope this is n’t a style that remains .

Dull story missions are included for the sake of variety

It ’s these second kind of mission that usually occupy up a high share of the total mission counting , and they ’re the worst sort . The biggest criminal offence these mission declare oneself is that players do n’t finger anything but boredom after play them . They ’re not unmanageable enough to be thwarting or interesting enough to earn anyone ’s exclusive care . On repeat playthroughs , they become the missions you just have to get through for love the sleep of the biz .

What continues to confuse is Rockstar ’s unceasing need to include these delegacy types in every exclusive episode . history - wise , they do make sentience . Gameplay - wise , they always leave something to be desired . The cons far preponderate the pros in this case . For succeeding titles , hopefully they find a way to express necessary story meter and type moments without forcing players to slog through missions that drag down the otherwise - splendid experience .

The series tends to be a “jack of all trades, master of none”

As previously mentioned , Grand Theft Autois always used as a evaluate joint for other third - person shooter and open - world games . Because of this , other developers take note of the serial publication ' intensity and weaknesses , then find a way to make their game superior in some way . In go , many of them terminate up supercedingGTAin some gumption , even if it ’s not in every way .

This is potential because in many case , theGTAseries has utilized the design method acting of an almost - perfect symmetry between all of its mechanics . This way , their secret plan does n’t have any major minus gameplay mechanics as every element is design to at least be near . The downside of this is that it only has certain thing that it ’s really " best " at . Gunplay is satisfying and engaging , but other game have good shot . aim is well - contrive and governable , but is still bested by other games . Finally , there ’s the main narration , which is perfectly gratifying , but never the best of its kind as other open - world game offer up more satisfying campaigns ( include Rockstar ’s ownRed Dead Redemption ) .

The immersion constituent , visuals , and authorship are easily an diligence - standard , but everything borders on either good or keen , but seldom ever right . Certainly a first - globe - job from a developer perspective ( Aw , your biz ’s only good at everything ? Wah " ) , it ’s the primary trouble with this balanced approach . Your gameplay experience is well - balanced and the overall sum of money of its part is excellent , but single components , on their own , can be competed against , even beaten .

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NPCs are only window dressing

While Rockstar ’s ability to make a living , breathing humans is simply unequalled , it ’s difficult not thinking about how little you may really do with each of the random citizens that flood the city streets . for sure , you’re able to greet them peacefully or even say something a bit more threatening , but there ’s nothing in term of truly getting to know any one person . All of them typically combine together , with the only I that stand out at all being the mission - give type .

The crowd of citizens , all of whom are giving rummy little bits of dialog that aid make them feel realer than NPCs in other undefended - world form of address , have nothing to provide the role player outside of someone to mess up with or recognise .

It ’s not like an RPG where every person , major or minor , is easily - specify thanks to dialogue systems and the ability to interact . Even ifGTAshould by no means adopt a dialog organisation a laFallout 3orMass core , it does n’t stand for that these citizens and pedestrians should be leave as just walking , talking decorations and nothing else .

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From the sounds of a recentinterviewwith Rockstar North co - theatre director Rob Nelson ( the studio also in care ofGTA V),Red Dead Redemption 2sounds like it ’ll have copious options for interact with NPCs that lead to dynamical exchange . If this system mold well inRDR2 , then it ’ll undoubtedly be carried over to the next installment in the studio ’s flagship serial .

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A car driving on the freeway in GTA, a minimap can be seen in the corner.

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