Nov 25, 2015
L.A. Noire

Why I Love

In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Andy walks the beat in Los Angeles.

I ve been to Los Angeles, and I didn t like it much. It s hot, it s crowded, it s filthy, and you can t walk anywhere. But as a setting for a work of fiction, it s one of my favourite places. From Raymond Chandler s Philip Marlowe novels to Ridley Scott s Blade Runner, the City of Angels is a resonant setting for a story. A lot of games are set there, but only one captures the dark, romantic urban sprawl found in the best LA fiction: Rockstar s ambitious, flawed detective adventure L.A. Noire.

Compared to Grand Theft Auto V s dense parody of the city, L.A. Noire s setting doesn t look all that impressive, at least not technically. But what has endured is its almost perverse attention to detail. Developer Team Bondi s reported budget for the game was $50 million, and you can see it in every lovingly detailed street corner, costume, prop, and licensed, period-appropriate vehicle. Playing L.A. Noire is like time travel, and it makes me wish more developers would squander obscene amounts of money creating authentic historical settings like this.

There are dozens of famous landmarks to visit, from Grauman s Chinese Theatre to the Bradbury building, but the impressive detail in L.A. Noire goes much deeper. I spent a good ten minutes just studying a breakfast table in a suspect s house. There are two plates with the remnants of toast and maybe beans. A salt and pepper shaker. A coffee pot. Some unopened mail. I imagined someone at Team Bondi researching, modelling, and texturing this stuff, and realised just how much love was poured into these environments. This kind of absurd, granular realism will be missed by most players, but even if you don t notice it, it s what makes L.A. Noire s settings so convincing.

You visit a lot of people s houses in L.A. Noire, from crummy one-room apartments to the palatial homes of the rich and famous. Every item of furniture, kitchen appliance, and food wrapper has been painstakingly researched and replicated. The interiors are cluttered and lived-in, and environmental clues will often subtly hint at the truth behind a case. Those plates, for example. The woman in the house says she s been alone all morning, so why are there two recently-eaten breakfasts on the table? The game doesn t point this little detail out, but leaves you to discover it for yourself.

Nosing around these cluttered interiors is encouraged as you search for clues and details to grill suspects about. An insurance policy, a photo torn in half, a love letter. But in the city itself, the detail is just there, and you re never forced to look at it. You can even skip the driving sections, forcing your partner to drive between crime scenes. But it s driving around where you really get a feel for the game s vivid urban landscape: the architecture, the cars, the fashion, the light, the mood. You ll drive past a diner and see people inside, eating hamburgers and reading newspapers. Drive to the top end of the map and you ll see the old Hollywoodland sign perched in the hills that loom over the city.

The music only adds to the powerful feeling of stepping into history.

One of my favourite details is the music that leaks through the windows of passing cars. L.A. Noire s radio station, KTI, enforces the period setting, and there s some really great music playing on there: Bing Crosby and The Andrews Sisters Pistol Packin Mama , T-Bone Walker s Bobby Sox Blues , Hank Williams Move It On Over . Anyone who s finished the game will have these tracks permanently etched into their brains. Combined with the visuals—and other touches such as advertising billboards and radio commercials—the music only adds to the game s powerful feeling of stepping into history.

It s a shame L.A. Noire came out in 2011, because just imagine how its period city would look recreated by today s technology. I really doubt Rockstar will ever return to it, especially now that Team Bondi is no more, but I hope they do. Not only do I want to see a version of 1940s Los Angeles with the visual fidelity of GTA s Los Santos, but I feel that the detective elements could be fl eshed out more. L.A. Noire is an enjoyable police procedural, but it still feels to me like a proof of concept for something much grander. Reviews were mixed, and many people look back on the game as a failed experiment, but I ll always love it and its remarkable city. I won t be returning to the real place any time soon, though.

Grand Theft Auto IV: The Complete Edition
Watch Dogs IV


Chris Livingston has already extolled the virtues of Grand Theft Auto 4's amazing #WatchDogsIV mod. For the uninitiated, it brings Watch Dogs style environment hacking into GTA's Liberty City. For a full round-up of what it enables, head on over to Chris's Mod of the Week post. For a small look into the type of chaos it supports, stay right here.

Being a child, the first thing I did on loading the game was to start a traffic jam:



So far, so Watch Dogs. But the Traffic Lights prompt reappears quickly after. I wonder...



Yup. Multiple prompts means multiple pile-ups, meaning I can stack this thing right up. Time to do that. Everybody, welcome to the jam.



What makes this so funny other than the obvious is that the cars in the crash accelerate every time I hit the prompt, pushing them deeper and deeper into the ultra-jam. Also, as you can see from the picture above, a man has spontaneously combusted.

That's probably not a good sign.



Nope, definitely not a good sign. We have reached peak jam. It is jam-a-geddon.





Perhaps unsurprisingly, this tanked the game's framerate. My rig battled on regardless to bring you this dramatic re-enactment.



You can download #WatchDogsIV from here, and you probably should.
Grand Theft Auto IV: The Complete Edition
WatchDogs Mod


Like me, you've probably spent dozens of hours in Grand Theft Auto IV's Liberty City, but often wish there was some way to cause a little destruction and mayhem. Finally, there is! The #WatchDogsIV mod summons the sullen Aiden Pearce from Watch Dogs, and more importantly, brings along Aiden's awesome Phone of Hacking +4. Traffic lights, payphones, ATMs, security cameras, and those poles that shoot up out of the street: they're now yours for the hacking! The once utterly peaceful Liberty City is about to get flip-turned upside down.

Just about all the tricks up Aiden's futuristic trenchcoat sleeve are now at your disposal as you prowl the streets of Liberty City. Walk within range of a hackable object, and you'll get a little icon on your screen. Hold down the 'E' key, and the icon will be outlined. It works pretty much exactly as it does in Watch Dogs, right down to the little electrical tendrils that spread from Aiden's phone when he hacks something.

That public phone exploded! Thank god no one was using it for the last 10 years!

Naturally, triggering traffic lights is great fun, and dare I say it, causes even bigger and badder accidents than it does in Watch Dogs. You can also blow things up, though instead of steam fittings and electrical junctions, it's Liberty City's payphones that explode. (I know what you're thinking. Exploding payphones? That's utterly ridiculous: payphones don't even exist.) Those poles that pop out of the street work most of the time, and are great for keeping the cops off your tail when they come to investigate why everything is suddenly exploding.

Oh, LCPD. Will your humiliations ever end?

Speaking of the po-po, it seems like the entire Chicago policing system has been ported over from Watch Dogs. Commit a crime, and a nearby citizen may call the police on you. You'll hear the call taking place, and the eyewitness will be highlighted with an icon, allowing you to interfere before the 9-1-1 call is complete. If the call goes through, the police will be dispatched and your radar will show ctOS scanning for your location. The mod even has options to make the police better drivers and more accurate shooters, if you want to make things harder on yourself.

No more smashing cars yourself. There's an app for that.

There's more phone-foolery! You can now remotely activate car alarms like Aiden, though in Watch Dogs that was used to distract guards, and now it's mainly just useful for startling pedestrians. You can jump into security cameras, and use them to jump into other cameras, and set off other hackable objects while peering through the lens from a safe distance. And, while you can stop the trains, just like in Watch Dogs, there's not much point in doing so, just like in Watch Dogs. But, who needs to have a point? You have some new ways to terrorize the citizens of Liberty City, and that's its own reward.

Stop the train! No reason. Just wanted to see if I could do it. I could.

The mod makes you move like Aiden as well. When you walk, you'll stuff your hands in your pockets and keep your head down, which is the best way to avoid suspicion when you're a famous vigilante the entire city is after. There are new animations for giving you Aiden's awkward sprint, as well as his patented truncheon takedowns which can be performed on anyone you're standing near. There's also a blood-round-the-edges screen effect for when you take damage, which I guess was in Watch Dogs. I'm not sure. I was so good at that game I never took damage.

Beating you up for reasons that are unclear even to me!

I'm told that hacking an ATM will cause money to spray out of it, which will cause citizens to run over to collect it, which will naturally cause a huge fist-fight, which sounds quite amusing. I have to say, though, I drove around for ages and never spotted even a single ATM. You can also cause light fixtures to explode, scaring people, and overload soda machines, spilling cans everywhere. Basically, the mod lets you be a huge, destructive jerk in new and exciting ways, and that's what any good GTA IV mod should do.

Installation: Here's the page to download the mod, with a description of all its features and the control scheme. You'll need to use OpenIV to get the mod working, naturally. And, while the mod makes you run and act like Aiden, it doesn't make you look like Aiden. If you want his goofy trench coat and hat, you'll need to install a separate skin for it (I used this one).

 
Max Payne 3
max payne 3 lpc featured


The Large Pixel Collider if you haven't already been introduced to it through the faint but ominous humming that now haunts your dreams is the most powerful gaming PC we've ever built. With four Nvidia GTX Titans and an irresponsible surplus of everything else, we're using the LPC to capture gameplay footage of supreme quality, with ambitions to go beyond 4K and into a resolution super-realm populated by beings of pure light energy.

Today, the LPC has instructed us to revisit one of 2012's best-looking games: Max Payne 3. It's Rockstar's best technological achievement on PC, and despite being a little over a year-and-a-half old, Max's unchecked alcoholism is gorgeous at 1440p.

Previously, the LPC has captured video of Arma 3 and Metro: Last Light, and screenshots of Battlefield 4 at a ridiculous 7680x1440.

Other projects in the works include super-modded tours of Skyrim and Grand Theft Auto IV, Crysis 3 at max settings, and more. Feel free to make suggestions in the comments the LPC sees and hears all.

See what's inside the Large Pixel Collider, our own personal demigod of a PC, and find out just how much it cost to build.
Grand Theft Auto IV Trailer
GTA 5


Hordes of postmen fill the street, armies of retail staff scurry through their fluorescent aisles, and the world's console-owning population have simultaneously phoned in a variety of minor ailments. Grand Theft Auto V has launched and, by all reports, it's A Big Deal. Unless you own a PC, that is, in which case, it's a Tuesday.

What hope do we have of joining GTA 5's triumvirate of crims and, more importantly, when? Rockstar's sandbox of car chases and petty violence began its life on PC, but without an official announcement, is it safe to assume that we'll ever have a chance to holiday in the latest Los Santos? Let's delve into the murky lake of internet rumour, and fish out any facts we can find.



Leaky Lists

A publisher can use its own roving bands of guerilla PRs to whip employees into a cowed silence. The same isn't true of external partners and retailers. All sorts of GTA 5 info has oozed from the retail counters, from an early look at the map, to copies of the game itself. That may lend credibility to a number of online retail listings for a PC release.

Amazon France kicked things off at the start of the year, by taking taking pre-orders for a boxed PC copy. Then, in May, German retailers sprang to action, with both Amazon Germany and GamesOnly posting their own speculative PC pre-orders. Interestingly, GamesOnly briefly posted early details of the console versions' special edition. They were right on the money.

Does that validate the listings? Not really. Sometimes it's less about responding to information, as it is about anticipating that information. Yes, retailers will often have forewarning of announcements, but that's not the only reason they'd promote an unannounced game. Right now, Amazon UK has a landing page for Grand Theft Auto 5 PC. It quietly exists on their website, collecting the email addresses of potential customers and soaking up lovely SEO points. The need to be in the best position if/when a PC version is announced skews how much we can extrapolate from their actions.



Immoral Code

Here's the most recent piece of 'evidence'. A config file has appeared that, allegedly, was taken from a pirated copy of GTA 5's Xbox 360 version. The XML code makes reference to both PC and Orbis, the PS4's operating system. The full file is up on PasteBin, but here are the relevant PC mentions:

Image source: DualShockers

Config code found within the game? On the surface it seems like a solid lead, but it assumes that every line of every file is created from scratch. It seems more likely that this is a standard template, which would of course contain references to a PC build - along with any other platforms Rockstar might be internally experimenting on. Moreover, the presence of a PC build isn't in and of itself confirmation of a PC release. It's just an indicator that, as with most games, PCs were used as part of the game's development.

That's not to say this discovery is completely without merit. But, as above, there are too many possible caveats for it to be a firm indicator of Rockstar's release strategy.



Unreliable Informant

Last month, Chris Evans, the senior director of investor relations at Nvidia, said the following during an earnings call:

"The PC market is evolving. As entry level laptops face pressure from tablets. Yet sales of specialty PCs like gaming systems and work stations continue to grow. The disparity reflects how consumers use these different classes of PCs. Many consumers look for PC as a general purpose device they can use for browsing, email, social media video. But much of this can be better served by a tablet. In contrast, gamers are preparing their systems for a strong roster of games coming this fall, including blockbuster franchises, such as Call of Duty: Ghosts, Grand Theft Auto V and Assassin’s Creed IV."

The need to prepare driver updates and tailor hardware profiles means that GPU manufacturers like Nvidia can forge strong relationships with developers. If GTA 5 is heading to PC, they'd likely know about it. And here we have a senior director directly linking the game's Autumn release with the need to 'prepare systems'. It seemed like solid intel.

Unfortunately, it wasn't. Nvidia's senior PR manager Bryan Del Rizzo later released a statement, clarifying what Evans said:

“Please note, during our Thursday’s earnings call, our investor relations team provided a list of important games that gamers are looking forward to on PC this fall, and included Grand Theft Auto V on that list. This statement was made with the intent of expressing enthusiasm for the games industry in general, and was not intended to represent specific knowledge possessed by NVIDIA. NVIDIA does not have information on any possible PC version release of Grand Theft Auto or its availability. We deeply regret the error.”

Even if you're the suspicious type, and assume the latter statement was the company covering its tracks, the timetable doesn't make sense. It's too close to today's console release, and too soon for the Rockstar marketing train to leave its station. At best, we can anticipate an announcement before the end of the year. But if the game is coming, it'll be 2014 at the earliest.

On the next page: promising leads, historical trends, and direct information from Rockstar. Why GTA 5 is almost certainly coming to PC.




One Last Job

Back in July, Rockstar Leeds advertised for a new Graphic Programmer. The job description should be of particular interest:

"Rockstar Leeds are currently looking for a talented graphics programmer to help bring our latest titles to the PC platform. Working together with the other Rockstar studios, you will be responsible for maintaining the studio’s uncompromising quality bar, delivering the highest quality PC experience possible."

The phrase "help bring our latest titles to the PC platform" sounds pretty unambiguous. While there's an outside chance it refers to new games from existing series, Rockstar Leeds have form in taking on porting duties on older games. Their last project was was the PC version of LA Noire.

GTA 4, incidentally, was ported by Rockstar Toronto, who also collaborated with Rockstar Vancouver on Max Payne 3 before the two studios were merged. If this new plus-sized Toronto has shifted towards development of new games, Leeds would be the natural choice for heading up the company's PC porting duties. What "latest title" will they be working on? GTA 5 seems the only sensible choice.



Strength in Numbers

While we're making assumptions about Rockstar's internal workings, let's talk about its history. One of the strongest indicators of a post-console PC version is that the GTA series keeps doing them. As T.J. methodically charted, the gap between the launch console and PC release has stayed relatively stable, hovering at just over the 6 month mark. The gap between announcements is less consistent: in fact, it's growing. GTA is trending towards keeping PC - and potentially next-gen console owners - in the dark for longer. It's almost as if delaying the reveal of a more powerful version is a good way of maximising profits across multiple platforms... is what a cynic might say.

There's a chance you spent the entirety of that last paragraph shouting "RED DEAD REDEMPTION" at the screen. Fair enough, the outstanding recreation of the last days of the wild west is unusual among Rockstar titles of similar scope and scale in that it never came to PC. It is, however, the exception rather than the rule. Both LA Noire and Max Payne 3 found their way to us, proving that despite RDR's absence, there's no institutional shift away from the platform within Rockstar.

During a 2011 community Q&A post on Rockstar's Newswire, they hinted at why that particular game didn't cross over, and also used their subsequent PC ports as evidence that "we can finally put to rest any misconceptions that we’ve ‘abandoned the PC platform'." The post went on to state:

"We do know that, yes, there is just one title absent from our PC release plans – that game of course being Red Dead Redemption, and of course we’re well aware that some fans have been asking for it. All we can say is that whenever it is viable (technically, developmentally and business-wise) for us to release a game for PC (or any other particular platform) – we will and we usually do; unfortunately, that is just not the case 100% of the time for all platforms."

Layers of corporate obfuscation aside, it suggests that RDR was held back because of a specific issue with the Rockstar San Diego game. Whether it was technical, developmental, or business-wise-al, none of those factors are likely to apply to the publisher's most successful series from their flagship development team.



Lasting Infamy

While I'm quoting Rockstar, let's take a look at an understated line from CVG's giant interview with Rockstar North president Leslie Benzies on the subject of GTA Online. When asked if there was a definitive end to the game's online portion, he said, "probably not. Because we want it to last forever."

"We'll stop when we've simulated life - and then that will be the end! No, people have to keep going. There should never be an, "Oh, I've reached the end." We've got to have goals, and we've got to have stepping stones, but there should never really be an end."



GTA Online is a persistent, updating, 16-player version of GTA 5. Given that, and Rockstar's stated commitment to make it a lasting experience, why would you restrict it to the tail-end of a console's life-cycle? It seems natural that Rockstar are going to want it to live on in a more stable, long-term environment. Yes, that could apply to next-gen consoles, too. But it's a description that fits the PC like a glove.

Later on in the interview, Benzies states, "we'll get the current gen version out first and see what happens in the future." Which, if nothing else, proves that you don't get to be the president of a major developer without being able to coyly dodge questions about an unannounced release.

There's the evidence, all that remains is how you interpret it. What do you think of GTA 5's PC release chances?
Counter-Strike
The best shooters of all time
Grand Theft Auto IV Trailer
gta 5


After the release of the new GTA 5 trailer, we became conspicuously aware, once again, of the absent PC release date for Rockstar's next open world fiasco. So we reached our hands into the mists of Grand Theft Autos past, crunched some numbers, and came up with the best possible estimate of when the game will be announced and released for the PC.

If we look at all games in the Grand Theft Auto series since Vice City, we can see that it's about 462 days, on average, between the announcement of the game and the announcement (not release) of the PC version. It's a slightly more reasonable 212 days between the first console release and the PC release. You can see a game-by-game breakdown in this handy chart:



If we take the average time between console and PC announcement and add it to GTA 5's original announcement date of October 13, 2011, that should have put the PC release date announcement around January 17, 2013. No such luck. Assuming they're going to make us wait just as stupidly long as they did for GTA 4 (821 days from the first E3 tease, for the record), we'll be hearing about a PC release date around January 11, 2014. Every main series entry since Vice City has failed to announce a PC ship date until after the first console version shipped.

In terms of when we might actually be able to play it, the gap between console and PC release has been consistent(ly frustrating) at around 212 days, without the kind of crazy deviation we see in the release date announcement window. 212 days after the currently listed ship date for GTA 5 on the consoles would be April 17, 2014. If the gap is as long as it was for San Andreas, we would have it by April 30 instead.

On the off chance that Rockstar makes us wait as long for a PC announcement as they did on GTA 4, and as long between PC announcement and PC release as they did on San Andreas, we've been shoved back to July 4, 2014. Not to say that they couldn't try to annoy us further by breaking their own records, but that's our official prediction for the most distant date to reasonably expect the game on PC.

There you have it: by our highly scientific reckoning, you'll probably be loading up GTA 5 just in time for the 238th anniversary of America's independence. As to when we may be free from the tyranny of waiting months for our Grand Theft Auto ports (we still haven't forgotten about Red Dead Redemption, by the way), we don't have enough data to speculate. At least we always get the best version. We're willing to wait for the ability to mod in stuff like this.
Grand Theft Auto IV Trailer
GTAIV Iron Man IV


The creator of the Iron Man mod for Grand Theft Auto IV returns with a sequel: the Iron Man IV mod. It adds several different incarnations of Iron Man's suits and complements your hand and chest repulsors with new weapons like micro-missiles, shoulder darts, and a minigun. Once again, you can streak through the skies over Liberty City as Iron man, battling cops and choppers, causing millions of dollars in property damage, and terrifying citizens. And who wouldn't want to do that?

Well, Iron Man, for one. He's a hero. He'd want to protect Liberty City, not destroy it. And that's how I decided to play the mod: as a crime-fighter.

Why does Batman take the time to climb up here? You can't see ANYTHING.

I begin my new job as protector of Liberty City in typical superhero fashion: by perching atop a tall building and gazing down with steely determination. I will defend this city from crime! I vow with determined steeliness. Of course, I can't actually see any crime from up here, so I fly down to street level, hoping to pull off a trademark Iron Man landing: one knee down, head bowed, palm flat on the street of the city I love, nearby citizens awed at the sight of their new champion.

Hello, ladies! Hope I'm not interrupNGHHUH

That doesn't quite work out. At least the women I land next to don't notice my faceplant, and continue their conversation about urinary tract infections. I fly back up and try again, this time sticking the landing but still not drawing so much as a curious look. That's fine! I need to prove myself to them by fighting crime. After all, who is going to be impressed by a miraculously flying metal superhero unless he's established himself as a crime fighter?

I fly around a bit, looking for crime. It's tricky. If I fly too high, I can't really see if there's any crime going on, and if I fly too low, I dong my head into lampposts and knock them into the street, causing traffic accidents and panic. I can walk, but then I just feel like some random Iron Man cosplayer who got lost on the way to the convention center. I eventually manage to find a way to hover slowly through the city at a height of about six feet. Beware, crime!

Stand back. I'm reaching speeds of nearly eight miles per hour.

Crime is definitely be-waring, because I'm still not seeing any of it. Eventually, I spot two men standing on the street, having a discussion. Are they plotting something? Something like a CRIME? I swoop in and land awesomely, but sort of on top of them, sending them sprawling. One rolls around on the ground in pain, the other sails face-first into a building, smearing it with his blood, then gets up and flees in terror. I feel confident they won't plan a crime together again anytime soon if that's what they were maybe doing!

The best time to stop crime: before it starts.

After a full day of slowly hovering around the city, drifting into people with my feet, and occasionally interrupting suspicious conversations, I head back to a safehouse to rest. Though I'm hit by a car at one point, I was sort of jaywalking, so I don't take any further action against the driver. This time. You're just lucky I was committing a crime when you committed your crime.

Ohhhh, there go my premiums.

The next day, I leave the downtown area and head to the projects, hoping to find a whole bunch of crime. It's the projects, after all. I've seen The Wire. Shortly after I land, I witness a taxi cut a corner and knock over a pedestrian. The pedestrian seems unhurt: he gets up and chases the cab angrily, but the cab doesn't stop. Hit and run! That's a CRIME! Now, to FIGHT IT!

The best way to hail a cab: with BLASTY PALMS

I blast the taxi with my repulsor ray, figuring the cab will stop, allowing me to then punch the driver in the face. Only then will justice be served. The cab bursts into flames and two people jump out, screaming, and run off together. Whoops! Didn't even consider there might be a passenger in the taxi, and now I'm not sure which is which and who to justice-punch. I decide instead to just completely destroy the cab with another blast. That will be a lesson to whoever the driver is. A lesson... ABOUT CRIME.

Just as I'm blasting the cab, an SUV drives in front of me, taking most of the blast. It too catches fire. Then the cab explodes. Then the SUV explodes. There may have been some other cars nearby. They explode. The police show up, presumably to thank me, but I fly off. I'm not in this for gratitude, fellas! I'm just here to protect the city. As the boys in blue fire their guns excitedly into the air (to show their support, I'm sure) I fly off to find more crime.

I think I made my point.

I'm on the waterfront, eying everyone suspiciously while they completely ignore the shiny metallic man slowly hovering around with flames shooting out of his boots. I notice a man in a suit has dropped a shopping bag, possibly because someone bumped into him, possibly a shiny metallic man who can't control his hovering very well.

It's not even a recyclable bag. This guy is just asking for it.

He apologizes to me, which is nice, but then he walks off, leaving the bag on the ground. That's littering. That's a crime. Now, how to fight it? Missiles? I'm thinking missiles. I blast the man, as well as someone standing near him (an accomplice!) and they careen off into the air. They won't be littering again, unless you count their charred bodies falling in crispy chunks all over the city (I don't count that). As the police arrive-- too late to help, AGAIN!-- I fly off, once again modestly refusing their thanks, even as some of their thanks ricochets off my legs and back.

This is how a HERO takes out the trash.

I head to the docks. Gotta be some crime at the docks, right? I've seen The Wire. There, I spot some workers, but they're not working. This might be one of those things the mafia does, where they give jobs to mob goons, but the goons don't have to do any work and yet still draw a paycheck. I've seen The Sopranos. I target two of the "workers" and fire darts into their heads. As they die, they drop giant stacks of manicured, banded bills. Yup. Mafia goons. Normal citizens wouldn't be carrying giant stacks of cash like that. Looks like I made the right call by shooting them in the brain with murder-darts. I dart a couple other people who also happen to be standing around, just to be safe. Safe from CRIME. Also, shooting darts into people is hilarious. Their hats fly off and they die!

Break time is over! Would have been clever to say. Didn't think of it until now.

The next day, I fly over to the airport to give some airline passengers a thrill as I fly by the windows of their plane, superhero style, only I crash into the plane and the cops show up with helicopters and start shooting at me. Looks like I've gone from hero to anti-hero. I get it. The cops need someone to blame, someone to take the fall. I've seen The Dark Knight. Fine. I will shoulder that burden. Because I can take it.

I was just waving and my hand went off.

A few minutes later, someone honks at me as I cross a street. That's probably a crime, right? At the very least, it's rude. After I blow up the car, the police arrive again. Rather than fly off, I decide to go ahead and take them on. This is what happens with heroes. Sometimes, they fight each other. It happens in the comics all the time and the heroes have a spectacular battle with each other. It gives them a chance to flex their muscles, and no one really gets hurt. This is a little different because I kill, like, fourteen cops. Choppers arrive and I start shooting them out of the air while flying, which is awesome. Then some hovering robot drones added by the mod come flying over, and they blast me out of the sky. Then I'm dead.

Hopefully, Ben Kingsley was in that chopper.

I won't lie, this mod is a bit buggy. Sometimes my ears and hair show through the sides of the helmet, and sometimes the powers stop working, but re-equipping the armor seems to fix that. The mod is also a lot of fun, even if you decide to just blow things up instead of being a responsible hero like me.

Installation: I won't lie, the installation is not a breeze. You have to download and install OpenIV and then download the mod and do a lot of file-backups and pull things from folders and drop them in other folders and edit files and it sort of takes a while. It's well worth it, though, and the Read Me included with the mod download is detailed and easy to follow.
Grand Theft Auto IV Trailer
gtadance


Video game music is occasionally labeled as "just a bunch of bleep and bloops." But if there's a company that's demonstrated how well music and games gel together, it's Rockstar. Bully, Grand Theft Auto, L.A. Noire, and Red Dead Redemption all exemplify the company's discerning musical taste—a group founded by the sons of the owner of a famous British jazz club, coincidentally.

It's with that in mind, the Rockstar has taken the tunes from Grand Theft Auto's many in-game radio stations and slapped them onto Spotify and iTunes. Most of the music from GTA IV, San Andreas, Vice City, GTA III, Liberty and Vice City Stories, and Chinatown Wars has been collected neatly there, so go give it a listen if you're feeling a bit nostalgic, or if you just want some background jams for a thrilling police chase through the streets of your favorite American City.

Electro-Choc carries my highest recommendation, probably because I like listening to dance music when I type. It makes my fingers feel like they're tearing it up at a club, but saying that out loud makes me think I should be getting out more.

My pathetic social life aside, I'm hoping these stations get popular enough to add the soundtracks from Bully and L.A. Noire. I've been looking for some good tracks for my skateboarding adventures and drug ring busts.
L.A. Noire
SimCity


Midnight on the beat, and I could tell this city has an old heart. Homicide watch wasn't an exciting job—murder stopped becoming a punchline for me long ago—but it kept me on the streets, and that's where you go if you want both a lesson in personality and how to avoid a fender-bender when the garbage man's drunk again.

Me? I came from some spitball of a town further upstate. Figured I'd join the force. Make a difference. Honor, valor, and all that. Everyone I met then were total strangers. Funny—they still seem like strangers now.

This place runs and breathes on oil drills, both a paradise for a man with black blood in his veins and a curse for the schmuck with blood painted on his face. Things were a mess for the longest time. The outside world felt like it didn't exist sometimes, and the city's own problems almost drove the boys and girls down at city hall into a panic. I guess it got to me—I came here for the big-time life, not a tug of war with reality.

I remember a buddy of mine, Calvin Chan, telling me to just "slow it down and look closer to see the more beautiful things in life." It's been a good anchor during dark times. It's a city with warts, after all—but it's my city.
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