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Learn: The Profession of Game Designer from Scratch to PRO
Find out moreDespite its cult status, Grand Theft Auto 4 remains one of the most controversial and discussed games in the series even 15 years after its release. Articles and videos about it continue to appear, and many experts believe that "Grand Theft Auto 4" has been unfairly forgotten in the wake of more popular games like San Andreas and GTA 5. This game brought significant changes to the gameplay mechanics and storyline, making it an important part of the franchise's history. However, its reception remains controversial, and players continue to actively discuss its unique features.
Despite the diversity of opinions, "Grand Theft Auto 4" introduced fans of the series to a new and original hero, as well as realistic object and vehicle physics based on the cutting-edge Euphoria technology. It set the trend for cover-based shooting in open worlds and demonstrated the elegance of game design in a slow-paced action game set in a predatory metropolis. This game was an important step in the development of the genre, offering players a unique experience of interaction with the world and characters, which significantly enriched the gameplay.
Today, the design of Grand Theft Auto 4 feels dated. Some elements of the game looked archaic even at release, as the "fourth" directly borrowed from its predecessor, San Andreas. For example, the colored markers indicating mission objectives or the limited character animation in story-driven cutscenes. These features were typical for the series at the time, but time has shown that they did not stand the test of modern game design standards, which makes GTA 4 less attractive to new players.

GTA 5 surpassed its predecessor, GTA 4, in every aspect—from design and visuals to world-building and gunplay mechanics. The fifth installment offers a higher level of entertainment, usability, and accessibility. However, this is precisely where its greatest weakness lies: the desire to appeal to a wider audience led to the loss of some of the original's nuances. However, this did not prevent the game from becoming a classic, providing Rockstar and Take-Two with a steady income for a decade.

GTA 4 remains compelling even in 2024 thanks to its unique nuances. Many of its aspects and creative decisions weren't carried over to either the fifth installment or Red Dead Redemption 2. For example, the harmonious blend of game design and atmosphere, deep story themes and contexts, and a distinctive "gameplay" humor reminiscent of Dark Souls. These elements create a unique experience that still attracts players and keeps them coming back.
The game features unique atmospheric elements of a dark, cynical, and at times bleak, yet realistic crime thriller. The city depicted in the game has the power to first bring a smile, and then take away all the joy, leaving only a feeling of emptiness.
Important message!
The Grand Theft Auto (GTA) series holds a special place in the world of video games thanks to its unique combination of open world, immersive gameplay, and deep storylines. Each game in the series offers players the opportunity to immerse themselves in a criminal atmosphere, explore vast locations, and interact with a variety of characters.
The stories of GTA games often touch on themes of crime, corruption, and personal struggle. For example, in GTA: San Andreas, players face betrayal and the need to rebuild lost connections, while GTA V offers a multi-layered story where three main characters pursue their ambitions in a world full of dangers.
One of the key features of the series is the ability to complete a variety of missions, which allows players to choose their own playstyle. In each installment, the developers introduce new mechanics, improving interaction with the surrounding world and making it more realistic.
It's also worth noting that the GTA series is actively discussed in the context of the social impact of video games. Some critics point to the violence and moral dilemmas presented in the games, while fans emphasize their artistic value and ability to explore complex themes.
Thus, the Grand Theft Auto series continues to be one of the most influential and talked about in the industry, attracting the attention of both players and critics and setting the standard for future projects in the open-world genre.
Memory and experience are the devil's toys

Old but beloved games often remain in our minds as vivid memories. Previously, when our gaming experience was limited, we perceived each game with greater emotional intensity. Seemingly elementary projects with one memorable idea had a profound impact on us and became etched in our memories for a long time. That is how they remained in our minds, like enormous mammoths frozen in ice. Back then, we were not able to so critically analyze our impressions and compare them with others. If the game was interesting, that was enough.
Vivid memories often prompt us to return to old games. Tired of the monotony of modern AAA titles and the diversity of indie games, we yearn to immerse ourselves in the unique and immersive experiences of games past. However, such nostalgic journeys are often disappointing. Some games don't stand the test of time well, while others fall out of favor due to changing tastes in genres or mechanics. Sometimes the storyline proves weak or infantile, and sometimes, even despite its good aspects, there's a feeling that something is off. These factors underscore the importance of taking a critical look at classic games to understand what they gave us and how the gaming landscape has changed over time.
Over the past decade and a half, our lives have undergone many changes. Every day, we gain new experiences, not limited to games alone. These experiences shape us, and the next day, we become slightly different people with new neural connections. If we examine this process more deeply, we change several thousand times over the course of a decade. Games evolve as we do: design schools come and go, audience analysis methods and marketing strategies quickly become outdated, and social and political contexts are constantly changing. These transformations highlight the dynamism of our environment and the importance of adapting to new conditions.

Robot Winter Blue from the anthology episode "Love. Death. Robots" was once an ordinary cleaning robot. Over the course of his development, he became an outstanding artist, creating profound conceptual works of art. Immersing himself in complex ideas and lofty meanings led him to a desire to return to simplicity and enjoy the basic joys of life. Winter decided to turn his back on his rich experience and become a simple cleaning robot again, to surround himself with elementary things and experience the true pleasure of simplicity.
Many of us strive to recapture memories of the past, because in our memories it often appears more vivid and rich. Unlike artificial intelligence, which can revert to previous versions, we cannot get rid of accumulated experiences and are obliged to carry them with us. This leads to vivid emotions and images from the past, including memories of games, losing their richness and appeal. Over time, they become devalued and fade, and the desire to recreate these experiences clashes with reality. Thus, we face an internal conflict: what we desire does not match what actually happens.
In the 2010s, as a student, I was fascinated by third-person open-world action games such as Just Cause, Total Overdose, The Saboteur, Mercenaries 2: The World in Flames, and Grand Theft Auto 4. Each of these games had its flaws, sometimes annoying, but they did not interfere with the enjoyment of the gameplay. Each game had its own unique charisma and provided a unique experience of immersion in their worlds. The Saboteur stood out for its stylish design and the ability to bring color back to the black-and-white areas captured by the Nazis. Just Cause, Total Overdose, and Mercenaries 2 all had a frenetic atmosphere reminiscent of Robert Rodriguez's early work before his collaborations with Disney and Netflix. These games became iconic for their time and left a bright mark on the video game industry.

In the past Over the past year, I've played several games that were once popular. However, to my disappointment, they failed to evoke the same emotions as they did ten years ago. It would have been unreasonable to expect otherwise, but I couldn't help but notice the annoying little things that spoiled the overall experience. I feel like I've become more demanding of gameplay as open-world game design and developer approaches have changed over the years. Perhaps it's worth paying attention to new trends and features of modern games to find something interesting and engaging in them.
I expected to experience the same nostalgia when I returned to GTA 4. To some extent, this turned out to be true, but there are a few important points worth noting.
First acquaintance

I first saw GTA 4 gameplay on Videomania, a disc-based supplement to Igromania magazine that featured impressive video clips about video games. It was a sort of YouTube equivalent, but with limited capacity. In honor of the console release, Anton Logvinov and Alexander Kuzmenko recorded several lengthy videos detailing GTA 4's content—shooting, driving, the open world, story missions, and various references. These videos made a huge impression on me, especially at a time when I was playing games like Gears of War and The Elder Scrolls 4: Oblivion. My friends and I began dreaming about GTA 4 coming to PC, even though we knew our hardware wouldn't be powerful enough to handle it.
At the end of 2008, the game "Four" was released on PC, and I bought licensed DVDs. The game, however, was unimpressive: the city wouldn't load, and the frame rate left much to be desired. Characters, NPCs, and cars moved through a surreal, gray space devoid of textures. A patch was later released optimizing the game for dual-core processors, which I found on the Igromania disc, as I didn't have internet access at the time and had to find solutions myself.
After the update, I was able to significantly improve my gameplay, and the game's key characters—Niko and Roman Bellic—no longer encounter problems with the unloaded streets of Liberty City. Now the game has become more stable and comfortable, which has had a positive impact on my experience.

Although the game didn't run at maximum settings, it still left a deep impression. Everything was carefully thought out: a serious storyline touching on themes of morality, the trauma of war, and finding one's place in life, cinematic cutscenes, and well-directed missions. Realistic vehicle physics and slow, yet realistic gunfire created an engaging gaming experience. This realism was especially noticeable when compared to the shootouts in San Andreas.
The Euphoria technology deserves special attention due to its impact on NPC behavior in games. It is responsible for character physics, procedural animation generation, and their reactions to player actions. The system allowed the developers to fill the game with a wealth of detail, significantly increasing the level of interactivity. For example, if the player shoots a passerby in the leg, the NPC might grab it, fall awkwardly, or draw a knife and try to fight back. While this kind of simulation may seem mundane in modern games, it was a real sensation back in the day. I felt a similar admiration watching the staged scenes in Uncharted 2: Among Thieves, though those scenes didn't utilize such detailed simulation.
Technology has had a significant impact not only on extras but also on the game environment. For example, if a character shoots at a police car's siren, it breaks and the sound changes. If the hero is killed during a shootout, he loses his weapon, which, hitting the asphalt, can accidentally fire. These elements add realism and dynamism to the gameplay, making it more exciting and unpredictable.
In 2008, GTA 4 impressed me with its elegant blend of design and new technology, much like GTA 5 did in 2013. However, I never got through it, getting bored in the drawn-out middle. Unlike GTA 5, which is a vibrant blockbuster, GTA 4 feels like a long Netflix series. It has a dark atmosphere, a slow pace, a sagging middle, and a deep, complex message. This game draws attention to its clever narrative and well-developed characters, but its leisurely pace may turn off players expecting a dynamic gameplay experience.
Looking Through a New Experience
Last year, I watched Semyon Okorokov's video about GTA 4 and the Euphoria technology. It's truly worth your attention, as it deeply analyzes the innovative aspects of gameplay and the realistic physics used in the game. I recommend checking it out to better understand Euphoria's influence on modern video games.
The video was not only informative, but also reminded me to complete the "four" to close the teenage gestalt. Or just enjoy shooting bandits and get back to everyday affairs. I was prepared for the slight disappointment I experienced when returning to games like Just Cause, Mercenaries 2, and The Saboteur. While I felt this disappointment, it was not related to the quality of the game itself, but rather reflected the general mood of the open world it offers.
After the release of such massive games like GTA 5, as well as visually appealing open worlds from Ubisoft and cinematic titles from Sony, the graphics and size of GTA 4 may seem outdated and even boring to the modern player. The gray tones and monotonous environments can evoke negative emotions and reduce interest in the game. Furthermore, the outdated gameplay and arcade elements inherited from San Andreas detract from the player's immersion in this crime drama about the lives of immigrants rather than enhance it. Yet, despite its flaws, GTA 4 maintains an elegance in both its gameplay and story, offering a unique experience worth appreciating.
What's so unique about GTA 4

The first nuance of GTA 4 is that the game's main story includes two contrasting emotional moods that vie for dominance in the overall narrative. This creates a unique atmosphere in which players can experience both heavier and lighter moments, which makes the plot multilayered and deep.
The fifth part of the film combined elements of big-budget crime action films, reminiscent of the work of directors such as Martin Scorsese, Michael Bay, and Michael Mann. The heist scenes looked like a dark parody of the Ocean's Crew films, giving the feeling that they were filmed for an adult audience of the Adult Swim channel. This work captured the attention of audiences with its unique style and unexpected twists, making it stand out among other crime films.
GTA 5 is a vibrant, captivating, and entertaining game that leaves an unforgettable impression. A stunning Hollywood sunset and palm trees create a joyful atmosphere that will be remembered for years to come. The fifth installment is unique in that, following the example of Jesse Schell, it set new standards for "fun" in open-world game design. This game not only offers players an immersive experience, but also sets trends that will be relevant in the future.

In The game "Five" does contain elements of violence and cruelty. However, even the torture scenes are presented with a certain sarcasm and serve more as a distraction from the main gameplay than to evoke horror or repulsion in players. This helps create a unique atmosphere in which cruelty is not perceived as the main theme, but becomes part of the overall gaming experience.
In GTA 5, the atmosphere is filled with sunlight and vitality, creating a sense of freedom that can be felt even on board yachts. While Michael, one of the main characters, forcibly tattoos his daughter's boyfriend, other characters kill their opponents without much qualms. The world of GTA 5 immerses players in a fantasy world where moral dilemmas and responsibility fade into the background. The main characters leave behind numerous victims, but, unlike those in RDR 2 and GTA 4, they don't indulge in reflection or feel remorse, which underscores the game's overall tone, focused on entertainment and action.
The game features a "happy" ending, where all three characters survive, rejecting thoughts of betrayal and enrichment at each other's expense. They part with a positive mood, but with a slight tinge of sadness. The final scene leaves the viewer without meaningful questions about the purpose of their further path. This approach makes the plot deeper and more resonant, emphasizing the importance of mutual understanding and friendship.
"The Four" uses color and atmosphere to create a contrasting effect. Here, instead of sunny landscapes and palm trees, the eternal grayness and cold of tall concrete buildings reigns. Days resemble nights, and the sunrise paints the streets a joyless golden color. They remain dirty, permeated with anxiety and shrouded in shadows. The beach, instead of being a place of joy and relaxation, looks like an abandoned resort where despondency and desolation reign.

Liberty City in GTA 4 is a grim and ruthless world where every character faces the harsh realities of survival. There's no room for carefree fun in this city, as residents are immersed in their own problems and the struggle to survive. The music accompanying Niko Bellic, performed by Sergei Parkhomenko, perfectly illustrates this atmosphere, highlighting the dark side of life in Liberty City. Every moment here is filled with tension, and predators lurking in the shadows only add to the feeling of constant threat and uncertainty.
Not Just Fun
In his book, Game Design: How to Create Games Everyone Will Play, Jesse Schell highlights the concept of the "fun state" as a crucial element of successful game design. This state is the primary factor that motivates players to continue playing and focus on your product, rather than on alternative offerings. Understanding and leveraging this aspect can significantly increase user engagement and retention, which is critical to the success of any game in today's market.
The author highlights key aspects that will help make your project engaging and interesting. By following these recommendations, you can create an atmosphere of fun and engagement, which will positively impact how your project is perceived by your audience. Focus on creativity, player interaction, and a variety of content formats to make your project not only fun but also memorable.
- The player should have a clear goal and opportunities to achieve it.
- The player should be given the opportunity to interact with the game world, make decisions, and see the results of their actions.
- The game should arouse curiosity and stimulate interest in solving mysteries and riddles.
- The game should contain surprises: unexpected events, plot twists, or new mechanics that will be discovered as you progress.
- The player should be given the opportunity to play with friends, compete, or cooperate with other players.
Shell emphasizes the importance of maintaining a balance between challenge, accessibility, and satisfaction in games. This balance is necessary to keep the game interesting and not become overly difficult or boring for players. Maintaining this balance helps create an engaging gaming experience that keeps users engaged and focused.

Game design, contrary to Jesse Schell's understanding, is not just about entertainment. It is a multifaceted field in which it is important to consider a wide range of emotions, including negative ones such as fear, anger, frustration, and boredom. Creating a unique and memorable gaming experience requires a game designer to use a variety of tools and methods, as well as the ability to evoke a variety of emotions, even if this leads to mixed results. Effective game design is not limited to positive feelings alone, but strives to create deep and multi-layered interactions that leave a mark on the players' minds.
When analyzing GTA 5 using Schell's approach, it is clear that the game is consistent with his methodology. It creates a pleasant gameplay atmosphere, and the surrounding city encourages exploration. The game's controls are intuitive and responsive, making interaction with the world engaging. Furthermore, the game is designed in such a way that it does not evoke negative emotions - even difficult or uninteresting tasks can be easily skipped by switching to the next story scene. Thus, GTA 5 offers players a comfortable and enjoyable experience, which contributes to its popularity.
When developing GTA 4, the developers likely aimed to create a comfortable and engaging gameplay experience; however, given a number of factors and the game's release time, the concepts of comfort and enjoyment have changed. GTA 4 should be judged not only for its entertainment value, but also through the prism of its elegant combination of gameplay mechanics, emotions, and the overall themes it explores. This game offers a unique experience that emphasizes the complexity of gameplay interactions and deep storylines, making it significant in the context of the entire series.

Tynan Sylvester, the author of the Rimworld strategy game, has also published a book on game design. Unlike Jesse Schell's work, "Game Design: The Secrets of the Best Computer Games from Super Mario and Doom to Assassin's Creed and Beyond" focuses not only on fun and usability, but also on a deep exploration of all aspects of game design. Sylvester analyzes how each element of the game interacts with one another, creating a harmonious and effective system. In addition, he explores the range of emotions that can be evoked by various design decisions. Since the emotional needs of players are constantly evolving, it is important to take these changes into account when developing games. Trying to understand and predict which emotions will be in demand becomes a key aspect of successful game design.
The world of game design often emphasizes entertainment, but Sylvester emphasizes that the emotions evoked by games are much more multifaceted. The concept of "fun" doesn't encompass the full range of feelings and impressions players experience during gameplay. Comparing this approach to a chef who describes their dishes simply as "delicious" or "bland" highlights the inadequacy of such a simplistic view. Game designers should strive to create deep and varied emotional experiences so that games can evoke not only joy but also other feelings, such as fear, sadness, or excitement. This enriches the gaming experience and makes it more memorable for players.
Games offer a diverse world where players can immerse themselves in a variety of engaging activities. Multiplayer shooters create a competitive atmosphere, evoking both the joy of victory and the disappointment of defeat. At the same time, single-player titles offer unique stories that can touch the heart or provoke reflection on complex and profound themes previously unexplored. Each game is an opportunity to experience new emotions and challenges, expanding horizons of perception and enriching the gaming experience.

Horror films immerse us in an atmosphere of fear, leaving us alone with our inner Demons. Games like DEFCON and Frostpunk challenge us to consider moral dilemmas and make difficult decisions. While most games can engage and evoke a variety of emotions, DEFCON and Frostpunk stand out for their darker tone. Their unique qualities create a distinctive gaming experience, the emotions of which change depending on the development of the story and the introduction of new mechanics. Such games can be characterized as elegant; they bring depth to gameplay and force us to consider the consequences of our actions. Tynan Sylvester emphasizes the concept of elegance when developing game mechanics and design decisions. He believes that when creating prototypes and subsequent versions, it is important to focus on capturing the player's attention, encouraging them to actively engage with the game to understand it. Players should be able to follow instructions, make mistakes, and experience failure. Some may become frustrated and never return, while others will be motivated to start again, creating a fun and resilient experience.
Sylvester cites the minimalist design of checkers as an example, showcasing simple rules that can be learned in minutes. However, despite its simplicity, the game creates an endless variety of game situations, providing a varied experience. Each game can be tense and exciting, especially when the opponent is strong and the outcome can be unexpected. At the same time, there are also easy games where victory comes quickly. Each new game is unique and brings new lessons for both winners and losers. Tynan emphasizes that there is elegance in this simple combination—powerful emotions arising from a simple design.
The book provides examples from famous video games that have elegant design. Author Tynan focuses on the iconic shooting range The House of the Dead and the shooter Halo: Combat Evolved. In The House of the Dead, elegance is manifested in a simple but captivating combination of automatic walking and shooting, where aiming is controlled by the player.
In the context of Halo, Sylvester emphasizes the multiplayer mode and its ability to create a unique gaming experience. This is achieved through many variables, including the size and design of maps, the variety of enemies, the characteristics of weapons, and the available reserves of energy shields and vehicles on open maps. The author emphasizes that this harmonious combination of simple elements and various mechanics provides players with an unpredictable experience in each match. Players constantly find themselves in new situations, which is reminiscent of the strategic elements in checkers.
Tynan describes the most elegant mechanics as those that are so simple that they become obvious once mastered. Playing checkers is easy, as is shooting in The House of the Dead or moving and shooting in Halo. The simplicity of these games makes them accessible to a wide audience, while offering deep gameplay that engages players. Each of these mechanics demonstrates how simplicity can be combined with immersion, creating an unforgettable experience for users.
GTA 4 excels at elegantly blending mechanics and innovative gameplay experiences. The game seamlessly integrates elements of walking, cover-based shooting, car theft, and vehicle control. While not all mechanics function perfectly at all times, they create a continuous flow of gameplay experience by emphasizing the player's ethical choices. Every action in the game affects the development of the plot and interaction with the surrounding world, which makes GTA 4 a unique and multifaceted project in the open world genre.

In terms of mechanics, GTA 4 does not offer anything radically new. The basic elements of the gameplay have been successfully implemented in previous parts of the series, such as GTA 3, Vice City and San Andreas. However, in GTA 4, these mechanics have become more convenient and smooth, which was especially relevant for 2008. The uniqueness and elegance of GTA 4 lies not only in the improvement of the basic mechanics, but also in their interaction with the surrounding world - a vast and detailed Liberty City. This city, filled with an atmosphere of darkness, creates a sense of grandeur comparable to the colossi from Shadow of the Colossus, immersing the player in a unique gaming environment.
Emotions from the environment
In the book "Game design. In "The Recipes for Success in the Best Computer Games, from Super Mario and Doom to Assassin's Creed and Beyond," author Tynan Sylvester emphasizes that player emotions, evoked by the game environment, can be not only varied but also intense. To accentuate various emotional states, developers employ simple tools such as setting, weather, and season, which enhance creative game design decisions. These elements help create a unique atmosphere and immersion, which promotes deeper player interaction with the game and its world.

Sylvester cites the interactive detective game Heavy Rain as an example. At the beginning of the game, the world is presented as sunny and bright, but after the tragic loss of the protagonist's son, everything changes. The rest of the game takes place at night or in the evening, when the sky is covered with dark leaden clouds. In addition, it rains incessantly, creating an atmosphere of hopelessness.
In Heavy Rain, the world is immersed in gray tones, reflecting the loss, confusion, and hopelessness of the protagonist. Interior scenes deserve special attention. Living spaces and rooms often look like claustrophobic boxes overflowing with trash and belongings. In such conditions, there is a desire to go outside in the rain, where at least the gray horizon is visible and there is a chance to breathe. Although this is a rather crude approach, it turns out to be very effective in conveying the atmosphere of the game.
Tynan Sylvester uses the term "atmosphere" to describe the emotional experience that encompasses not individual events, but the entire game. He emphasizes that this is the emotional background that we are aware of in those moments when nothing else is more important. To assess this aspect, Sylvester suggests conducting an experiment: stop during the game and focus on a specific moment to more deeply feel the atmosphere and the emotions it evokes. This approach helps to better understand how atmosphere affects the perception of the game as a whole and enriches the gaming experience.
Tynan notes that some games reduce the emotional load of individual events, while creating a rich atmosphere that allows the player to fully immerse themselves in the gameplay. He cites Limbo, DEFCON, and Flower as examples of such atmospheric games. All of these projects feature a calm and relaxing environment that encourages deep player reflection. Slow-paced background music, slow-paced interactions, and micro-stories provide unique contexts for game mechanics, enhancing the overall experience and making them more memorable.
Video game creators imbue their projects with emotional overtones, which can be both positive and negative. For example, Flower immerses the player in a world of lightness and beauty, where flower petals float on air currents against a backdrop of picturesque landscapes. In contrast, Limbo explores themes of death and fear, immersing the player in a grim world of shadows and torment. Similarly, DEFCON touches on serious and disturbing themes, reflecting on the deaths of millions from nuclear weapons, while the player observes the events through a monitor with a simplified interface. Thus, the contrast between the games shows how the emotional load can vary depending on the developers' intentions.
The creators of GTA 4 also used similar tools to create the game world. Liberty City in this game is reminiscent of the Vietnamese jungle, where dark and dangerous nights, torrential rains, scorched sunsets and instant sunrises reign. Unlike Heavy Rain, in GTA 4 the weather and the environment around the protagonist change, which adds depth and variety to the gameplay.

Liberty City may not be known for its vibrant colors, but emotions are on full display here. GTA 4's main storyline focuses not only on themes of loss and depression, but also on everyday life, filled with varying emotional tones—from vibrant to somber. These emotions, when combined, create the city's primary colors: gray, brown, and lifeless blue. Liberty City becomes a reflection of the inner world of its inhabitants, where every emotion leaves its mark on the city's atmosphere.
The Grayness and Duality of the Narrative

GTA 4 is not just an action movie, but a deep and touching story about a man who leaves his country, trying to escape his dark past. The protagonist tries to start a new life, hiding from persecution and problems. From the very beginning of the game, we are immersed in his internal conflicts and hopes for a better future. This plot allows players to reflect on the difficulties of migration and finding their place in the world, which makes GTA 4 a unique project in the video game genre.
The past does not let go of the hero, following him at every step and forcing him to do what he was trying to escape. In the modern sense, joy and a sense of the fullness of life are practically absent here, and the atmosphere of fun is reduced to short scenes in which the characters sometimes resort to clowning to make it easier for the player to perceive. At times, the "four" seem torn between two directions, unable to determine which is their true path. This creates tension and makes one wonder how the past influences the characters' choices and destinies.
GTA 4 is often compared to Balabanov's films, especially Brother 2. This comparison is well-founded. Both works are simple yet profound stories about neo-Western heroes trying to escape their past and find their place in a new environment. The protagonists, Niko and Danila, strive to understand who they really are so they can live not as "long-distance runners," but as ordinary people. However, their attempts end in failure, which leads to spectacular action scenes filled with diverse ingenuity and brutality. Ultimately, in both GTA 4 and Brother 2, we observe how internal and external circumstances shape the characters' destinies, forcing them to confront harsh realities and make difficult decisions.
The characters in GTA 4 are initially presented as brutal and uncompromising gangsters with one or two distinct traits, a characteristic of most Rockstar games prior to the release of RDR 2. These heroes are more like caricatures: among them, you can find a paranoid cop, a goofy muscle-bound athlete, a cocky Irishman, and a relaxed Rastafarian. Most of the characters do not go beyond these simple descriptions, but there is one key point: they are all cold-blooded killers hiding their true faces behind evil clown masks in the concrete jungle of the city. This approach to character development emphasizes the complexity of their nature and adds depth to the narrative, which attracts players and creates a unique atmosphere for the game.
Writers often use humor to ridicule characters, including villains, while also not shying away from taking them out of the picture. This is especially noticeable with local antagonists, who are often no different from the protagonist. Their methods for achieving their goals can be similar, making the conflict more interesting and layered. This approach creates a unique dynamic, allowing viewers to gain a deeper understanding of the characters' motivations and internal contradictions.
The cartoonish quality of the film, set against the backdrop of grimy and faded slums, evokes associations with early Guy Ritchie films such as Lock, Stock and Two Smoking Barrels and Snatch. In these films, the characters were not perfect; they constantly found themselves in absurd and risky situations. The cold and gray urban landscape served as the perfect backdrop for their adventures. The contrast between the hopeless criminal reality and the gangster jokes about Eastern European immigrants creates an elegant creative solution. This is especially true for a AAA game created as a commercial success and a driving force behind the Xbox 360 console's promotion. The combination of a dark atmosphere and comedic elements makes the plot engaging and memorable.
With all these details and the overall mood, the narrative of "GTA 4" is reminiscent of the Dark Souls trilogy. The characters in this game seem stuck in Liberty City, creating a sense of limbo or a dying world where they are doomed to repeat the same actions. This cyclical nature underscores the dark atmosphere and hopelessness inherent in both GTA 4 and Dark Souls, creating a deep interaction between player and character.

In this context, the character of Niko stands out. Unlike Arthur Morgan from RDR 2, who undergoes a significant internal transformation, Niko does not strive for self-improvement. He neither becomes better nor worse, but simply follows the flow of events. His path consists of destroying the next "boss" and moving towards an undefined goal that repeatedly changes. This approach to character development emphasizes the lack of depth and contrast in his motivations, which makes him less memorable compared to other game heroes.
Niko seeks not simply to manipulate the primordial fire, but to gain an abstract second chance and a new life. However, over time, his desire transforms into a thirst for revenge against a person from his past. Like many characters in Dark Souls, he becomes captivated by his memories and experiences, which determine his future path. This internal contradiction adds depth and weight to his story, reflecting key themes of the series, such as grappling with the past and the pursuit of redemption.
The meaninglessness and boredom of gang life

Despite the dynamic scenes, murders, and car thefts, the work of a gangster in GTA 4 becomes monotonous and repetitive. By the middle of the game, Niko has accumulated many clients who are interested in similar tasks - murders, transporting illegal goods, and car thefts. This monotony makes the gameplay less engaging and can cause boredom for players seeking variety and novelty in storylines and missions.
The conditions and locations in the game are constantly changing, but the tasks tend to be repetitive. Events in Niko's relationships with clients are also cyclical. At first, the hero carries out various assignments under pressure, sometimes out of a desire to help or for money. Gradually, the situation escalates, and the bandits lose control, forcing Niko to search for ways to get rid of them. Ultimately, the cycle repeats, and the player is left with the question: "What is the real purpose of all this?"
The gloomy and monotonous life of bandits, inevitably leading to a sad outcome, is reflected in the cold color scheme and gray buildings. This contrast is especially noticeable compared to the fifth part, where the leaden clouds and rainy nights of the concrete anthill are replaced by bright sunsets over the blue sea, palm trees and sunny sand. This change in setting creates a feeling of freedom and joy, emphasizing the difference between the oppressive atmosphere and a life full of light and warmth.
True bandits from unfavorable areas pay no attention to palm trees and beaches. They inhabit a gray world where every day resembles the last, and the struggle for survival under bleak skies never stops. They have no time to admire the beauty of the world around them or to rest, as the race against time, rivals, and law enforcement continues until their cruel game is over. In this harsh reality, survival becomes the top priority, and only the strongest can withstand the pressure, maintaining their position in a world ruled by fear and violence.
Meat dolls and humor in gameplay

GTA 4's narrative and thematic duality is beautifully reflected in its humorous gameplay mechanics. This is especially noticeable in combat scenes such as shootouts, chases, and special missions. The uniqueness of the gameplay is achieved through randomly generated events and the use of Euphoria technology, which adds dynamism and unpredictability to each session. Players can enjoy both serious moments and comical situations, making the gaming experience varied and engaging.
In his Telegram channel "Gipermda," video game researcher and author of the book "The Architecture of Video Game Worlds" Hieronymus K. raises an interesting aspect of Dark Souls: humor. He notes that "the rare moments of triumph over yet another Sad-Mad Knight or Burnt-Out King are made more memorable by hours of silly and absurd deaths." Hidetaka Miyazaki's trilogy is replete with unpredictable traps, humorous banter, and comical situations that arise from the harmonious interaction of game mechanics and the surrounding world. For example, a chest containing valuable loot might turn out to be a carnivorous monster, elevators and platforms might suddenly collapse, and old staircases might break under the character's weight. These elements lend the game a unique charm and make it memorable for players. On the path to a quick and leisurely progression, you'll encounter not only the aforementioned obstacles but also harsh gravity. A wrong jump can lead to a fall into the abyss. Furthermore, combat interactions can also play a nasty trick: when aiming at an enemy, you can accidentally hit a wall, which can have serious consequences. Be careful and cautious to avoid unnecessary losses.
Despite the dark atmosphere and narrative style characteristic of the doom metal genre, games like Dark Souls and other soulslikes have a hidden humor. This irony manifests itself through constant death and rollbacks, but to appreciate it, the player must have the ability to laugh at themselves. Hieronymus describes the custom protagonist of Dark Souls as a nameless figure of pale meat in armor. A similar approach can be considered: the character Niko Bellic, who, unlike the hero of Dark Souls, has a name, but lacks armor. These parallels highlight the comedy and absurdity of the situations players find themselves in, creating a unique experience worth appreciating.
The physicality of Bellic's character enhances the game's unpredictable mechanics. Thanks to Euphoria technology, which gives heroes and other characters tangible mass and inertia, even simple movement can become the basis for comical situations. This creates a unique gaming experience where every animation and interaction feels realistic and immersive.
In the player's hands, Niko becomes a meat puppet, capable of both amusing and terrifying actions, depending on the player's intentions and approach. Similarly, melee combat and gunfights, while slow-paced and chaotic, can be a source of humor and hilarity. Players can use creativity to turn even the most tense moments into comical situations.
The gritty violence in "Four" creates a deep immersion into its world. This is not just an action movie about bank robbers, but a story about lost people who have faced the harsh realities of life. The pace of shootouts and fights is relatively low, as the characters act cautiously and do not seek a quick death. The overall level of chaos can turn a battle into a tense duel or a comical spectacle with unexpected falls. It is reminiscent of childhood games with friends pretending to be bandits and policemen at an abandoned construction site, where scenes are tactically played out with imaginary weapons. This approach makes the game unique and memorable, immersing players in an atmosphere where every action matters.
These nuances give the game's combat a special liveliness, distinguishing them from the spectacular moments in GTA 5 and RDR 2, as well as from the flawless combat gameplay of Max Payne 3. The shooting in "four" may not be as exciting as in the mentioned games, but during battles there is a subtle sense of freedom from predetermined scenarios and systems, although they are present. This creates a unique atmosphere that allows players to more deeply immerse themselves in the gameplay.
Despite all the merits and unique features of GTA 4, one cannot argue that it is superior to the fifth part. It is an entirely different game with its own mood, themes, atmosphere and gameplay mechanics. The main character, Niko, will likely not appear in future numbered installments of the series, as he deviates significantly from Rockstar's usual style. GTA 4 offers a unique experience, but within the context of the overall franchise, it occupies its own special niche.

In terms of gameplay mechanics, GTA 5 offers players more interesting scenes, situations, and narratives. The game world looks more alive and vibrant, the graphics are pleasing to the eye, and combat and driving become more controlled and less chaotic, requiring less effort from players. However, it is precisely the imperfections and contrasts that make GTA 4 unique and appealing. These flaws are what many players both love and dislike. Memories of "GTA 4" linger in the minds of fans, enriching their experience and creating a deep emotional connection with the game.
GTA 4 demonstrates that fun isn't the only aspect that determines the success of video games. Game designers like Dan Houser and Hidetaka Miyazaki utilize a wide range of emotions to create deep and memorable gaming experiences. They understand that complex emotions, ambiguous relationships, and nuanced storylines can evoke mixed feelings in players, making the game more engaging. Such narratives, capable of touching the heart and mind, are far more engaging than simple gameplay, which is only suitable for a short-term entertainment. Ultimately, it is the richness of emotion and the depth of the story that makes games truly meaningful and memorable.
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