2201. Chung Kuo, the world-girdling city ruled by the Seven T'angs, is caught in a struggle between two ideologies. The T'angs favour stability and stasis. The House, the bureaucratic body that rules City Europe in the T'angs' name, advocates change and progress, exemplified in their construction of a generation starship. The Seven are now faced with the choice of allowing their Empire of Ice to be swept away by progress or by launching a pre-emptive strike to win back control of the situation...but risk triggering a civil war.
Ice and Fire is the fourth volume in the 'new' version of the Chung Kuo series, picking up shortly after the events of The Middle Kingdom. As well as being a continuation of that novel (understandably, as Ice and Fire was originally published in 1988 as part of the original Middle Kingdom), it also contains a number of self-contained character and story arcs standing against the epic events unfolding from previously.
If Ice and Fire does have a self-contained theme, it's the hope of the young to bring a brighter future than what their elders have achieved, only for that hope to be eroded by cynicism and, in some cases, cruelty. The novel focuses on characters such as Li Yuan, the heir of one of the T'angs, who hopes to be an intelligent and fair ruler but is distracted by his love for his murdered brother's widow. Ben Shepherd is a highly intelligent, gifted artist who is also ruthlessly intelligent and able to see what others cannot. Kim Ward is a young boy from the Clay, the darkest, lowest levels of the world city, who has shown an aptitude for science and engineering. However, Kim has also discovered the Aristotle File, a document which exposes the lie that Chung Kuo is built upon.
Wingrove manages the character development of these individuals with surprising effectiveness, given the slimness of the volume (under 300 pages) and the large number of storylines that are in motion. There are also complex political machinations between the Seven and the House, whilst Howard DeVore (the series' main antagonist) is manipulating both sides to his own ends. It's a busy novel, somewhat less relaxed than its immediate predecessor, and is a fast-paced read.
The book suffers from two distinct weaknesses. The first is a result of Corvus, a small (-ish) publisher, picking up the series. Rather than publishing the series as ten 600-800-page novels (still a lot shorter than the individual volumes of many epic fantasy series) over three years, they have chosen to publish it as twenty 300-400 page ones over six. This has its benefits (each book is a concise and fast read), but it also risks frustration as each book stops just as it is getting going. There are also cost issues (buying twenty hardcovers, paperbacks or ebooks is simply more expensive than buying ten, whichever way you cut it). Ice and Fire is the first book in the series where it feels like this is a bit more of an issue, and it may well become more of one as the series continues to progress.
The other is a notable rise in the amount of sex and violence in the book, including a torture sequence which recalls the more gratuitous excesses of Terry Goodkind (fortunately this torture sequence only lasts five pages, not the forty plus of a Goodkind novel). The sudden increase in such scenes feels a bit jarring after the first three books, which certainly were not for children but did not contain as many scenes. Probably not an issue for some readers, but definitely an element of concern (and, based, on how the original series unfolded, something that might become more notable in later volumes).
Ice and Fire (****) is a well-written, fast-paced and page-turning read. It suffers a little from its shortness, with the story cutting off just as it's getting going, but otherwise this is another solid instalment in what is turning out to be an impressive SF epic. The novel will be published on 1 December in the UK, and American readers will be able to get copies from the Book Depository.
Tuesday, 13 November 2012
Monday, 12 November 2012
Fundraiser for the American Heart Association
Some of the guys at Westeros.org are organising a fundraiser auction for the American Heart Association and are looking for donations. These do not have to be ASoIaF or even SFF-related and anything will be considered.
You can drop a comment on the thread there or here if you don't have a Westeros account: if you include contact information it will not be published and I will pass it on to the organisers. This is a cool idea, as it is being held in memory of two valued contributors to the Westeros forums who passed away recently, both quite young, due to associated health issues.
You can drop a comment on the thread there or here if you don't have a Westeros account: if you include contact information it will not be published and I will pass it on to the organisers. This is a cool idea, as it is being held in memory of two valued contributors to the Westeros forums who passed away recently, both quite young, due to associated health issues.
Sunday, 11 November 2012
Command and Conquer 4: Tiberium Twilight
2077. Fifteen years ago, after multiple lengthy, bloody wars, the GDI and the Brotherhood of Nod have formed an alliance to bring the spread of Tiberium under control. The plan was successful and the 'Tiberium Control Network' has made Tiberium a cheap source of energy. However, a Nod splinter group led by the enigmatic Gideon has turned against Kane and is trying to spark a fresh war. This is not helped by the emergence of GDI splinter groups convinced that Kane will betray them. A new commander is recruited to lead GDI's fight against the Nod splinter cell, even as Kane's sixty-year plan reaches fruition...
Tiberium Twilight is the fourth and concluding game in the Command and Conquer 'core' franchise, the Tiberium Saga. Released in 2010, fifteen years after the original Command and Conquer, it had to tie up a lot of outstanding plot points and conclude the storyline whilst also being a solid and enjoyable game in its own right. It would be fair to say it was not a great success on either front.
On the story side of things, Tiberium Twilight's designers decided that, rather than bring a sense of closure to things, they would come up with an enigmatic and strange ending which would leave the player free to interpret what happened. Suffice to say, given this is a fairly schlock action SF story with some very cheesy acting, not Twin Peaks, this was not the right decision. To have the story end in this way after a decade and a half felt half-arsed and, even worse, potentially sequel-baiting: despite some sense of resolution, a C&C5 is eminently possible. The storyline is also cliched and formulaic, even by this series's standards, with the acting being cheesier than normal, apparently due to people trying to take it all seriously (apart from Joseph D. Kucan, who as normal hits the right note of entertaining camp as Kane).
In gameplay terms, Tiberium Twilight is a bit of a disaster. The previous game in the franchise, 2007's Command and Conquer 3: Tiberium Wars, was unexpectedly great. It was a successful distillation of the game's traditional format and concepts combined with more modern RTS developments to create a compelling game experience. It wasn't the best RTS of all time or anything, but it was very solid. C&C4, on the other hand, appears to have been designed by people who have never played a C&C game before. Base-building is out. Instead, at the start of every mission you deploy a 'crawler', essentially a mobile construction yard. All of your units are built from the crawler, which can deploy and redeploy at will. This, in itself, is not a huge problem as it does introduce some fresh tactical options and considerations to the game. However, what is a problem is that there are three types of crawler, and you can only use one at a time. An offensive crawler builds tanks, walkers and heavy combat units. A defensive one builds missile and gun turrets, as well as infantry. A support crawler deploys aircraft and superweapons.
In practice what this means is that you can't build men and tanks at the same time, and if you want to build turrets to defend your crawler, you can't if you also want an offensive army. If you want to mix-and-match units, you have to literally blow up your existing crawler and deploy a second one (and you can only do this a few times per mission). This is a deeply stupid decision, as it prevents you from building a mixed army and forces you to jump through ludicrous hoops to do anything on the battlefield, a problem not experienced by any of the previous eight games in the overall franchise and their numerous expansions.
However, as stupid as it is, it ends up not mattering very much. It takes a couple of missions to hit on a very straightforward winning formula: build an offensive crawler, deploy some Hunter tanks and Titan walkers with a couple of Engineers to repair them (maybe a couple of anti-air units in the last couple of missions as well), destroy the offensive crawler and replace it with a defensive one, and have it wander behind the main army, dropping turrets to help in firefights whilst your main army fights on. As long as you have 2-3 Engineers and a modicum of common sense, your army is pretty much invulnerable (and all three crawlers can build Engineers to replace any lost in battle). The removal of Tiberium harvesting (you can now simply build up to your unit limit with no hindrance) also removes a large amount of tactical planning from the game.
There are moments when Tiberium Twilight (**½) does come to life: the assault on GDI HQ and the final battle at the Scrin Tower are both entertaining, and show how a 'baseless' C&C game might work a bit better. But for the most part the game is repetitive and formulaic, shackled to a cliched storyline and cursed with an unsatisfying ending (not to mention some ridiculous DRM). For one of strategy gaming's most venerable and famous franchises, this is not the ending it deserved. The game is available now on the PC in the UK and USA.
Tiberium Twilight is the fourth and concluding game in the Command and Conquer 'core' franchise, the Tiberium Saga. Released in 2010, fifteen years after the original Command and Conquer, it had to tie up a lot of outstanding plot points and conclude the storyline whilst also being a solid and enjoyable game in its own right. It would be fair to say it was not a great success on either front.
On the story side of things, Tiberium Twilight's designers decided that, rather than bring a sense of closure to things, they would come up with an enigmatic and strange ending which would leave the player free to interpret what happened. Suffice to say, given this is a fairly schlock action SF story with some very cheesy acting, not Twin Peaks, this was not the right decision. To have the story end in this way after a decade and a half felt half-arsed and, even worse, potentially sequel-baiting: despite some sense of resolution, a C&C5 is eminently possible. The storyline is also cliched and formulaic, even by this series's standards, with the acting being cheesier than normal, apparently due to people trying to take it all seriously (apart from Joseph D. Kucan, who as normal hits the right note of entertaining camp as Kane).
In gameplay terms, Tiberium Twilight is a bit of a disaster. The previous game in the franchise, 2007's Command and Conquer 3: Tiberium Wars, was unexpectedly great. It was a successful distillation of the game's traditional format and concepts combined with more modern RTS developments to create a compelling game experience. It wasn't the best RTS of all time or anything, but it was very solid. C&C4, on the other hand, appears to have been designed by people who have never played a C&C game before. Base-building is out. Instead, at the start of every mission you deploy a 'crawler', essentially a mobile construction yard. All of your units are built from the crawler, which can deploy and redeploy at will. This, in itself, is not a huge problem as it does introduce some fresh tactical options and considerations to the game. However, what is a problem is that there are three types of crawler, and you can only use one at a time. An offensive crawler builds tanks, walkers and heavy combat units. A defensive one builds missile and gun turrets, as well as infantry. A support crawler deploys aircraft and superweapons.
In practice what this means is that you can't build men and tanks at the same time, and if you want to build turrets to defend your crawler, you can't if you also want an offensive army. If you want to mix-and-match units, you have to literally blow up your existing crawler and deploy a second one (and you can only do this a few times per mission). This is a deeply stupid decision, as it prevents you from building a mixed army and forces you to jump through ludicrous hoops to do anything on the battlefield, a problem not experienced by any of the previous eight games in the overall franchise and their numerous expansions.
However, as stupid as it is, it ends up not mattering very much. It takes a couple of missions to hit on a very straightforward winning formula: build an offensive crawler, deploy some Hunter tanks and Titan walkers with a couple of Engineers to repair them (maybe a couple of anti-air units in the last couple of missions as well), destroy the offensive crawler and replace it with a defensive one, and have it wander behind the main army, dropping turrets to help in firefights whilst your main army fights on. As long as you have 2-3 Engineers and a modicum of common sense, your army is pretty much invulnerable (and all three crawlers can build Engineers to replace any lost in battle). The removal of Tiberium harvesting (you can now simply build up to your unit limit with no hindrance) also removes a large amount of tactical planning from the game.
There are moments when Tiberium Twilight (**½) does come to life: the assault on GDI HQ and the final battle at the Scrin Tower are both entertaining, and show how a 'baseless' C&C game might work a bit better. But for the most part the game is repetitive and formulaic, shackled to a cliched storyline and cursed with an unsatisfying ending (not to mention some ridiculous DRM). For one of strategy gaming's most venerable and famous franchises, this is not the ending it deserved. The game is available now on the PC in the UK and USA.
Saturday, 10 November 2012
The Lands of Ice and Fire by George R.R. Martin & Jonathan Roberts
Okay, this is going to be a bit of a non-review because you probably already know if you are going to be getting this or not. Basically, it's a collection of full-colour maps of Westeros and Essos, the two continents which form the setting for the Song of Ice and Fire novels by George R.R. Martin. Either you're going to go, "Hey, awesome! I'm all in!" or be running away screaming for fear of being infected with Nerditis.
The map collection comes in a smart but somewhat non-durable folder. Don't put anything on top of it for long, as it really cannot support much in the way of weight. There's a single pull-out piece of paper with marketing speak on it (more or less the same as the blurb on the back ) and that's it for any kind of textual accompaniment. Those familiar with John Howe's excellent Tolkien maps, or the maps accompanying Terry Pratchett's Discworld books, will likely find this disappointing as those maps were accompanied by small booklets packed with geographical information (and in the Pratchett case, new canon material on geography). As it stands, we will have to wait another year for The World of Ice and Fire to clarify some of the new locations on these maps, and even then only some will be covered.
There are twelve maps drawn by Jonathan Roberts, each measuring 61cm x 92cm in size. There is a large map of the known world, which then has three larger, blown-up versions accompanying it, dubbed 'The West', 'Central Essos' and 'The East'. There are then larger-scaled-still maps of Westeros, Beyond the Wall, the Free Cities, Slaver's Bay and the Dothraki Sea. There are city maps of King's Landing and Braavos, and rounding off the set is a map called 'Journeys', which tracks the movements of the major POV characters across the five novels published to date.
In general terms, the art design for the world and continent maps is decent, falling between the aesthetically-pleasing and the informative. A selling-point of the set is the brand-new maps of central and eastern Essos, including the far east. This is the first time that Ibben, Qarth, Asshai, the Shadow Lands, Yi Ti, the Jade Sea, the Summer Islands and other oft-mentioned lands and cities have been depicted on a canon map: the map accompanying the HBO website for the TV series is canon only for the TV series and is based on early drafts that George R.R. Martin later substantially revised. There are also new lands and locations not previously mentioned in the novels, such as a newly-revealed fourth continent (named Ulthos) and a new, huge island just off Qarth named Great Moraq which seems to be a centre of trade. This stuff is interesting, but also highlights a problem with the map set: Martin seems so keen to provide new information about Essos that Westeros feels slightly neglected. But since Daenerys has apparently already reached the eastern-most part of her journey (in Qarth), showing these eastern lands is nice but ultimately irrelevant for the books themselves.
Westeros itself is mapped much as in the novels, with little or new information of note. Indeed, it's even less well-fleshed-out than the maps and info in the books: the castles and towns on the Iron Islands apart from Pyke are not mentioned, and whilst the Quiet Isle is shown, the Whispers (also from Brienne's storyline) are not. Long-standing fan questions, such as where Stone Hedge and Raventree Hall (the seats of Houses Bracken and Blackwood) are located, remain unanswered, whilst the huge tributary of the Mander (which is almost as big as the Mander itself) remains resolutely unnamed. The map is nice - although not quite as nice as the infamous map by forum-member 'Tear' on the Cartographer's Guild website - but not particularly useful compared to the maps in the books or available for free online. Also, given the fact that we have a fairly reliable scale bar with the Wall (which is almost exactly 300 miles long), the refusal to put a scale bar on the maps is strange.
Of the city maps, King's Landing is curiously lacklustre. The mapmaker was going for a sort-of 3D depiction but seems to have given up at some point, with lots of the buildings being rendered as 2D squares sitting alongside more pictoral 3D depictions, which doesn't really make sense. It's the weakest map in the collection, though fortunately also the least essential: Green Ronin's far superior colour map of the city (for the roleplaying game) is easily findable online, as is the handsome black-and-white map from the Meisha Merlin limited edition of A Clash of Kings. The city map of Braavos, on the other hand, is pretty good and definitely worth keeping a hold of during future reads of Arya and Sam's adventures in the city. However, the decision to map Braavos and not, say, the more vital locations of Winterfell, Harrenhal, Dragonstone, Castle Black or Meereen is curious.
The journeys map is a nice idea, but ultimately impractical with just one image. Maybe one map for each book would have worked, but showing the journeys of some twenty characters across five novels simultaneously on one chart results in an image that is overloaded. It particularly breaks down in the Riverlands, which ends up almost buried under multiple layers of arrows and lines. Still, a nice idea and it does clarify the immense distances that Daenerys has travelled compared to other characters.
The quality of the paper used to print the maps on has come under some fire, with good reason. Unfolding and refolding the maps results in noticeable wear on the creases, with white lines and cracking noticeable after just a few viewings. This encourages keeping the maps on permanent wall display (that is, if you have enough space). However, the pre-folded nature of the maps means that they show visible creases which makes that not an altogether satisfactory solution either. Some fans have reported success in getting rid of the creases, though the results are apparently variable.
Is The Lands of Ice and Fire worth getting? Despite the problems, it's still a fairly handsome collection of maps. If fantasy cartography is your thing and you're a fan of ASoIaF, then it's a reasonable purchase. However, if you're more interesting in hard information about the setting you're better off waiting a year or so for The World of Ice and Fire instead. As it stands it's more of a curiosity and a gift idea for people who are fans of the books than anything essential.
The map collection comes in a smart but somewhat non-durable folder. Don't put anything on top of it for long, as it really cannot support much in the way of weight. There's a single pull-out piece of paper with marketing speak on it (more or less the same as the blurb on the back ) and that's it for any kind of textual accompaniment. Those familiar with John Howe's excellent Tolkien maps, or the maps accompanying Terry Pratchett's Discworld books, will likely find this disappointing as those maps were accompanied by small booklets packed with geographical information (and in the Pratchett case, new canon material on geography). As it stands, we will have to wait another year for The World of Ice and Fire to clarify some of the new locations on these maps, and even then only some will be covered.
There are twelve maps drawn by Jonathan Roberts, each measuring 61cm x 92cm in size. There is a large map of the known world, which then has three larger, blown-up versions accompanying it, dubbed 'The West', 'Central Essos' and 'The East'. There are then larger-scaled-still maps of Westeros, Beyond the Wall, the Free Cities, Slaver's Bay and the Dothraki Sea. There are city maps of King's Landing and Braavos, and rounding off the set is a map called 'Journeys', which tracks the movements of the major POV characters across the five novels published to date.
In general terms, the art design for the world and continent maps is decent, falling between the aesthetically-pleasing and the informative. A selling-point of the set is the brand-new maps of central and eastern Essos, including the far east. This is the first time that Ibben, Qarth, Asshai, the Shadow Lands, Yi Ti, the Jade Sea, the Summer Islands and other oft-mentioned lands and cities have been depicted on a canon map: the map accompanying the HBO website for the TV series is canon only for the TV series and is based on early drafts that George R.R. Martin later substantially revised. There are also new lands and locations not previously mentioned in the novels, such as a newly-revealed fourth continent (named Ulthos) and a new, huge island just off Qarth named Great Moraq which seems to be a centre of trade. This stuff is interesting, but also highlights a problem with the map set: Martin seems so keen to provide new information about Essos that Westeros feels slightly neglected. But since Daenerys has apparently already reached the eastern-most part of her journey (in Qarth), showing these eastern lands is nice but ultimately irrelevant for the books themselves.
Westeros itself is mapped much as in the novels, with little or new information of note. Indeed, it's even less well-fleshed-out than the maps and info in the books: the castles and towns on the Iron Islands apart from Pyke are not mentioned, and whilst the Quiet Isle is shown, the Whispers (also from Brienne's storyline) are not. Long-standing fan questions, such as where Stone Hedge and Raventree Hall (the seats of Houses Bracken and Blackwood) are located, remain unanswered, whilst the huge tributary of the Mander (which is almost as big as the Mander itself) remains resolutely unnamed. The map is nice - although not quite as nice as the infamous map by forum-member 'Tear' on the Cartographer's Guild website - but not particularly useful compared to the maps in the books or available for free online. Also, given the fact that we have a fairly reliable scale bar with the Wall (which is almost exactly 300 miles long), the refusal to put a scale bar on the maps is strange.
Of the city maps, King's Landing is curiously lacklustre. The mapmaker was going for a sort-of 3D depiction but seems to have given up at some point, with lots of the buildings being rendered as 2D squares sitting alongside more pictoral 3D depictions, which doesn't really make sense. It's the weakest map in the collection, though fortunately also the least essential: Green Ronin's far superior colour map of the city (for the roleplaying game) is easily findable online, as is the handsome black-and-white map from the Meisha Merlin limited edition of A Clash of Kings. The city map of Braavos, on the other hand, is pretty good and definitely worth keeping a hold of during future reads of Arya and Sam's adventures in the city. However, the decision to map Braavos and not, say, the more vital locations of Winterfell, Harrenhal, Dragonstone, Castle Black or Meereen is curious.
The journeys map is a nice idea, but ultimately impractical with just one image. Maybe one map for each book would have worked, but showing the journeys of some twenty characters across five novels simultaneously on one chart results in an image that is overloaded. It particularly breaks down in the Riverlands, which ends up almost buried under multiple layers of arrows and lines. Still, a nice idea and it does clarify the immense distances that Daenerys has travelled compared to other characters.
The quality of the paper used to print the maps on has come under some fire, with good reason. Unfolding and refolding the maps results in noticeable wear on the creases, with white lines and cracking noticeable after just a few viewings. This encourages keeping the maps on permanent wall display (that is, if you have enough space). However, the pre-folded nature of the maps means that they show visible creases which makes that not an altogether satisfactory solution either. Some fans have reported success in getting rid of the creases, though the results are apparently variable.
Is The Lands of Ice and Fire worth getting? Despite the problems, it's still a fairly handsome collection of maps. If fantasy cartography is your thing and you're a fan of ASoIaF, then it's a reasonable purchase. However, if you're more interesting in hard information about the setting you're better off waiting a year or so for The World of Ice and Fire instead. As it stands it's more of a curiosity and a gift idea for people who are fans of the books than anything essential.
A size comparison of fantasy worlds
Something that may be of marginal interest. A size comparison of various fantasy worlds that I created:
At top-left is Westeros/Essos (the HBO version of the latter) from George R.R. Martin's A Song of Ice and Fire. Next to it on the top line is J.R.R. Tolkien's Middle-earth, with Ansalon from the Dragonlance world next to that. Below them is Robert Jordan's Wheel of Time map (which was tricky to get right, as the distances given in the books are sometimes contradictary). At bottom-right is Raymond E. Feist's Triagia (on the world of Midkemia), the setting for most of his Riftwar fiction. At bottom-left is Faerun, the principal continent of the Forgotten Realms world.
Something that is surprising here is how small Middle-earth is compared to these other, later-created fantasy worlds.
At top-left is Westeros/Essos (the HBO version of the latter) from George R.R. Martin's A Song of Ice and Fire. Next to it on the top line is J.R.R. Tolkien's Middle-earth, with Ansalon from the Dragonlance world next to that. Below them is Robert Jordan's Wheel of Time map (which was tricky to get right, as the distances given in the books are sometimes contradictary). At bottom-right is Raymond E. Feist's Triagia (on the world of Midkemia), the setting for most of his Riftwar fiction. At bottom-left is Faerun, the principal continent of the Forgotten Realms world.
Something that is surprising here is how small Middle-earth is compared to these other, later-created fantasy worlds.
Friday, 9 November 2012
BSG: BLOOD AND CHROME released on the Internet
The fate of the Battlestar Galactica spin-off series Blood and Chrome has been up in the air for a while, with SyFy passing on the series option but sitting on the pilot episode for ages. The question of when they would air it has now been answered. You can watch it right now, on the Internet for free.
Or rather the first 12 minutes here:
And the next 11 minutes here:
Both vids are viewable in full HD as well.
Blood and Chrome's pilot has been split into ten parts which will be released over the next few weeks. SyFy will then air the whole episode in February. The DVD/Blu-Ray will be released on 19 February.
Or rather the first 12 minutes here:
And the next 11 minutes here:
Both vids are viewable in full HD as well.
Blood and Chrome's pilot has been split into ten parts which will be released over the next few weeks. SyFy will then air the whole episode in February. The DVD/Blu-Ray will be released on 19 February.
Grand Theft Auto: The Ballad of Gay Tony
Luis Fernando Lopez has escaped from a life of drug-dealing to gain respectable work as a bar manager for Anthony 'Gay Tony' Prince, one of the most famous club-owners in Liberty City. However, Gay Tony's business is not going to plan and he has been forced into some shady deals to keep things afloat. Lopez's skills are called into use to help Tony survive a brewing crime war...and resolve the mystery of some missing diamonds.
The Ballad of Gay Tony is the second of two self-contained expansions to Grand Theft Auto IV and - as of this time of writing - is the most recent entry in the Grand Theft Auto franchise. As with The Lost and the Damned before it, The Ballad of Gay Tony pursues its own storyline whilst also being a supporting part of the storyline of GTA4. Several missions cross-over with the events of both GTA4 and The Lost of the Damned, so players will finally get the full story to what's been going on in all three titles.
As is standard in the GTA franchise, the game casts you in the role of a guy of dubious morality who must fulfil a series of missions to complete the game. These missions are given to you by various characters, some of whom you help willingly and others more reluctantly. Between missions you can chill out, drive around the city, watch a bit of TV or engage in social activities such as playing golf. Later in the game other activities are unlocked, such as base-jumping from buildings or engaging in multi-vehicle races. You also interact with other characters through your mobile phone, from being able to call in favours (such as having cars or weapons dropped off at your location) to socialising with them in bars or clubs. However, unlike GTA4 where it famously got rather annoying after a while, characters rarely call you to ask you to hang out.
The meat of the game, as always, lies in the missions. Tony has gotten himself into debt with several gangsters, and to help pay them off Luis has to do various jobs with them. In several cases this backfires badly, but Luis does make one genuine friend in the form of the ludicrously OTT Yusuf Amir (voiced with ridiculous enthusiasm by comedian Omid Djalili), the son of a multi-billionaire with a curious predilection for stealing unobtainable vehicles (a tank, a combat helicopter and a subway car, which he plans to turn into a submarine). As the game continues, the self-contained narrative with Luis trying to save Tony's business entwines with the story of the previous games, with the fate of the famous diamonds finally being revealed.
The Ballad of Gay Tony is great fun. After the previous two games were criticised for being, by normal GTA standards, po-faced and restrained, The Ballad of Gay Tony brings back the crazy. The game features missions involving shooting up the harbour with a helicopter and throwing a nasty blogger out of an aircraft and then base-jumping to rescue him before he hits the ground (I guess some of those critical GTA4 reviews hurt Rockstar's feelings). Those who've missed the series' more demented sense of humour will likely welcome the lighter, funnier approach to this game.
Unfortunately, despite being a bit lighter than previous entries to the series, the game is not as successful as The Lost and the Damned in integrating the optional between-missions stuff with the main game storyline. In The Lost and the Damned the gang wars and bike races linked in with the central narrative, but in The Ballad of Gay Tony there is a bit of a disconnect between the base-jumping and multi-vehicle races and the main storyline. More connected are optional sequences where Luis has to manage the club overnight, but these get rather dull and repetitive quite quickly.
As a result, The Ballad of Gay Tony is dependent on its missions to succeed and they are pretty decent, with some great voice acting. The game's biggest success is developing a genuinely warm relationship between Luis - a heterosexual Dominican-American - and the gay Anthony Prince without descending into the cliches the Grand Theft Auto franchise gleefully normally employs. This relationship is explored in some depth and is surprisingly effective. This is in stark contrast to the game's failure to employ any female characters of note in the game, which is a bit more inexplicable.
The Ballad of Gay Tony (***½) is a fun game with some unexpectedly good development of character and relationships. The missions are entertaining, although the optional game elements are a bit less successful this time around. Overall, however, it sees out the Grand Theft Auto IV era in style. The game is available now in a collected package with GTA4 and The Lost and the Damned on PC (UK, USA), X-Box 360 (UK, USA) and PlayStation 3 (UK, USA). Grand Theft Auto V will be released in mid-2013.
The Ballad of Gay Tony is the second of two self-contained expansions to Grand Theft Auto IV and - as of this time of writing - is the most recent entry in the Grand Theft Auto franchise. As with The Lost and the Damned before it, The Ballad of Gay Tony pursues its own storyline whilst also being a supporting part of the storyline of GTA4. Several missions cross-over with the events of both GTA4 and The Lost of the Damned, so players will finally get the full story to what's been going on in all three titles.
As is standard in the GTA franchise, the game casts you in the role of a guy of dubious morality who must fulfil a series of missions to complete the game. These missions are given to you by various characters, some of whom you help willingly and others more reluctantly. Between missions you can chill out, drive around the city, watch a bit of TV or engage in social activities such as playing golf. Later in the game other activities are unlocked, such as base-jumping from buildings or engaging in multi-vehicle races. You also interact with other characters through your mobile phone, from being able to call in favours (such as having cars or weapons dropped off at your location) to socialising with them in bars or clubs. However, unlike GTA4 where it famously got rather annoying after a while, characters rarely call you to ask you to hang out.
The meat of the game, as always, lies in the missions. Tony has gotten himself into debt with several gangsters, and to help pay them off Luis has to do various jobs with them. In several cases this backfires badly, but Luis does make one genuine friend in the form of the ludicrously OTT Yusuf Amir (voiced with ridiculous enthusiasm by comedian Omid Djalili), the son of a multi-billionaire with a curious predilection for stealing unobtainable vehicles (a tank, a combat helicopter and a subway car, which he plans to turn into a submarine). As the game continues, the self-contained narrative with Luis trying to save Tony's business entwines with the story of the previous games, with the fate of the famous diamonds finally being revealed.
The Ballad of Gay Tony is great fun. After the previous two games were criticised for being, by normal GTA standards, po-faced and restrained, The Ballad of Gay Tony brings back the crazy. The game features missions involving shooting up the harbour with a helicopter and throwing a nasty blogger out of an aircraft and then base-jumping to rescue him before he hits the ground (I guess some of those critical GTA4 reviews hurt Rockstar's feelings). Those who've missed the series' more demented sense of humour will likely welcome the lighter, funnier approach to this game.
Unfortunately, despite being a bit lighter than previous entries to the series, the game is not as successful as The Lost and the Damned in integrating the optional between-missions stuff with the main game storyline. In The Lost and the Damned the gang wars and bike races linked in with the central narrative, but in The Ballad of Gay Tony there is a bit of a disconnect between the base-jumping and multi-vehicle races and the main storyline. More connected are optional sequences where Luis has to manage the club overnight, but these get rather dull and repetitive quite quickly.
As a result, The Ballad of Gay Tony is dependent on its missions to succeed and they are pretty decent, with some great voice acting. The game's biggest success is developing a genuinely warm relationship between Luis - a heterosexual Dominican-American - and the gay Anthony Prince without descending into the cliches the Grand Theft Auto franchise gleefully normally employs. This relationship is explored in some depth and is surprisingly effective. This is in stark contrast to the game's failure to employ any female characters of note in the game, which is a bit more inexplicable.
The Ballad of Gay Tony (***½) is a fun game with some unexpectedly good development of character and relationships. The missions are entertaining, although the optional game elements are a bit less successful this time around. Overall, however, it sees out the Grand Theft Auto IV era in style. The game is available now in a collected package with GTA4 and The Lost and the Damned on PC (UK, USA), X-Box 360 (UK, USA) and PlayStation 3 (UK, USA). Grand Theft Auto V will be released in mid-2013.
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