Monday, 7 October 2013

samsung tab 3


The Samsung Galaxy Tab 2 was a success and proved that there was room in the Indian market for a hybrid device, which combined the best of both phones and tablets. The Galaxy Tab 3 series is hoped to mark a comeback for the company in the tablet segment, after quite some time.
The South Korean giant unveiled the Galaxy Tab 3 series with three new tablets for the Indian market, and rather than experimenting with an odd screen size, this time the company has gone back to its roots and come out with a 7-inch tablet and two 8-inch tablets. We got the chance to play with the new Galaxy Tab 3 211 (7-inch) tablet. Will the new Galaxy Tab 3 211 carve a niche for itself or further muddy the already distinctly murky 7-inch tablet segment? We try to find out in our review.
Design/ Build
The Samsung Galaxy Tab 3 211 is built along the lines of Samsung's high-end smartphones. Out-of-the-box, the tablet looks like a blown-up version of the Samsung Galaxy SIII or Galaxy Grand smartphones. But unlike them, it comes with a 7-inch display that's surrounded by grey trims, which manages to give it a decent look overall.
The Galaxy Tab 3 211 is built from the same slippery plastic that we have been seeing on Samsung's other smartphones and tablets. This does allows the tablet to be light at 304 grams, a favourable figure compared to other 7-inch slates in the market. At around 1cm (9.9mm) thickness, it is not the thinnest tablet in the market but is comfortable enough to hold.
The front of the Galaxy Tab 3 211 sports three buttons below the display, a hardware middle-button for home, and two capacitive buttons on either side for back and options menu. The front also houses a 1.3-megapixel camera for video chats and self-portraits, a speaker and the light and proximity sensor. On the bottom side are the stereo speakers accompanied by a Micro-USB port, and the top houses the 3.5mm audio jack. 
Other physical buttons on the tablet comprise the volume rocker and power button, which are both on the right side of the device. On the left side, one can find two slots -one for the SIM card and another for a microSD card. We wish that the illustration on the SIM slot was more indicative of the way to insert the SIM into the tablet-we wasted quite a bit of time trying inserting the SIM in the right direction. Samsung has chosen to use a micro-SIM design.
The rear panel of Galaxy Tab 3 211 features the primary camera, which lacks a flash. There is a Samsung logo branding the centre of the rear panel. We felt that the back panel of the device was very glossy and at times slippery after using the device for prolonged periods. We wished that Samsung might have shipped the tablet with a soft touch material at the back, or even a textured back, which would have solved the issue of slipperiness.
One can even make phone calls using the Galaxy Tab 3 211 like one does with a regular phone, using the integrated microphone. We felt the tablet had the right width to hold in one hand, and it was relatively comfortable making/taking calls. However, our recommendation is to not put it next to your face, and use the supplied earphones instead.

Display

The Samsung Galaxy Tab 3 211 comes with a 7-inch TFT display with a resolution of 1024x600 pixels, which translates to a pixel density of 169ppi (pixel per inch). The display resolution of the Galaxy Tab 3 is far lower than some of its 7-inch competitors in the same price segment, such as the Nexus 7 (2012) which has a resolution of 1280x800 pixels.
Aside from screen resolution, the Galaxy Tab 3 211's display is let down by its colour reproduction, which is not particularly accurate and the colours appear to be washed out. We noticed that the screen is very reflective and this hampers visibility under the sunlight. Viewing angles were also not that great.

Monday, 30 September 2013

SPLINTER CELL BLACK LIST

The Good

  • Tense and exciting cooperative missions 
  • Excellent competitive play gets the adrenaline flowing 
  • The best missions invite you to experiment with guns and gadgets 
  • Great high-stakes atmosphere pulls you into the core conflict.

The Bad

  • Various campaign idiosyncrasies disrupt the flow 
  • Sam has lost some of his edge.
Sam Fisher is different nowadays. His gruff voice has smoothed, and he's not always keen to stick to the shadows. Sam isn't worse for the wear, but he isn't always the man you remember. Nor, for that matter, is Splinter Cell.
Just as Splinter Cell: Conviction represented a metamorphosis for the stealth series, so too does Tom Clancy's Splinter Cell: Blacklist. Blacklist nudges Sam further into action-hero territory; where Conviction's story was personal, Blacklist's narrative is about what Sam does, not who he is. As in its predecessor, your mission goals appear as text projected into the environment, but that text no longer reflects Sam's state of mind. Blacklist is all business, and the Tom Clancy-inspired, jargon-heavy dialogue of its early hours reflects as much.
The boilerplate story focuses on a group of terrorists seeking to annihilate a series of targets in the United States, though the overfamiliarity of the setup is frequently trumped by tense story beats that rival those of any good political thriller. A confrontation between Sam and a colleague signals an overall increase in narrative tension, and the real-world locales you sneak through communicate the high stakes by the very nature of their political importance. Returning operations manager Anna Grimsdottir rattles off technospeak at a faster clip, resident hacker Charlie Cole gets even more annoyingly precocious and hyper, and the secretive Fourth Echelon team grows more and more desperate as the finale draws near. This isn't a story about Sam, but rather, a story about surreptitious warfare. Information is power.
Perhaps it's appropriate, then, that Sam Fisher's presence isn't as commanding as it's been in the past, in part due to the replacement of longtime Fisher actor Michael Ironside. New actor Eric Johnson does a creditable job as Sam, though he doesn't possess Ironside's gravel-throated urgency. Nevertheless, the entire cast effectively communicates Fourth Echelon's calm-under-fire efficiency, as does Blacklist in general. Snazzy digital displays and computer terminals fill out the group's airborne headquarters, the Paladin, and each mission begins with the camera rotating into position above the base's main map before zooming into it. It's a fitting transition into a gadget-filled escapade across a dreary rain-drenched rooftop, or through a heavily guarded trainyard.
You need to get used to Sam's new digs; everything you do in Blacklist is performed there, from upgrading your gear to initiating multiplayer. Rather than accessing menus, you explore the aircraft and speak to your comrades, making the Paladin as much your interface as it is Sam's. The entire scheme feels unnecessarily convoluted and disjointed at first, and the game doesn't do a very good job of introducing you to its structure, though curiosity (and a bit of trial and error) should get you up to speed. But the player-as-Sam logic soon clicks into place, giving even the stand-alone cooperative missions context within Blacklist's fiction, rather than treating them as distinct and unrelated tasks.
If you played Conviction, you'll know at least some of the drill: as Sam, you slide in and out of cover, sticking to darkness and skillfully taking down opponents in various satisfying ways, or just avoiding them entirely as you make your way toward your high-priority target. The cover system is as rewardingly smooth as it was before, making you feel like a slippery agent of death as you dash into position, often with the press of a single button. In fact, Sam is more acrobatic in this go-around, getting a few chances to climb up cliffs as if he's taken lessons from Assassin's Creed's Altair. Blacklist is as eager to reintroduce older Splinter Cell mechanics as it is to showcase new ones, however. Sam is back to his nonlethal pre-Conviction methods--that is, if you want him to be. You can knock out targets with your fists or a stun gun if you're so inclined, or put them to sleep by tossing a sleep-inducing grenade, though you can't complete Blacklist's campaign without getting your hands a little dirty. You can pick up bodies and dump them elsewhere, too, which might also make you think that Blacklist is a return to the series' roots.
However, Blacklist doesn't feel much like Chaos Theory and its ilk, even when it's giving you the tools to be the silent type. Actually, it often urges you to be silent, instantly failing the mission if you're caught, or pitting you against heavily armored guards that are best dispatched from the shadows or circumvented entirely. But if you aspire to action-hero heights, look no further than the invigorating mark-and-execute feature, which lets you tag enemies and then execute them in a slow-motion flourish with a tap of a button. Now you can pull off such maneuvers on the run, taking down enemies with close-quarters kills (or perhaps dealing a headshot) and firing a bullet into a few other nearby skulls, or even snapping a neck or two if your targets are a hair's width from you.

Pulling off a succession of kills in this manner is a blast, but it isn't required, and the nature of Blacklist's ever-varying level design and mission requirements makes it an infrequent pleasure. Blacklist's best levels are highly structured, intricate melanges of ventilation shafts, rooftops, cover-adorned streets, and interior cubicles that allow you to shimmy and slink around, paying careful attention to each guard's behavior and putting your array of devices to the test.
One such device is a drone that you remotely pilot, marking terrorists and taking them down with a dart. Other gadgets are familiar ones: sticky cameras, remote noisemakers, and so forth. The most interesting situations encourage experimentation, giving you a reason to try out your gadgets and guns, testing the limits of the AI, which often (but not always) displays real smarts. A patrolling guard might remark on how a previously closed door is now open and come to investigate, or quickly pirouette as he passes a darkened cubbyhole that could serve as a predator's prime hiding spot. Keeping a vulnerable Sam out of harm's way in these scenarios is enjoyably tense, though some missions are easy to accomplish on medium difficulty. On harder difficulty levels, most missions are arduous and gripping, and two episodes--one in which you must work under a time limit, and one in which you tail an unlikely ally--crank up the drama even further.

Sunday, 29 September 2013

NOKIA 625

The Lumia 625, released just before Nokia was bought by Microsoft, is a surprising handset. It's not just an update to the upper-budget Lumia 620 (there are so many Lumia handsets now that we keep having to make up new categories), it's the biggest Lumia handset there is, with built in 4G at a very reasonable price.
Nokia Lumia 625
DISPLAY
The 625 has a large 4.7in screen, which is even bigger than the 4.5 inches of theLumia 925. This makes the phone quite a handful, but it’s still possible to use one-handed; particularly as, unlike Android, you don’t have to pull menus down from the top of the screen. It's also pretty heavy at 159g, which is 20g more than the Lumia 925, if nowhere near the weighty Lumia 920.
Unlike most handsets with screens this large, which tend to have at least 1,280x720 pixels, the Lumia 625 betrays its budget nature with its 800x480-pixel screen. By current standards, this is very few pixels to stretch across such a large screen, and leads to a low 201ppi pixel density figure.
Headlines aside, you definitely can’t read text on web pages when zoomed out, and the jagged edges to fonts can look decidedly retro when compared to a phone with a 1,280x720 or 1,920x1,080 resolution. However, as long as you don’t mind zooming when surfing, the Lumia 625 is a reasonable web browsing phone. It's certainly quick enough to cope with complicated web pages, such as stories on www.guardian.co.uk with rows of nested comments, and scrolls around without missing a beat. A fast score of 1,129ms in the Sunspider JavaScript benchmark backs up our subjective impressions.
Image quality from the IPS panel is also reasonable. Whites are bright and even and colours look accurate, but the Lumia 625 doesn't have the Lumia 620's ClearBlack coating, so doesn't have as deep blacks or vibrant colours; on the 625 the red of BBC News doesn’t have the punch we're used to, for example.
Nokia Lumia 625
APPS
As you'd expect, the 625 comes with Nokia's HERE Maps and Nokia Music apps. These give you worldwide offline mapping, turn-by-turn navigation and a large number of free music tracks, organised by various playlists. The offline and navigation features of HERE Maps can be found on Android phones in Google Maps, but HERE Maps lets you store entire countries offline rather than just sections, and we found Nokia's maps to be sometimes more detailed. Nokia Music is an excellent selection of high-quality free music.
Nokia Lumia 625
Unlike more expensive Lumias, the 625 does do without the Nokia City Lens app, which overlays points of interest on the camera display, so you can navigate in 3D to the nearest cashpoint or pub. This is a significant loss, as there isn't really an alternative app for Windows Phone; AroundMe can plot points of interest on a map, but you'll have to do without the augmented reality aspect.
CAMERA
The Lumia 625 has a 5-megapixel camera, and Nokia's impressive Smart Cam app. This takes several photos at once when you press the shutter (7 photos on the 625, compared to ten on more expensive Lumias). As well as letting you choose the best shot, having more than one photo of the same scene lets the 625 perform some fancy effects. Action Shot, for example, overlays an object moving past the camera on a single frame, so you can see the progression across the photo. The Remove Moving Objects function does what you’d expect, such as removing a passing bus from a shot of a landmark. A feature we haven’t seen before is Motion Focus. This puts a moving object in the middle of the frame, and blurs the background to make it look like it's moving at high speed; we used it to make us look like The Flash when walking across the office.
Nokia Lumia 625
You lose detail when you zoom in, but basic image quality is great
Despite its relatively low megapixel count, we were impressed with the quality of the Lumia 625's photos. Colours were accurate, without the very slight green tinge we saw in the Nokia Lumia 925 images we used for comparison. However, the lower resolution means you quickly lose detail when you zoom in. Low-light shots were reasonable, but the Lumia 625 showed significantly more noise than the Lumia 925 in very dim conditions. It's an impressive camera for an inexpensive phone.
Nokia Lumia 625
Some noise in very low light, but it's far from the worst we've seen
It's unusual to see such a large phone at the budget end of a range, so if you're keen on a big screen and 4G the Lumia 625 will certainly appeal. It's also fast and has a good camera. We're not convinced it's better than the Lumia 620, though, which has a smaller display but the same resolution, so doesn't suffer so much from pixilated text and also has deeper blacks and punchier colours thanks to its ClearBlack coating. The Nokia Lumia 620 is also currently £40 cheaper than the 625, so unless you're after a huge screen and are happy with good old HSDPA data, the Lumia 620 would be our choice for a sub-£200 Windows Phone.

FUSE


The Good

  • Combining skills with friends is gratifying 
  • Some nice visual flair and punchy sound effects.

The Bad

  • Friendly AI is barely helpful 
  • Solo play is fairly dull 
  • Echelon mode is impossible to enjoy alone.
Video games are packed with mercenaries. The term encompasses heroes and villains, fortune-seekers and power-mongers, faceless grunts and stars of the show. It can be hard to stand out among the crowd, but fortunately for the protagonists of Fuse, they found some very cool weapons to steal. Whether you're encasing enemies in black crystalline deathtraps or vaporizing them with a pulse from your protective shield, it's a lot of fun to team up with friends and take on the challenges of Fuse. Alone, the tepid campaign neither excites nor bores, while the horde-like Echelon mode is all but impossible without at least a few leveled-up friends. Regardless of what mode you play, "with friends" is definitely how this slick near-future shooter thrives, delivering a solid team-based experience with just enough style and substance to keep you entertained.
The campaign follows a team of four mercenaries who take a job to infiltrate a high-security research facility. When things go sour and a nasty alien element called fuse ends up in the hands of some very bad people, the team members do what they must to remain the heroes of this boilerplate action-movie plot. The narrative treads predictably down well-worn paths, showing occasional glimpses of character that make you wish for more. Though the main characters and a few villains are expressive and visually appealing, their personalities are disappointingly limited. At best, they make you smirk with amusement from time to time.
The environments are similarly serviceable, spanning industrial installations and military outposts that offer decent variety but few moments of beauty or intrigue. A well-appointed jungle compound and a mountainous gondola ride are visual highlights in a campaign largely spent in places that value function over form. Most areas are a bit bland to look at but are well designed as combat arenas. Plentiful cover positions and regular flanking opportunities encourage you to move around in combat, exploiting angles and using team tactics to take apart your foes.
Fuse is a third-person, cover-based shooter, and you do spend a fair amount of time moving in and around cover. Fortunately, the controls respond adroitly and make you feel nimble when maneuvering around barriers, allowing you to remain shielded from enemy fire. Movement out in the open can be a bit sluggish, but on the whole, the core action feels crisp, if very conventional.
That is, until you start flexing your character-specific skills. Jacob's crossbow is the most straightforward of the bunch; it focuses on dealing massive damage to single targets, though he can eventually detonate his shots to set nearby enemies on fire. Izzy's assault rifle fires black pellets that, with enough hits, trigger the instant growth of jagged crystal prisons. Enemies trapped within these structures can be easily shattered, though they escape and come for you if you leave them unbroken.

Friday, 27 September 2013

Forza Motorsport 4 Review

The Good

  • Caters to drivers of all skill levels 
  • Rivals mode is a great addition 
  • Cars and tracks look better than ever 
  • New multi-class races are a lot of fun 
  • Immediate feedback on your driving technique encourages you to improve.

The Bad

  • No variable weather conditions or night races 
  • Only five new circuits.
Circuit-based racing games are repetitive by nature, but the deja vu you experience when playing Forza Motorsport 4 is especially pervasive--at least if you're familiar with its superb predecessor. You can't help noticing that the majority of the cars and tracks in Forza 4 also appeared in Forza 3. They look noticeably better now, which is no mean feat in itself, but early in your new racing career you could still be forgiven for wondering if developer Turn 10's latest offering might more appropriately have been titled Forza 3.5. Thankfully, that feeling dissipates as new features and improvements reveal themselves, and ultimately there's no doubt that this is a worthy sequel to one of the best racing games in recent memory.

Thursday, 26 September 2013

pes 14 xbox

The Good

  • Fox engine sharpens up the visuals 
  • Impressive new facial animations 
  • Can still provide a fun game of football.

The Bad

  • Frame rate issues during match buildup and replays 
  • Single- and multiplayer modes horribly dated 
  • Inconsistent AI makes passing and setting up goals tricky 
  • Awful commentary 
  • Loses some of the direct control and feel of previous games in the series.
PES 2014 is an odd beast, a strange hybrid of its straightforward arcade roots and the ever-growing complexity of the FIFA series. In some respects, this complexity is warranted; never has a PES game looked quite as realistic as 2014 does. And for the most part, it plays well too. But that realism comes at a price. For all the flashy animations and physics tweaks that have been added, some of what makes a game of PES so direct and so much fun has been lost. This is very much a case of two steps forward, one step back
That much is clear as soon as you start passing the ball around. Where PES has always been about snappy passing and a feeling of direct control over players, 2014 adopts some of the automated nature of FIFA, but without the technical prowess to back it up. A lot of it is down to some lousy AI implementation, which means that passes often don't go to the player you want, because the game seemingly thinks it knows better than you. Then there's the addition of sloppy first touches, which theoretically offer a more realistic representation of how players perform in the real world, but leads to frustration when all that stands between you and a world-class strike is a well-placed pass.
Knocking down some of the assist settings helps to alleviate the messy AI somewhat, and if you're particularly dextrous, you can control players off the ball to. But the inconsistent AI rears its ugly head again when you're trying to set up goals, with players making runs down the pitch in all the wrong places, or failing to chase down the ball when you need them too. These frustrating moments aren't frequent enough to ruin the experience entirely, but when you find yourself yearning for another bash at last year's game, clearly something has gone awry.
When it does all come together, though, PES 2014 can be a wonderful thing. Zipping down the right wing to launch a well-placed cross, or ducking through the midfield with a killer through ball, is nicely fast-paced and, at times, edge-of-your-seat thrilling. Finishing those manoeuvres remains as tight as ever, with a real feeling of control as you expertly blast a shot past the keeper and into the top corner of the net. The excellent jockeying and tactical positioning in defence, the dribbling system, and the shot modifiers all make a welcome return, too, with improved player-contact animations seeing players fight for the ball--and lose it--in a much more compelling way than before.

gta 5 xbox

The Good

  • Innovative three-protagonist structure leads to loads of amazing moments
  •  
  • Outstanding, multilayered heists and other missions 
  •  
  • Huge, gorgeous, varied open world packed with things to see and do
  •  
  • Trevor is an unforgettable character
  •  
  • Great vehicle handling makes traveling the world a joy.

The Bad

  • Politically muddled and profoundly misogynistic 
  •  
  • Character behavior is sometimes inconsistent.
Where do you begin talking about Grand Theft Auto V? Do you start with the vast, varied, beautiful open world? Do you start with the innovative structure that gives you three independent protagonists you can switch between on the fly? Maybe you talk about the assortment of side activities you can engage in, or the tremendous number of ways in which you can go about making your own fun. Or perhaps you dive right into the game’s story problems, or its serious issues with women. GTA V is a complicated and fascinating game, one that fumbles here and there and has an unnecessary strain of misogynistic nastiness running through it. But it also does amazing things no other open-world game has attempted before, using multiple perspectives to put you in the thick of cinematic heist sequences and other exhilarating, multi-layered missions like no open-world game before.
Those perspectives come courtesy of Michael, Franklin, and Trevor. Michael’s a former criminal who’s dissatisfied with his current life of privilege and relaxation. His marriage is on the rocks and he struggles to connect with his shallow daughter Tracey, who dreams of making it big in reality TV, and with his lazy, entitled son Jimmy, who spends most of his time spouting hate-filled trash talk while playing video games online. Franklin’s a talented young driver and repo man who doesn’t seem to have too many opportunities to move up in the world, until he has a chance meeting with Michael. Michael finds Franklin easier to connect with than his own children, and he promptly takes him under his wing and ushers him into a life of big-time crime.
And then there’s Trevor, a former friend and business associate of Michael’s who is now a methamphetamine entrepreneur living in a desert town north of Los Santos. Trevor’s a truly horrible, terrifying, psychotic human being--and a terrific character. He possesses a chilling combination of intelligence and insanity, and he’s so monstrously violent and frightening at times that he almost makes the other two protagonists seem well-adjusted by comparison. Exceptional voice acting and animation help make Trevor a character you will never, ever forget, even though you might want to.
When circumstances reunite the long-estranged Trevor and Michael, the tensions between them complicate the entire group dynamic; Michael, Trevor and Franklin may work together, but they don’t always get along. Their dialogue is sharp and snappy and it’s usually a joy to watch them interacting with each other, but unfortunately, the characters sometimes behave in ways that don’t feel consistent. For instance, Franklin takes the moral high ground in an argument with a paparazzo, then casts his reservations aside to help him take degrading photos of a female celebrity. And when Trevor shows up in Michael’s life after an extended absence, the speed with which the two start working together again is at odds with their deep-seated reservations about each other.
Perhaps most troubling is a mission in which you’re instructed to torture a man. Trevor states that torture doesn’t work, and the person ordering the torture is an arrogant and corrupt government official, suggesting that the scene is meant to be a critical commentary on the United States’ use of waterboarding and other “enhanced interrogation” methods. But the fact that Trevor (and you, if you want to progress through the story) tortures the man regardless, and that he does end up spilling more information as a result, sends a very different message. These moments of hypocrisy and inconsistency diminish the otherwise strong characters; it feels like they are leaping into situations not because it's what they would actually want to do, but because the mission design demands that they must.
Thankfully, the missions are frequently incredible, which makes it a bit easier to overlook the occasional contradictions in character behavior, if not the mixed political messages. The high points of the game are the heists, big jobs planned by Michael and the gang. These jobs usually give you a few different options for how you want to approach a situation, and your choice completely changes how the heist plays out. On one job, for instance, one option has you posing as a janitor to infiltrate a building and plant bombs, then triggering the bombs and entering the building with your crew disguised as firefighters. The other, more direct option involves parachuting onto the building and busting in, armed to the teeth.
These are elaborate, multi-stage sequences that involve prep work. You might need to acquire equipment ahead of time, find a good place to hide a getaway car, and make other arrangements before you’re ready to pull off the job. You also need to select supporting members for your crew, as some jobs may require a hacker, an additional getaway driver, or another gunman. More skilled crew members typically take a bigger cut, but if you hire cheap, inexperienced people, they may end up failing at their tasks and compromising the operation. Of course, not every step of this process is thrilling, but these early steps make you feel more invested in the job when it does go down, and they evoke the feeling of films like Heat in which the slow buildup to the crimes makes the payoff in the action-packed scenes more intense.
These missions and many others have you switching between characters. You might rappel down a building as Michael, provide sniper cover for him as Franklin, and fly a getaway helicopter as Trevor, all on one mission. In another exciting mission, you take out a plane’s engines from a great distance as Michael, then pursue the doomed, burning aircraft over land as Trevor. It’s exhilarating, swapping between these roles and these perspectives, and it’s part of what makes GTA V the current pinnacle of open-world mission design. Even putting the three-protagonist structure aside, the mission design is frequently surprising and sometimes stupendous. You don scuba gear to infiltrate a heavily guarded laboratory via the ocean, recklessly fly a small aircraft into the bay of a large cargo plane, and get thrust into all sorts of other memorable situations.
Even when not on missions, you can switch between the three protagonists, and the transition is handled via a stylish satellite view sequence that zooms out from one character’s location and then zooms in on another’s, building up anticipation as you wonder what the character you’re swapping to might be doing at this particular moment. Sometimes you find them in relatively ordinary situations; you might happen upon Michael relaxing at home in front of the TV screen, indulging his love of classic movies. At other times, the circumstances you find them in are more dramatic. Trevor might be on the beach in his underwear, surrounded by dead bodies, with no explanation offered for how they got there. Each character has his own contacts and his own missions, and because the characters have such different vibes, the freedom to switch between them at will makes the game feel more multifaceted than it would otherwise. There’s a terrific contrast between the urban lives of Michael and Franklin and Trevor’s existence in a poor, secluded town in the desert.
The three-protagonist structure also means that you can be engaged in street races in Los Santos one minute, and hunting elk in the forest the next. In fact, the number of activities available to you throughout GTA V’s world is almost staggering. You can play golf or tennis or darts, or participate in races on streets, offroad or on the water. You can take in movies, buy businesses, and play the stock market, which is designed to respond to player transactions, creating an opportunity for collusion and insider trading. You also stumble upon random occurrences in the world from time to time, creating a sense that this is a place with a life of its own. You might go into a salon for a haircut, only to find that the place is being robbed. You might rescue a woman from a burning car wreck who then becomes a potential getaway driver for you on future heists.
And of course, there’s no end to the ways that you can make your own unstructured fun. Maybe you want to use a truck to block lanes of traffic, pour gasoline from a gerry can all around the stopped cars, ignite the fuel and watch the spectacular explosion that occurs. Or perhaps you prefer to see if you can fly under bridges in a jumbo jet. Maybe you want to parachute onto the roof of the tallest building in Los Santos, or climb to the peak of Mount Chiliad. Or you can blow up a gas station and then run into the hills, where you might be safe from the cops but find yourself being pounced on by a bobcat. Whatever kind of freeform mayhem you cause, you’re sure to get the authorities on your case from time to time. Police pursuits here can be tense on city streets, where you might try to find secluded back alleys to hide in until the cops give up the chase. They can also be silly at times; you might shake off some police pursuers just by driving offroad up a hill in plain sight of the cops.
Whether you’re evading the police in a rickety junker or a road-hugging sports car, the handling in GTA V is great, and the fact that vehicles feel so different from each other means there’s a real reason to store the cars you like in the garages at your characters’ homes or in ones you can purchase in the city. Driving is so much fun that you’ll likely enjoy crossing even great distances in the game’s large world, taking in everything from the artwork on buildings along Vespucci Beach to the setting sun reflecting on the Alamo Sea. Should you tire of commuting across Los Santos, however, you can call a cab and warp to your destination.
When shooting breaks out, as it often does in the lives of these criminals, you have a terrific variety of weapons at your disposal that you can customize with suppressors, scopes, flashlights and other doodads. By default, your aim snaps to enemies. This makes picking them off quite easy, but gunplay is a lot of fun despite the ease of aiming, because you’re regularly fending off so many attackers and you still need to make good use of cover to stay alive. If you’re looking for more challenging shooting, you can switch to an aim assist option or to free aim at any time.
There’s so much more to say about GTA V. In series tradition, it has an eclectic assortment of radio stations featuring great songs from numerous genres and eras. In a break with series tradition, it also has an excellent ambient score of its own that lends missions more cinematic flavor. On a less positive note, it’s deeply frustrating that, while its central and supporting male characters are flawed and complex characters, with a few extremely minor exceptions (such as the aforementioned optional getaway driver), GTA V has little room for women except to portray them as strippers, prostitutes, long-suffering wives, humorless girlfriends and goofy, new-age feminists we’re meant to laugh at.
Characters constantly spout lines that glorify male sexuality while demeaning women, and the billboards and radio stations of the world reinforce this misogyny, with ads that equate manhood with sleek sports cars while encouraging women to purchase a fragrance that will make them “smell like a bitch.” Yes, these are exaggerations of misogynistic undercurrents in our own society, but not satirical ones. With nothing in the narrative to underscore how insane and wrong this is, all the game does is reinforce and celebrate sexism. The beauty of cruising in the sun-kissed Los Santos hills while listening to “Higher Love” by Steve Winwood turns sour really quick when a voice comes on the radio that talks about using a woman as a urinal.
So Los Santos is a place of contrasts, of luxury and poverty, tranquility and violence, beauty and ugliness. GTA V is an imperfect yet astounding game that has great characters and an innovative and exciting narrative structure, even if the story it uses that structure to tell is hobbled at times by inconsistent character behavior, muddled political messages and rampant misogyny. It also raises the bar for open-world mission design in a big way and has one of the most beautiful, lively, diverse and stimulating worlds ever seen in a game. Your time in Los Santos may leave you with a few psychological scars, but you shouldn’t let that stop you from visiting.