A lot although we might love GTA V for its acerbic writing, densely packed world, and infinite modding potential that’s helped the sport endure over the various years since its launch, it must be stated that it had a reasonably poor story. The choice to separate the entire thing into three separate characters – who performed out like mimics of the heroes from GTA III, Vice Metropolis and San Andreas – was formidable, but it surely didn’t work out that nicely, and now it appears to be like like Rockstar are backtracking from that format for GTA 6.
With the most recent studies suggesting that Rockstar determined to scale down from an preliminary variety of 4 playable protagonists down to simply two – a ‘Bonnie and Clyde’ sort couple, apparently – plainly the studio has discovered that piling on the protagonists creates pacing and story issues that simply aren’t definitely worth the trouble. The ‘Bonnie and Clyde’ framing of the story means that the lead pair might be inflicting carnage collectively from early within the sport, slightly than having thinly fleshed out tales that later converge into one narrative.
That is virtually actually for the most effective, as a result of Rockstar is aware of higher than anybody that it’s not simple to place collectively a narrative paced round a number of equally weighted protagonists. It’s one factor to have flashback sequences like in, say, The WItcher 3 while you management Ciri, as a result of it supplies very important context to the present-day narrative. Ciri is in grave hazard, and enjoying as her and seeing issues by way of her eyes heightens that sense of hazard. Easy.
Resident Evil is one other attention-grabbing case research of a number of protagonists, because the sequence has carried out them in varied varieties over time. In Resident Evil 1 and a pair of, your story is barely altered relying on which of the 2 playable characters you decide at first of the sport, whereas Resident Evil 7 does job of utilising flashbacks throughout the singular predominant story. In Resident Evil 6 you get 4 tales of the same size, and that was infamously one of many weaker narratives within the sequence’ historical past. A bit like GTA V, the main target was unfold too skinny to facilitate funding into any of the tales, and so they grew to become distinctly unmemorable because of this (in equity, Rockstar’s writing far surpasses that of just about any Resident Evil sport).
This doesn’t imply that the split-story format is inherently weak, but it surely’s an uncomfortable match for the sharp-witted however slightly shallow world that nearly each GTA sport has been set in. The sequence isn’t famend for its deep-thinking or complicated characters (maybe GTA 4’s Niko Bellic however). Fleshing out the sequence’ zany and flamboyant forged of caricatures has typically trusted fairly linear story development that allowed these characters to construct up just a little narrative momentum. Clearly, in GTA’s open worlds there’s at all times the danger of getting distracted by side-activities and dropping observe of key story threads, however that drawback was exacerbated within the fifth entry when the story was chopped up into three chunks that you might simply neglect to change between. As an illustration, it could be sort of jarring returning to the psychopathic Trevor (who I actually didn’t take care of) after hanging out with Franklin and his story for hours – a bit like returning to an RPG you haven’t performed in ages.
It was laborious to leap between the tales of Trevor, Michael and Franklin with out feeling such as you have been simply bouncing across the caricatures of ‘typical GTA protagonists’ – entertaining, certain, however not emotionally participating like, say Niko Bellic, CJ from San Andreas, or Marston or Morgan from the Crimson Lifeless sequence. Franklin was essentially the most sympathetic character of the bunch, however coming from the south Los Santos hood space like San Andreas’ CJ and never having a lot display screen time to shine in, he was at all times within the shadow of his non secular predecessor (and certainly there are a couple of references in GTA V to the fallen greatness of the Grove Road Households, highlighting CJ’s robust legacy).
A ‘Bonnie and Clyde’ sort story, which suggests you’ll be enjoying as a dynamic duo, robbing banks, occurring crime sprees, and (maybe) falling in love, would be the first time Rockstar will function a number one pair who you’ll be capable to freely swap between. Whereas that comes with its personal narrative challenges, it implies that the lead pair’s story is more likely to be extra interwoven, with extra widespread missions, and maybe even the power to do a number of the identical missions. There’s much less capability for jarring story jumps, and extra room to construct up the characters collectively.
Having 4 playable characters means that GTA 6 was going to revolve round one thing of a gang or posse, which might’ve made it a dynamic not dissimilar to Rockstar’s final sport, Crimson Lifeless Redemption 2. Seeing as we’ve simply had that (and it was finished so nicely), it’ll be attention-grabbing to see Rockstar slim the main target all the way down to a tighter group (or pair) of characters. We’ve had loads of posse-based crime video games lately – from Crimson Lifeless 2, to Mafia 3, and the Saint’s Row sequence – and a ‘you and me in opposition to the world’ sort story (that fairly presumably goes up in smoke) might be simply what the style wants.