Sunday, January 15, 2012

The Year That Was 2011: Blog Edition

If I were to sum up last year with just one word, it would most likely be: horrible. I choose this word because of things that took place in my real life, such as the death of my Nan; I choose it because of how disappointing, I felt, the year was for gaming (more on this tomorrow); I pick it due to some of the events that took place within the gaming industry, such as the PlayStation Network hack; and I use it because of my unproductive, less than ideal year here on the blog. Despite starting and pursuing some things that I thought were really interesting, such as my ‘Living The Life’ series, I definitely feel as if 2011 as a whole was disappointing as far as Raptured Reality is concerned, and that it was probably my worst year of blogging to date. I am proud of some of the content I produced and some of the experiments I conducted but, for every success it felt like there were many more failures, so I am definitely unhappy with the blog’s final outcome for 2011. I tried some things that didn’t eventuate (and which you never knew about), I seemingly failed to stick to my word and keep my promises whenever I laid out my plans to you, and my consistency was… well, it was non-existent. The year is over now, though, so there is little point in dwelling on what could or should have been. Instead, it is time to reflect on the year that was, so here are some thoughts, observations and insight into some of the posts that were published on Raptured Reality in 2011.

January-March

The start to the year was interesting because it felt like I hardly published anything and yet I did get a fair bit done. I explored some interesting subjects, continued to add to things like my Living The Life series and I started a new tradition, too, by looking back at the year that was 2010. Re-reading over that post now brings to my attention that I didn’t get to do a lot of the things I wanted to as I began 2011, but despite this it was interesting to reflect back on the insanely packed year that 2010 was and to remember the games, issues and themes that defined the year for me. I revealed the ten games of 2010 that were important to me through two extensive posts; achieved a mini-goal of mine by looking at and responding to the reveal of the new Tomb Raider (the goal being to respond to things I found interesting more often, also demonstrated by a look at the cancellation of Perfect Dark Core in March); continued to display a deep affection for and addiction to Minecraft by taking a look at the addition of Wolves to the game, of all things; and I reflected back on the season so far of my Living The Life series after finishing the fifth round (of nineteen) of the season. This last one was particularly intriguing and fun to do as it enabled me to look back on the story both in character and out if it, highlighting some of the things that doing this role-playing story had enlightened me to as well as explaining some other aspects that were only merely mentioned in the summary of each round up to that point. It is an aspect of the series that I plan on continuing as the season progresses (it’s already finished in terms of playing but, obviously, not in terms of being published here on the blog) so look out for more insight as more rounds are published.

February also marked the release of the first of my “big four” games of 2011 (more on those tomorrow) with Test Drive Unlimited 2, a game I was eagerly anticipating after loving the original but ultimately a game that was somewhat disappointing, too. I still love it of course and will explain why in the near future but there’s no denying that it has a lot of problems and flaws, too, and that it didn’t meet expectations either. A trend that seemed to be a theme for the entire year, actually, but you’ll have to wait until tomorrow for me to elaborate on that.

April-June

April was a particularly significant month for two reasons, one public and one private. Publicly, it was the month in which the PlayStation Network hack occurred and where gamers around the world were concerned about whether their credit card details were obtained or not. Personally, while I was worried too, I was more interested in the response to the debacle and whether other companies, Sony themselves or industries in general would learn from the situation and use it to ensure online security in the future. It was the most important ‘event’ of the year, no doubt about it, and I really wanted to see everyone react to it in that way but, instead (and like I expected), people got over it pretty quickly -- especially once the PlayStation Network itself was back up and running -- and now it is almost as if the entire thing didn’t even happen. That is the most disappointing thing about 2011 for me as a whole, but it is not surprising at all and was probably predictable from the start. When the potential was there for identity theft and personal information to be obtained (if not utilised) everyone rightfully was in a state of panic, but once it became clear that the only real impact was a lengthy down-time for the ability to play games online on the PS3, everyone expressed their disdain and then ultimately moved on to forget about it. Not only is that an example of how quickly people move on and forget on the Internet but, more seriously, it is also an example of how blasé industries, companies and consumers all are when it comes to the convenience of the thing and its many online services. When things go wrong the complaints come thick and fast but when they become ‘right’ again, everybody goes back to their routines, privileges and schedules, and it gets lost in the digital ether until the next big disaster takes place. It really bothers me (if you can’t half tell) but that is the Internet for you, so whining about it here isn’t going to change anything.

More privately the month was also significant because of something that was happening behind the scenes and also something that ultimately didn’t eventuate. Any regular reader of this blog knew that I had a strong addiction to Minecraft and that part of that obsession involved watching videos on it such as Coe’s Quest, a series I had mentioned in 2010 a couple of times when discussing my experiences with the game. What you didn’t know, however, was that I had contacted Coe and asked if I could interview him, something he kindly agreed to. I requested it because he was approaching his 150th episode and I thought it would be a good thing to coincide with the milestone and, some email exchanges later, I had a series of questions and answers ready to go. So why wasn’t it ever published? Quite simply, because it wasn’t finished and for whatever reason Coe never responded to one of my emails. He had a particularly busy period with his work and also preparing for that milestone and as such he went quiet for a few weeks, apologising every now and again for not replying to me. I told him that it was fine and that I was happy to wait (that and the 150th episode still hadn’t aired yet, so I thought there was plenty of time) and after that I never heard from him again. As you can imagine that was quite annoying as we had already progressed quite far and, because interviewing someone was something new for me (one of the many experiments I ended up trying in 2011), I was really looking forward to finishing it and publishing it here on the blog. Despite these frustrations I don’t hold anything against Coe for failing to respond and I am still glad I got the opportunity to try interviewing someone, even if it didn’t pan out or ever see the light of day publicly. I even still watch Coe’s Quest which recently hit 200 episodes and continues beyond that, so really nothing has changed for me and my relationship (if you will) with his story in Minecraft -- the only thing that was different was that I had talked to him and no one ever knew about it. That’s disappointing to be sure, but it is the way things go sometimes, too, so I put it down as an interesting experiment and nothing more.

April was also rather hard to bear as it was the month in which I wrote a tribute, of sorts, to Bizarre Creations. When news broke that Activision were shutting down the studio I was pretty upset about it. Sure, studio closures and lay-offs were nothing new in the industry -- especially last year -- and as such, it is something I should be accustomed to, but it was particularly hard news personally because Bizarre made some of my favourite racing games of all time and were absolutely one of the best developers in the genre. Alongside Criterion Games (thankfully still alive and well), Bizarre defined what Arcade racing thrills meant to me so to lose that was not only serious -- due to insane talent losing their jobs and thus, livelihoods -- it was devastating, and probably the other big low-point of 2011 for me. Most of the talent appear to have landed on their feet and now work for other studios, which is good to see, but it was still a significant loss to the industry and, perhaps more importantly, the medium of videogames itself, too. Rest in peace Bizarre Creations.

May was also a busy month as it saw the release of L.A. Noire, the second game of my “big four”, as well as posts looking critically and analytically at Gran Turismo 5 and Mafia II. The former also marked the beginning of my ‘Behind The Wheel’ series which is where all my racing game critical coverage will now go. I enjoyed looking at Gran Turismo 5 from three different perspectives and definitely took pleasure in trying to pin-point just what made GT5 unique, but I was also fairly disappointed, too, because looking back on the year as a whole I now realise that I still haven’t finished appraising that game in the way that I intended. Something to attend to this year, then, especially considering that I feel like the game has been rebooted (in a sense) after the release of Spec 2.0 in October: a significant update to the game that brought with it some interesting changes and was released in preparation for the (then) upcoming downloadable content.

Even worse than failing to continue my look at Gran Turismo 5 in-depth was my failure to continue talking about Mafia II, a game that left me with incredibly mixed, strong feelings and a title that still to this day stands out to me as intriguing and important. Back then I likened it to the way in which Mirror’s Edge ultimately made me feel, an analogy that I think is even more apt now as I reflect back on my time with Mafia II and realise that, despite its flaws, I really loved it. I think one of my goals for this year will be to return to Mafia II and knuckle down on what my overall thoughts on it actually happen to be because I truly do believe the game deserves some more time in the spotlight. I think it will be even more interesting to do it now that I have also experienced L.A. Noire, as the two games have more than just their 1940s setting in common.

Perhaps luckily after all of that, June was a rather quiet month, the distraction that is E3 being particularly prominent. Even so I still managed to begin another series that I have since left neglected. As you would expect I am not proud of the fact that I posted just one entry in the ‘Evaluating My Driving Style’ series before leaving it dormant, so that’s something that frustrates me especially now that we are in 2012. Having said that, I never lost interest in doing it as I believe the series as a whole will offer a fascinating insight (for people who aren’t as familiar with the racing genre -- or racing in general -- as I am) into the ways in which someone can approach a videogame or, indeed, racing. So I definitely intend to continue the series this year. I have the entire thing planned out and drafted so in a sense it is appalling that I never got it done, but these things happen and I will rectify this problem in the future. I promise.

As I touched on above, E3 was particularly significant in June with many games revealed, many more announcements made and the industry as a whole taking the time to celebrate all things gaming. What you might not have realised, however, was that I didn’t post anything on the show last year, breaking a self-imposed tradition that I wanted for Raptured Reality in the process. I had eight (!) posts lined up in reaction to the show, believe it or not, but for whatever reason I couldn’t get them done straight away and then later in the month my Nanna passed away, distracting me even further. Obviously I regard her death as the biggest and most unfortunate event of the year, which makes June the worst month of the year for me by default, but even so I found it frustrating that I couldn’t offer my thoughts on E3 or anything related to the show. In hindsight, it was probably good that I didn’t get to publish the other thing related to E3 that I was going to, which was a response to all of the snark and sarcasm that appeared, particularly after the conclusion of each press conference. I was absolutely appalled by some of the comments and behaviour exhibited by various people -- both whom I knew and random comments on trailers and stuff like that -- and really wanted to rant about it and call them out on it, but it didn’t take place for the same reasons any E3 coverage here on the blog didn’t eventuate. Having said that, people really need to think about what they are saying publicly because a lot of people looked absolutely silly during E3 and we as a collective whole are never going to move forward or mature if everyone is behaving like that. Hopefully this year’s E3 is different but, if I am to be honest, I expect it will be even worse -- especially if the big three reveal their new consoles…

July-September

The third quarter of 2011 was perhaps the best part of the year for the blog, for a variety of reasons. Not only was it the most packed and varied in terms of content, it also saw the beginning of two new projects and the publication of a few posts that were important to me. I also happened to buy my purpose-built gaming PC in July, finally giving me access to a platform and range of games that I had to ignore for so long prior to that purchase. Of course, my love affair with Minecraft and inability to keep on top of the things that I commit to has resulted in my Steam library remaining largely untouched, but as the months and years go on I definitely look forward to exploring PC gaming fully, and having an even deeper understanding of and connection to the medium I love so much: videogames.

Perhaps the most important thing that happened in the third quarter was an especially important milestone for a franchise that I absolutely adore: Metroid. Not only did the series celebrate its 25th birthday, an incredible feat that few other franchises can manage, the milestone also inspired me to get on with a series of posts I had been planning for months: my Metroid Marathon. So far, I would say the Marathon has been a success with people enjoying my analysis and coverage of the game -- particularly the post in which I look at the game’s 'Magic Moments' -- and personally I have really enjoyed the fact that I can take such an in-depth look at what is easily my favourite franchise ever. It has gone a little quiet in recent months for various reasons, but so far it has been great and I look forward to continuing it throughout 2012.

Other interesting posts to come out of the period included some musings on Let’s Plays, continuing my desire to respond to various things; a post lamenting the inevitable ‘loss’ of Liberty City from Grand Theft Auto IV once it is succeeded by even more impressive cities, most likely from future GTA installments; the continuation of my Living The Life series after yet another little hiatus, as well as a look at some discoveries I had made whilst playing F1 2010 out of character; a look at the ways in which developers can (and do) approach realism in racing games, including a convenient example not long afterwards; and an editorial expressing my desire to see games use Mother Nature and natural disasters a little more effectively and in ways that affect the game experience. Writing that last one was hard as it had to be delayed a few times due to (and out of respect for the victims from) the many natural disasters that took place in real life during 2011, and because it is hard to contemplate the subject as it relates to games when it is unclear as to what will and won’t be possible in the future. In theory the ways in which games can use disasters and Mother Nature to impact the gameplay has massive potential and, as such, that’s why I would like to see that aspect of the medium explored further; in practice, however, it’s simply not clear what technical limitations will impede on the possibilities in this area, so I will continue to observe with interest as we continue moving forward into the new generation and beyond. I do hope we can make some progress in this space, however, and that weather in general doesn’t just remain a superficial element of videogames only.

October-December

If the third quarter was the best part of the year for the blog, then the final quarter was the worst. All three months were relatively quiet with very little happening on the blog, mostly because I needed to take a break from my usual routines as I dealt with some stuff in my personal life. This silent period bothers me because I don’t like being inconsistent, but history from previous years would suggest that consistency as a whole is an issue that I have always had trouble dealing with and that, in particular, the final months of the year are always rather quiet here on the blog. I would like to take the opportunity now to apologise for that because it is in no way intentional but obviously it keeps occurring, too, so it is something that I need to work on.

Having said that, the period wasn’t all bad. I still did some interesting things, the most significant being yet another experiment. In October I may have only posted one post but that post was a link to and additional musings on my very first review which focused on F1 2011. I wasn’t really expecting to try my hand at reviewing back then but I am glad I was given the opportunity and thought that I did fairly well for my first attempt, though whether anyone who read it agrees is another thing entirely. Obviously I haven’t reviewed anything since, either, which may or may not suggest things to you, but overall I am glad I tried it and wouldn't mind doing so again in the future if the opportunity ever arises. Even if it doesn't, however, I would be fine with that too as I much prefer the freedom that editorials provide, and my incessant ability to ramble certainly ensures that I prefer longer-form writing as well.

Perhaps ironically, the month after my first review I published a post that looked at some recent reviews surrounding the blockbuster videogames that had just been released, expressing concern with the seemingly relentless praise these titles were garnering. The idea wasn’t to suggest that these reviews were “wrong” or anything like that but, rather, that critics should (and need to) be careful with their appraisals and should try to avoid falling under the spell of hype and excitement that the end of year release schedule usually brings. Seeing a whole host of games be awarded ‘perfect’ scores (IE: 10/10) was worrying not because they were full marks, but because of how easily (and quickly!) titles can have a backlash a few months after release. In the post I used The Legend Of Zelda: Twilight Princess and BioShock 2 as my examples; now, just a couple of months after release, there’s people retracting their opinions on Batman: Arkham City, The Legend Of Zelda: Skyward Sword and Uncharted 3: Drake’s Deception -- all titles that received perfect scores at some publications.* I’m not going to be so bold as to say I told you so or anything like that, because that is just being arrogant, but the change in perception around these titles certainly suggests that I was right to be as concerned as I was.

The final significant thing of the year, aside from yet another return of the Living The Life series after another hiatus, was a post looking at the announcement of Grand Theft Auto V. Any regular reader would know how much I love GTA IV so it was only natural that I was going to be excited by the announcement, and eager to hear more about what direction the franchise was heading in. I used the opportunity to lay out some of my own desires for where I think GTA should go, as well as gave some predictions for GTA V. Really, though, I simply look forward to the day that I can step out into the re-envisioned Los Santos for the first time and discover what it has to offer -- I love getting lost (figuratively) in new virtual environments and can't wait to explore the city and its surrounding countryside when the game finally hits.

*****

And there you have it, a look at the year that was here on Raptured Reality. As I said this is now a blog tradition for me as I find it really interesting reflecting on the year that I had and commenting on some of the posts that I made, giving you insight into how I go about writing here as well as the way in which some posts came about. It wasn’t exactly the most ideal or pleasant year, but overall I'd classify the year as a learning one. Will 2012 be as experimental and inconsistent as 2011 was? Honestly I have no idea, but unlike last year I have some direction for where I want to go with the blog this year, some of which you will be seeing sooner than you may think.

Hopefully you have enjoyed this look back at 2011 as it fared on Raptured Reality. Come back tomorrow for a look at the games that I played throughout the year, as well as some explanations as to why I found the year as a whole to be rather disappointing.

*I’m actually somewhat surprised that The Elder Scrolls V: Skyrim isn’t receiving a similar level of backlash, as I would argue that the titles that are receiving some negativity are more polished than Bethesda's title ultimately was.

Monday, December 19, 2011

Living The Life: Valencia #2

[Part of a series of posts in which I detail the events that occur during my first championship season in Codemasters' F1 2010. These will be written in a diary-esque form describing my thoughts and reactions as I participate in each event. Today, part two of the European Grand Prix in Valencia.]

Saturday Afternoon, Qualifying, Cloudy 

I was a little more enthusiastic about Qualifying after the improvements made in P3 earlier this morning. I had no expectations, of course, knowing full well that my 10-spot grid drop penalty would seriously affect my ultimate starting position. Despite this I was still anticipating getting out there and attempting some Quali-style laps so overall the mood wasn’t as bad as I thought it might have been. Virgin, on the other hand, did have expectations, their desire for Valencia being 20th place or better. The team also added a new electronics update to the car between sessions, giving me that throttle map after my tests during Practice. 

As always, allow me to detail the events of each segment of Qualifying before speaking about the end result and my feelings towards it.

Q1

The first run of Qualifying was clean with no dramas, although I did have a slight brush against the wall on my third lap which was enough to cause me to abort it and come in early. No damage from the touch, though, so that was nice. 

The second run was a little more eventful, however, an issue with Pedro De La Rosa on my first lap being particularly frustrating as he blocked me on the bridge. It’s already incredibly tight and narrow on that thing -- not to mention so abrupt, too, since it is such a short section of the track -- so it’s definitely no fun when there’s a Formula 1 car in the way as well. I also almost lost the car in turn 13 on my third lap after sliding the car to avoid running up against the wall, but I was able to control it and continue with no real impact on the lap. Otherwise the run was good, yielding a time of 1:43.868 which was good enough for 14th and progression into the second segment.

Q2

Things happened fast in this segment, my first run being great with no issues whatsoever and a nice time delivered instantly. I didn’t want to go out for a second run to save my tyres and, more importantly, my engine, but I was forced to due to how my rivals were performing and as such I went out for a quick dash near the end of the segment. It didn’t result in any improvement, however, so my fastest time from the first run was all I could manage and, therefore, my Qualifying session ended with me in 11th place on a 1:43.220. Obviously my penalties ensure that I will actually be starting in 21st tomorrow, but I’m still satisfied with my time regardless because it was very close to being another progression into Q3, and I also exceeded Virgin’s expectations as well. That lap was my best of the weekend, too, which is a positive sign after starting Friday in less than ideal circumstances. 

As per Practice form, Vettel, Webber and Hamilton grabbed the first three positions for tomorrow’s race. Clearly Red Bull are on form here although it is nice to see that McLaren are giving them a run for their money, too.

An interview after Qualifying asked about my title hopes, which I thought was a little curious, as well as my thoughts on the session and how Virgin are faring with car setup for each circuit. I replied by suggesting that my championship hopes are probably non-existent this year given I am a rookie and in a brand new team; that I have been and will continue to give it my all with each Qualifying session; and that so far Virgin have been doing pretty well with car setup considering we have been punching well above our weight, something that is evident in rounds such as Turkey and Canada.

I may be starting at the back of the field tomorrow but, after today’s efforts, I have to say I am actually looking forward to the race. It remains to be seen if my decent results in recent rounds will continue, though.

Sunday Afternoon, Race Day, Sunny

I go into today’s race with little to no expectations, instead preferring to just do my own thing and be happy with whatever I can get. Virgin are approaching the race differently, however, expecting a position of 18th or higher in the race. I think that’s certainly achievable, especially given recent form, but there’s no denying that my penalties are already affecting my chances so we will just have to wait and see what happens. Despite not making Q3 and thus, not being required to start on them, Virgin have given me a fresh set of Option tyres to start the race with, no doubt hoping that I can use them to gain a few places early and start things off positively. Being a street circuit I’m not so sure that’s the right move to take but it is their choice, of course, and I will be happy to have good rubber under my belt to get things started, so I’m certainly not going to argue with them about it. Being Options, however, the grip will no doubt fade quickly so right now the strategy is to pit at around lap 18 or so and switch to the Primes. I guess it depends on the race’s pace this afternoon, and how much dirt and dust is hanging around off the racing line as well. Anyway, I have some sponsor commitments to attend to so wish me luck.

Race Start; 57 laps

Despite feeling like it was slow initially, that was probably my best start in Formula 1 yet, my quick thinking and success in taking advantage of the opportunities that were before me resulting in a nice advancement up the field whilst everyone else slowly -- to avoid collisions -- sorted themselves out. By the bridge and turn 10 I had made up 3 or 4 places and I took another position -- around the outside I might add -- by the end of the first lap. Not long after that I grabbed another one in the fast series of corners after the hairpin (turn 17) in sector three due to cars going slower than usual, yet again, as they sorted themselves out. As I commenced the third lap, I was already in 17th -- not a bad start given it is a street circuit. By lap 5 I had made it to 15th, where I stayed until my pit-stop on lap 18. On lap 10 my (Option) tyres started to go away from me which ensured that I ran wide a few times at various corners but Liuzzi, who was behind me, was unable to pass and I gained some time back in sector three where I appeared to be more comfortable and confident than some of the others. He came close a few times to be sure, but I was able to hold position for the first stint and even as I entered the pits, too, as he followed me in. Virgin even complimented me on the stint while I was driving down the lane because of how many positions I gained -- who said passing in F1 was impossible? 

I left the pits on lap 19 in 16th after Buemi passed me on the straight. I quickly received another compliment over the radio for a “perfect pit-stop” which was nice to hear and certainly wonderful encouragement for the rest of the race. I should ask Virgin to say things like that in every race. Anyway, I managed to get 15th back on lap 25 and then went on to have an eerily quiet few laps between lap 25 and 31, especially on the bridge and the subsequent (first) back straight. Like Bahrain and Turkey, the lap around Valencia feels somewhat like a journey, a feeling exacerbated by just how long the circuit is. Unlike those two venues, though, Valencia does stick close to itself so it was only in that particular section where things were rather quiet. The frontrunners began lapping me on around lap 32, and I had a small brush with the outside wall of turn 3 on lap 38. After that things were good, clean and consistent, with nothing in particular occurring and my driving remaining smooth and at a steady pace. On lap 55 I had a lockup in turn 2 that I couldn’t get out of in time as I had already committed to the corner, meaning that instead of running down the run-off area like I did a few times in Practice, I collided with the wall instead and lost my front wing. Naturally the team ordered me into the pits to get it replaced but when I heard the margin I had over Liuzzi who was (still) behind me, I decided to try and nurse the car home instead. This decision paid off as I kept my position and finished 15th, a decent result considering my starting position and the mistake at the end of the race. 

Despite that mistake and my woes earlier in the weekend, particularly with the penalties, I’m really happy with that result and that race as a whole, so much so that I think it has to be one of my best yet. That makes three consecutive races in a row where I’ve had a positive weekend with better than expected results so, right now at least, I’m really satisfied with my performances and how my season has progressed so far. I think Valencia is one of my better rounds because of the general consistency I showed throughout the majority of the race, and for my many passes during the first stint -- not many passes happen at the start of any race let alone on a street circuit, so to do what I did today was remarkable and something that I am definitely pleased with. Perhaps my love of street circuits is starting to show after all? 

Virgin was also happy as, obviously, I was three places ahead of their expectations today. They also seem pleased with how things have been progressing thus far, so it feels good knowing that my efforts aren’t just doing wonders for my development but for theirs as well. Interestingly, Valencia reminded me of a few of the street circuits I used to race at in America, probably because of the way in which the sunshine lit up the track. It helps, too, that the track is so modern and looks wonderful. 

Anyway, Lewis Hamilton won the race with Alonso coming second and Vettel rounding out the podium for third. Lucas Di Grassi, my team-mate, finished in 23rd. Without being cocky or arrogant, I think it is fair to say that I am performing at a much stronger level than he is right now, something that has been consistent for most of the season so far. Hopefully this works to my benefit later in the year but, of course, we will have to wait and see on that one. My result today means that I am still 21st in the drivers’ standings, while Virgin remain last (11th) in the constructors’. 

With the way things are going lately I’m beginning to think that a points-finish can’t be too far off, surely? Here’s hoping I’m right, first and foremost, and that it happens at the next event in Britain and the world-renowned Silverstone circuit. I have mixed feelings towards Silverstone which I will elaborate on when we get there. It’s undoubtedly a classic track but they have been making changes to it recently, too, so we will see how I feel in a fortnight’s time. 

Note: All images, save for the course map, are courtesy of Xbox Live friend and fellow F1 fanatic Rossa Au.

Wednesday, December 14, 2011

Living The Life: Valencia #1

[Part of a series of posts in which I detail the events that occur during my first championship season in Codemasters' F1 2010. These will be written in a diary-esque form describing my thoughts and reactions as I participate in each event. Today, the return of the story and part one of the European Grand Prix in Valencia.]

Arriving in Valencia this weekend for the next round of my first season in Formula 1 means three things: it’s a new venue that I need to acquaint myself with; it’s another street circuit which makes its learning curve difficult but more enjoyable, too, as I love racing so closely to the barriers and within tight chicanes and corners; and, on a personal level, that this round is interesting due to what it represents.

While this isn’t the first time that the Valencia round has been held in Formula 1, it is still interesting to consider because of what it means. Technically, this round is classified as the European Grand Prix because Spain already has a round in Catalunya and Bernie Ecclestone -- the head of Formula 1 -- doesn’t allow two rounds in the one country. Previously, the ‘European’ round has been held at tracks such as the Nurburgring GP circuit in Germany but since that now alternates with Hockenheim each year, the new round takes place here in Valencia and on the still reasonably new street circuit that was built along the harbour. This particular venue is also interesting because it represents what a modern F1 race circuit should be, with exceptionally smooth tarmac, wide corners and long straights; carefully placed marshal points and easily visible LED screens for when the track is under yellow conditions or there’s a red flag; and a unique visual style that screams modern rather than the well-worn appearance of classic tracks such as Canada or Australia, or even the still relatively young (but not compared to Valencia!) venues at Malaysia and China. It is almost an insight into where Formula 1 racing will be in the near future, if you will, but regardless of that it’s an interesting circuit to consider because it is visually distinct, and because it’s such a contrast to some of the recent rounds we have had. Naturally, it is even more impressive for someone like me who is new to the circuit and has only seen it on TV previously, so it should be fun driving those first few laps in P1.

Also notable this weekend is the presence of the press or, rather, how much more people there appears to be when compared to previous rounds. I have been asked for interviews and have had cameras following me around a lot more than any other round prior to this one, so is that something exclusive to this round only or are people starting to notice me after my great performances in Turkey and Canada?

Speaking of which, at the end of Canada I honestly thought that I would be kicking myself a little bit for some of the mistakes I made during the race and that, as a result, I might be feeling a little less enthusiastic for this weekend. Instead, I’m feeling fantastic and I can’t wait to get out there and tackle the street circuit for the first time -- am I maturing as a driver by having a much more relaxed, motivated attitude or am I just going through a decent and positive period right now? Either way, I’m going to enjoy it while I can.

Friday Morning, Practice One, Sunny

As seems to be the case every race weekend these days, I got some laps in early whilst everyone else was focusing on preparing their cars and running installation laps. This gave me a chance to get familiar with the track while it was quiet, which was nice, and to begin learning what makes it unique as well as what it takes to put a decent lap together around here.

Valencia appears to have a good flow but it is also incredibly busy -- there's a lot of corners,  25 in fact, and as a result the lap is rather long when compared to some of the other venues we've visited thus far this season. Even the straights, of which there are three main ones, feature steering wheel input of some sort as they turn slightly as you progress down them. These corners, including turn 1, can be taken flat out of course but it's still worth mentioning because there's little time or room to take a breath around the lap; it's maximum concentration, all of the time, and for a longer period than other venues -- exactly what a street circuit should be. The track looks sleek, too, despite our driving perspective being so close to the ground and the barriers obscuring the view. It's somewhat pleasant, in a way, to be driving along the lap and realising that you just passed a couple of luxurious yachts while doing so. I like the contrast of raw speed against blissful exuberance.

My initial laps weren't entirely perfect, though, the usual mistakes and run-offs that always happen when learning a new circuit occuring as you would expect. I also got confused in one corner (I can't even remember which one), taking it far quicker than I should have. This resulted in some front wing damage after I clipped the outside wall and was sent careening into the opposite one. This ensured some lost time in the pits, too, as the team got to work on fixing it.

Subsequent runs brought to light some issues with traffic, as well as personal problems with turn 2 -- I ran wide and off twice there while exiting the pits because it sneaks up on you so fast -- as well as turn 10 which is the hairpin coming off the bridge, and the final and very tight corner leading onto the front straight. I also ran wide at turn 4 and had to completely back out of things as I had to cut turn 5 in order to get back on track. No penalty, though, because I slowed right down. I also had some minor struggles with turn 17 at the end of the second back straight, as well as an amusing moment when I recovered from running off at the corner at one point: I had to let a gaggle of cars through upon getting back on the circuit and couldn't help but laugh at them because they have all the room in the world on this long track and yet they're all together like that? Why waste your potential behind other cars when you can find plenty of space if you just wait a bit? It didn't make sense and I chuckled as a result, but it is their weekend that is (or could be) getting affected, not mine, so it's not my problem.

My third run was about tinkering with the car's setup as well as taking care of Virgin's R&D requirements. They wanted a lap time of 2:12.622 to test for a new throttle map setting, another time that was easy because I had exceeded that well before I even attempted it, probably even achieving it on my first lap around this new (to me) circuit. That's fine, though -- I prefer lenient goals like that because it means I can get them out of the way and focus on other things, such as testing what the changes we made to our setup did to the car and, of course, it gives me a chance to learn the intricacies of the place, too, particularly important at a track like this. I took care of it within the first lap and went on to have a slow and quiet run as there were few cars out at the time, and I wasn't able to find any pace or develop a rhythm, only improving my time in minor increments. I also had a minor spin on the curb exiting the bridge (turn 10), and my final lap was impeded by a bunch of slow cars. On my way into the pits I was also given a 5-spot grid penalty for speeding in pitlane. This is the fourth grid drop penalty I've had in as many rounds and it was frustrating because I wanted to break that trend this weekend, but the penalty itself was fair as the reason I was speeding was due to the tricky entry pitlane has. Situated on the final hairpin turn, it's rather abrupt as you still navigate the hairpin, sort of, and then as soon as you have done so you need to hit the speed limiter because you are directly in the lane. Most other circuits have a bit of tarmac that preceeds the lane that gives you the chance to prepare for entry, but as it is immediate here it caught me by surprise and I was reprimanded (rightfully) as a result.

My fourth run was fairly lackluster despite my attempts to wrestle the car (on purpose) around Valencia as I tried to find some pace. I didn't improve my time at all and received another warning for corner cutting, too, on the brief right-hander before the final turn. There was also another minor spin at turn 12, the corner at the end of the first back straight.

I changed my setup again for the fifth run opting for lower downforce and higher top speed. This, combined with more grip now that some rubber had been laid down around the track, should have resulted in some improvement but ultimately didn't as I had some more issues during the run. I had to abort my first lap after brushing up against the wall exiting turn 3 and had my second lap affected by some slow traffic who were entering the pits just prior to it, ensuring a less than ideal entry onto the main straight to commence the lap. I was also still feeling uncomfortable, too, my efforts to find pace or push the limits resulting in no gains, despite how quickly I learned the track's layout earlier in the session. Unlike other venues my ability to learn a circuit quickly just wasn't paying off here, and it was definitely starting to affect my mental state for the weekend.

This continued into the sixth run, too, as I had to abort my first lap yet again due to traffic. I also had another spin in the corner at the end of the first back straight (turn 12) which was fine until, as I waited for traffic to pass so I could recover, I was given three warnings for illegal blocking by the stewards. I understand that it's tight down there and as such, I was close to the racing line, but what else was I supposed to do as my rivals approached? I didn't want to get in their way or block their laps while I was recovering, after all, so I thought it was best to just wait. Guess I was wrong, however, as these warnings resulted in another 5-spot grid penalty -- my second for the weekend and this session -- which I thought was unfair but the officials obviously deemed it to be unsafe. In frustration I threw the car around a bit for my final lap which, ironically, was faster initially but didn't yield any improvements as you'd expect. I finished the session 14th on a 1:45.731 which isn't too bad but I definitely felt as if it should have been better, too. It doesn't really matter now, though, with two penalties basically ensuring a race at the back of the field. Hamilton topped the time sheets and Button and Vettel followed him closely behind.

Friday Afternoon, Practice Two, Sunny

I had mixed feelings about the rest of the weekend entering the second Practice session after my guaranteed 10-spot drop. I wasn't feeling particularly motivated, and I was debating with myself as to how I'd approach things now that my chances weren't as positive as I felt they should have been. On one hand, as a response to my situation, I felt like approaching it lazily and perhaps being a bit blasé, but on the other I'm a professional race driver with a job to do and who should always be striving to do their best, so I was torn between a more relaxed attitude (with any decent results being a nice surprise) and doing what I'm paid to do.

Somewhat unusually, this was perhaps a little evident in my actions as the session commenced, as I went against my normal trait and sat in the garage for ten minutes letting the others do their thing while I waited. This was nice as I was able to watch the timing monitor for a while and see what the others were up to, but when I did eventually go out it meant that I was doing my first run with a busier circuit, with more cars on track. This meant that I had to abort my first few laps due to slower cars in front and traffic in general, an issue that was becoming particularly prevalent here in Valencia. I also made some mistakes and had another spin off the bridge (turn 10), too, which didn't help things.

My second run was fine, if a little lackluster, the only thing of significance being two warnings for corner cutting. The first of these happened at the final turn and the second at the end of the first back straight (turn 12), but since I have never actually been penalised for cutting corners (yet) I didn't mind too much and ignored the warnings, for the most part.

The third run was, once again, about fulfilling Virgin's testing requirements, a time of 2:12.755 (which is actually even more lenient, slightly, than P1's goal, interestingly enough) being the goal this time around. As usual I took care of it immediately then went on to find a little bit more pace throughout the run, despite still feeling a little unmotivated and as if I wasn't "in it" this weekend. I also got another warning for cutting the right hander that preceeds the final turn (turn 24), but like before I didn't take much notice. I did pay attention to the spin I had off turn 5's curb, though, as it highlighted to me that I just wasn't concentrating enough as I got front wing damage, once again, as I was sent towards the wall. Despite being minor damage overall this put a damper on the session -- not that it changed my mood all that much anyway, considering I was already feeling down -- and I went on hoping for the session to end so I could put the day behind me.

I had no time improvements in the fourth run and also had a somewhat strange issue where the team told me over the radio about yellow flags in sector three, yet every time I arrived (it probably happened about three times) there was nothing there. That was off-putting because I was intentionally slowing down each time to be ready for anything that might be there and nothing eventuated, which I found to be a little bizarre.

Virgin informed me to watch my revs in the final run as my engine was apparently showing signs of wear, news that added to my seemingly negative weekend as you might expect. The run also ended up being a non-event, too, as I got some wheelspin as I changed gear out of turn 3 and clipped the outside wall as I corrected it, sending me spearing into the opposite one and damaging my wing yet again. I recovered to the pits with no hassles but there wasn't enough time to go out again, so that was the end of the session for me. I finished 15th with a time of 1:45.215 which was faster than my P1 time but still average and off the pace. Vettel was on top whilst his team-mate Webber and McLaren's Hamilton were second and third respectively.

For someone who is supposedly good at and enjoys street circuits, my performance and circumstances thus far at both Monaco -- an abysmal round for me -- and here in Valencia have been terrible. Here's hoping tomorrow is a little better.

Saturday Morning, Practice Three, Sunny

I woke up feeling better today and a little more optimistic too, something that should and did help with confidence, concentration and enthusiasm during the morning Practice session.

It began with more R&D testing in the first run, a time of 1:55.842 being expected and something that, as always, was easily achieved on the first lap. Interestingly Virgin elected to keep my worn engine in for this session and, indeed, the weekend, opting to try and save some of our others (out of an allocated eight for the season) for future rounds. This made sense strategically considering that Virgin are a new team with limited resources but it was a little frustrating for me personally, because it could have affected our car performance for the weekend but didn't appear to in this session. Thankfully.

Like yesterday, traffic became an issue quickly and made itself known in my second run, as did my personal problems with turn 10 off the bridge and the final turn. My first lap was hampered by Adrian Sutil who was exiting the pits and decided to swerve abruptly to get on the racing line, as opposed to waiting for me to pass. This forced me down the run-off area behind turn 2 in a similar manner to my offs leaving the pits in P1, which was a little unnecessary. My third lap also had some drama with Karun Chandok causing Hamilton (who was also in front of me) to hesitate and thus slow, the two of them together blocking my path heading into turn 4. This was entirely Chandok's fault and Lewis even came up to me after the session finished to make sure I knew that he didn't mean to get in the way, which I thought was nice of him. While preparing for the next lap (still on lap 3), a slow Vettel moved aside at the last minute as I approached the final turn, forcing me to throw the car at the apex in order to make it. Naturally this caused me to cut and I was warned, but I accepted this warning in my stride as I didn't feel as if this particular mishap was my fault. The last lap of the run also saw another minor spin at the turn 10 hairpin exiting the bridge, but there was nothing to be concerned about with that one.

My third run was fine save for more traffic issues. Seriously, if someone is exiting the pits as you navigate the flatout turn 1 then that lap is basically ruined because no one moves out of the way or stays offline until you pass. It's so bad I actually collided with Sebastian Buemi on my third lap -- my front right with his rear left -- because he didn't see me coming and went straight onto the racing line. I didn't receive any damage but he didn't receive any penalties or warnings over it, either, so it was incredibly annoying. And what's with the traffic problems anyway? This track is huge and far wider than most other venues we visit. There shouldn't be a problem at all.

The final run was also fine save for the inevitable traffic problems, my plans to use the Option tyres (which I had finally switched to after spending the entirety of yesterday using the Primes) not coming through -- I did improve my time and progress forward as you would expect using the softer compound of rubber, but I couldn't nail any of my laps because of the aforementioned traffic so I didn't get to see their full potential. I finished the session 11th which was a nice enough improvement, on a time of 1:43.702, my fastest for the weekend. That was because of the Options, of course, but I also felt as though I found some pace and picked up my performance in that session, so it was a nice reward to see myself move forward after the less than ideal events of yesterday. Vettel was on top again and Webber and Hamilton rounded out the top three, repeating the front results of P2 yesterday.

An interview after the session asked if the team have been happy with my Qualifying performances so far, and how I have been coping with the testing ban. I responded by saying we’ve been doing okay with Quali so far this season, and we are dealing with the lack of testing the same as any other team, really. Now that things seemed to have turned for the better, I look forward to tackling Valencia under Qualifying conditions later this afternoon.

Note: All images, save for the course map, were provided courtesy of Xbox Live friend and fellow F1 fanatic Rossa AU -- thanks yet again man for all your help.

Tuesday, November 8, 2011

Some Thoughts On Reviews

It's nice to see superheroes get some love, but full marks?
Videogame reviews are an often contentious subject, their broad significance and final scores usually the biggest topics up for debate. They’re constantly complained about; their integrity is often contested; and it’s not uncommon to find people question the meaning of scores, particularly these days after the creation of aggregate sites like Metacritic. Add in the fanboy ingredient -- where people are so infatuated with their favourite franchises and/or developers that they can’t see things rationally or objectively, nor accept another person’s opinion -- and you have an egregious, somewhat explosive (unnecessarily) subject that does more harm than good, and which causes pointless hostility between people who should be sharing in their passion, videogames, rather than arguing over it.

Personally, it’s a topic that I have mostly avoided because I find the discussion over reviews to be, mostly, redundant, and because I’m open-minded enough to be interested in what other people think about a particular game, and how they felt about their experience with it. I couldn’t care less whether a big blockbuster game scores a perfect ten or only receives a seven; I have no interest in whether a review should be a “buyer’s guide” or if it should approach a game critically; and I certainly don’t care about the perceived narrow spectrum of scoring, where videogames are supposedly only scored between the seven-to-nine range. I’d much prefer to be talking about something else, in other words, so I have kept quiet about reviews because I know which ones are the kind I would like to read, and whose opinions are most likely to represent (or at the very least, correlate with) my own.

But lately, there has been a semi-related issue regarding reviews that I am more interested in, and one that, if I am to be honest, has me feeling somewhat concerned and uncomfortable.

As most gamers would know we are currently in the midst of what I call ‘Onslaught Season’: the period in which most developers and publishers release their biggest titles, and where we as players are insanely excited for these games as well as worried that we’re not going to be able to afford them all. This means that blockbuster franchises like The Elder Scrolls and Uncharted make their return, and publishers like Activision will make a lot of money due to yet another release in their Call Of Duty series. It’s crazy season, basically, and definitely one of the most enjoyable times of the year due to the enthusiasm and anticipation that drives it. A byproduct of this period, however, is the way in which these giant games are reviewed and, more importantly, whether the authors of these evaluations are able to cast aside their personal preferences and elation to make a better informed and more meaningful assessment.

Yet another GOTY in the making?
This year alone, we’ve already seen three titles that have received 10/10s at various publications. And while such scores might not be consistent with every website and magazine, the general perception is that these games -- Batman: Arkham City, Uncharted 3: Drake’s Deception and, seemingly, The Legend Of Zelda: Skyward Sword -- are the year’s best thus far, and the cream of the crop of modern gaming. Now I have no problem with games receiving full marks and actually believe they should get that level of recognition if they deserve it -- unlike others who believe that the aforementioned spectrum of 7-9 is more applicable -- but I do have some concerns if these scores are seemingly thrown around in a carefree manner.

By giving these titles top marks, whether they deserve it or not (I can’t comment on that since, aside from Uncharted 3, I have not played them), the reviewers of this industry send out a message that suggests that these titles are some of the finest you will ever play. That’s fine if these authors mean it and can justify their opinion, but it isn’t good if the result of that message insinuates something that mightn’t be necessarily true later, once this exciting rush of games has passed. It also suggests that these games are better than some of the big name titles from previous years, the ones that are otherwise agreed upon to be this generation’s defining games.

Are we really sure that -- as a collective industry that includes critics, developers and publishers, and players -- we want to claim that Batman: Arkham City or Skyward Sword is better than, say, Portal* or Assassin's Creed II, both games that are regarded exceptionally highly and yet didn’t necessarily receive those elusive 10/10s on release? What about the reputation that such high scores bestow upon the developers behind these wonderful games -- do we want to imply that Rocksteady or Naughty Dog** are better than a Rockstar or Irrational? If yes to both questions, why? Now I’m not saying that these developers or games don’t deserve such praise and adulation, especially when I haven’t had the pleasure of playing them yet, but what I am saying is that do we really want to convey that message -- that these games are better -- because they’re the ones getting perfect scores when other high profile games may not have received similar recognition? If we do then fair enough, but if we don’t because next year when the insanity has died down and we’ve gotten over the initial awe of playing these brilliant games we’ve realised that maybe they aren’t as good as this generation’s best names, then how are we going to deal with that? How are we going to assess and analyse these games, and their position within the wider medium, when we’ve already sent the message out that they’re so phenomenal that they deserve the best scores. When singing the praises of Portal or BioShock, yet again because they really are that good, will we put them above or below the games that have received full marks this year? And what of next year’s titles which have the potential to go even higher?

I’m not arguing any particular point here nor am I trying to suggest these games -- or any others in the future -- don’t deserve 10/10s. What I am saying, however, is that full marks have been appearing quite frequently lately and I just want to make sure it is for the right reasons, rather than because the people awarding these high scores are influenced by the gorgeous graphics, spectacle and riveting gameplay that these titles have to offer. I’m saying that the industry as a whole needs to be careful, because once it has committed to a perspective there is no changing it and we should be wary of the future whilst we are enjoying the present. You only need to look at games like The Legend Of Zelda: Twilight Princess or BioShock 2 to see an example of the way in which these titles can have a backlash post-release, so just be mindful of what you’re doing when assessing these games and please, ensure that you own your opinion and mean every word you use to convey it -- failure to do so is failure to represent the medium sincerely, and none of us want that.

**It should be noted that The Orange Box, the package that Portal originally came in, did receive full marks at a variety of publications, but it wasn’t until subsequent rereleases (such as on XBLA) that the game itself got judged individually.

**Disclaimer: I personally do believe that Naughty Dog deserve to be seen in the same light as a Rockstar or a Valve, and can only hope that the success of Uncharted 3: Drake’s Deception will get them there. Guess time will tell on that one.

Tuesday, November 1, 2011

Preparing For GTA V


Tomorrow, after a surprisingly long duration of silence, we will finally know what is happening with Grand Theft Auto V. Announced last week with nothing more than a suggestive logo (seen above), the appearance of the game came out of nowhere after a few years of Rockstar focusing on their other titles, namely Red Dead Redemption and L.A. Noire. We all knew a new GTA was coming but when was another story, so the arrival of the game's trailer will certainly be interesting. 

If you have been following me on this blog for a while then you would be aware of how much love and respect I have for the last Grand Theft Auto: GTA IV. While I wouldn't necessarily consider it to be one of my most favourite games from this generation, the fascination I (still) have with the game's version of Liberty City elevates it to a level that few other games reach -- simply put, I believe Rockstar's achievements with Liberty City in GTA IV are incredible, and the place still manages to blow my mind every time I pop in for a visit. I've covered this many times before, however, so I won't expand on this point but it goes without saying that, due to my love for Liberty City in Grand Theft Auto IV, my anticipation for whatever Rockstar have in the pipeline for GTA V is sky-high. As soon as I heard the news last week that it was finally coming, it shot straight to the top of my most desired games from next year. Yes, even over BioShock Infinite and the new Tomb Raider -- how's that for excitement, eh? 

Anyway, I thought I'd take the time to make some personal predictions and disclose some of the things I want from the new game, particularly given that it's a numbered title rather than one with a subtitle. Usually when this happens it is because Rockstar believe they've made a ground-breaking step with the franchise, as was clearly demonstrated with the step up from the GTA III era (which includes Vice City and San Andreas) to GTA IV (whose continuation lied with the downloadable episodes, rather than individual titles). I know, I know, everyone jumps on the speculation train when it comes to something new in the Grand Theft Auto franchise so by doing it myself I'm just adding to the noise that, eventually, no one will even remember. But part of the beauty of the GTA series is the personal takeaways and anecdotes that its open-world, free-form nature allows for, so as a result it's only natural that its players have their own personal desires and expectations for each new title. That and, if you ask me, it's about time Grand Theft Auto as a whole started to do some things differently, so you'll find my desired changes below.

If GTA V can eclipse this, it's doing something right.

Things I Want To See 

A Continued Push Towards Realism: Grand Theft Auto IV divided the fanbase into two camps, those who enjoyed the more realistic and mature approach Rockstar took with the title, and those who missed the more zany, outrageous antics of the PS2-era GTAs. Naturally, as we approach details of GTA V these two camps are being very vocal about which direction they'd prefer to see the game take, complaining whenever the opposing one suggests something they don't like. Personally, I fall into the GTA IV 'mature' camp, but not because of the same reasons these people do. I want Grand Theft Auto V to continue focusing on maturity and, in particular, a more realistic approach because the ramifications of that direction appeal to me more. Rockstar have made some intriguing experiments with videogame storytelling in their recent titles and as someone interested in seeing games allowing us to inhabit these fictions, that's something I'd like to see continue with the new game. But if not for the narrative's sake, then I want a realistic approach to permeate Grand Theft Auto V because of the way in which it gave consistency and coherency to Liberty City in Grand Theft Auto IV -- put simply, I believe the game was more immersive because of the attention to detail and atmosphere that a more realistic style required. I thoroughly enjoyed the physics and handling of GTA IV's vehicles, for example, and how they behaved a little more like real cars (as opposed to floaty boxes) due to the sense of weight they now had. While obviously nowhere near the levels of racing simulations, this weight allowed for the game to communicate things like grip in a believable way, giving tactile feedback and a more informed sense of control to the driving mechanics of the game, as well as ensuring that these vehicles actually felt connected to the road and, more importantly, that they belonged in the environment. While Niko's (and later, Johnny and Luis') movement controls were inconsistent and arguably a little slow, his animations and weight also gave the impression of a connection to Liberty City, enhancing the ability to assume his character as we explored the environment and developed the story. These minor details, plus many more, really lifted Grand Theft Auto IV above other open-world games for me, something that continued in Red Dead Redemption -- it'd be nice to see GTA V follow the same direction, if not for the potential in storytelling than certainly because of the way in which it affects the game space. 

A Female Protagonist: It remains to be seen whether we will ever be granted a female protagonist in a Grand Theft Auto game, but if any developer was going to try it and actually do a meaningful job with it, it's Rockstar. You only need to look at a character like Bonnie MacFarlane from Red Dead Redemption to know what they can do with female characters, so extending that to a playable woman (or girl -- think along the lines of Bully) for GTA V would be an interesting outcome for the franchise. They've already experimented with characters of colour (San Andreas; Luis from The Ballad Of Gay Tony expansion) and other, less explored territory for their characters (Gay Tony would be another example -- it's up to you to decide whether these experiments have been meaningful or not) so seeing a female protagonist in Grand Theft Auto V isn't necessarily as big a stretch as it may initially seem, particularly when rumours abound suggesting that this new installment might contain multiple playable characters for the main story, rather than just one like its predecessors. But whether one dominates the game like Niko did for GTA IV is another story (if one is included at all), so I guess we will find out either through the trailer tomorrow, or as more details about the game show up as we head towards its release. Personally, though, I would absolutely love it if the whole game was led by a female protagonist, as the result of that wouldn't just be interesting from a Grand Theft Auto point of view, it'd also be interesting from an industry perspective, too. Rockstar are usually regarded as pioneers and it's not unusual for developers to follow their lead -- if Rockstar were brave enough* to use a female protagonist then that could indirectly motivate other developers to use them for their games, too, improving the videogame medium by making it more diverse and catering to a wider spectrum of players. Time will tell on this one. 

New Faces, New Places: While GTA: Vice City and GTA: San Andreas were interesting from a character development point of view, it wasn't until Grand Theft Auto IV that I believe Rockstar begun to make real progress as far as creating decent characters was concerned, something that only improved as the two downloadable episodes were released, and then later again when Red Dead Redemption hit the market. Now that they've gained some experience in creating multi-layered, unpredictable and intriguing characters, I'd love to see what Rockstar can do with a completely new cast that is separate to anything and anyone that we've seen before. I don't want to see cameos by Niko, Luis or Johnny, and I certainly don't want to see Claude, CJ or Tommy Vercetti appear either; instead, I want new people to get to know, new people to make friends (and enemies) with, and new relationships to be born. It doesn't matter whether this is in the form of multiple protagonists (as is rumoured), an emphasis on relationships (family or otherwise) as in GTA IV, or in the list of characters that make up the rest of the game -- all I want to see is new faces who continue to embody the direction that Rockstar appear to be heading in and who, more importantly, become people we care about as they join the ranks of the medium's other wonderful characters, such as the aforementioned Bonnie from Red Dead Redemption, the cast from Mass Effect or the companions from the Uncharted series. 

On top of that, I don't want to see a return to Vice City or the large, diverse environments that made San Andreas so compelling, even though a modern take on them would be quite fascinating (think of the way in which Liberty City changed from GTA III to GTA IV). Instead, I want to see a completely new city or expanse of land, one that gives Rockstar the chance to take us somewhere new and to show us something different, and one that can join those wonderful places as being some of the best videogame locations of all time. Aside from rumours floating around about a return to Vice City or Los Santos (GTA's version of Los Angeles, suggesting that the new game could be set in San Andreas), there's also some suggesting that this time around the game could be set in Washington D.C, particularly poignant given the material such a setting would give Rockstar, political or otherwise, and because of the proximity of that city to places like Baltimore and Philadelphia (not to mention New York or, in GTA terms, Liberty City). While nothing more than a rumour right now, I actually really like the sound of a Washington setting so while I'm not going to commit to expecting it, I do definitely think it would be an interesting change to what we experienced with Liberty City just a few short years ago. Wherever Grand Theft Auto V is set, be it a return to familiar places or new environments entirely, I am sure that the same care and attention will be given to the setting and as such, I can't wait to inhabit and explore GTA V's locations, no matter what they end up being. But it would be nice to see something new, so here's hoping that Rockstar's feeling the same way. 

Will GTA V see the same level of detail?

Some Predictions

A First-Person Perspective: This may be somewhat bold (not to mention surprising), especially considering how crucial a third-person viewpoint is for things like driving and brawling, but I predict that Grand Theft Auto V will have (because I'd like to see) a first-person perspective because that would represent the kind of shift Rockstar like to make whenever they do another numbered installment in the franchise. Grand Theft Auto IV was already incredible due to its atmosphere and attention to detail, where walking around the city was just as exciting as participating in an intense battle was -- imagine if GTA V provided this in a first-person perspective, where we were even more up close and personal with the environment and where things like shooting could adopt the insane progress we've made in recent years from other genres. Imagine driving with your focus behind the steering wheel as opposed to the car you're driving, or the potentially visceral brutality of melee as you fight against your foes. By using the first-person, Rockstar could fix a lot of the issues that GTA IV still exhibited despite immense improvements over the PS2-era titles, because our medium's obsession with First-Person Shooters has resulted in great gun-play while things like movement have been advanced thanks to titles like Mirror's Edge. The likelihood of Grand Theft Auto V being completely in the first-person perspective is probably rather slim, despite my desire to see Rockstar attempt such a thing with the series, but I have a feeling with GTA V so I guess we'll have to wait and see. If anything, they could opt for a mixture of first-and-third-person, similar to what Bethesda does with their Elder Scrolls and Fallout franchises. 

Multiple Cities: Whether it's revisiting old favourites or taking us to where we (and GTA) have never gone before, I believe Grand Theft Auto V will feature more than one city. The first reason I think this is because that's a direct way to improve on what was managed with Liberty City in GTA IV, signifying the next step up that the 'V' in the title represents, and the second is because Rockstar are ambitious like that and would want to send this generation out in a way that only they can. If the main game doesn't contain at least two cities (with rural areas and etc. in between), then I think they'll do it using downloadable expansions after the success they had with GTA IV's DLC. If the rumours about LA/Los Santos are true then it is quite possible that we will see the entirety of San Andreas, recreated as Liberty City was last time around. If it is a new setting altogether, like the aforementioned possibility of Washington D.C, then we could be seeing places like Baltimore, Philadelphia or Chicago appear for the first time. Wherever it will be, and whether it's on the disc or through expansions after release, I definitely believe GTA V will have multiple locations for us to explore and inhabit, so I look forward to seeing what those places will be when Rockstar reveal them. In some respects, they can't not offer more than one city: the fans have been pining for a new San Andreas for years and whilst what we may be getting with GTA V might not satiate that particular desire, I dare say the new environments -- and the fact that multiple locations offers the diversity that these people are after -- certainly will. 

Storytelling Progress: Whilst I already covered what I'd like to see Rockstar do with storytelling above, what I believe they will do happens to follow the same path -- after playing Red Dead Redemption I have no doubt in my mind that Rockstar have made it their goal, somewhat, to focus on and emphasise the importance of storytelling in videogames, and that they will be demonstrating their progress in this area with Grand Theft Auto V. Whether it is driven by a strong suite of characters, the journey that its protagonist(s?) will take or through the environmental information its setting can convey, I definitely think Rockstar are keen to continue telling tales and if they expand upon the progress they have made so far, then GTA V will be very interesting from a narrative point of view. Ultimately speculating on this aspect of the series is difficult because it's hard to know what direction they want to take the franchise in, let alone what they may or may not want to do on the storytelling front, but their approach to this generation thus far has all but confirmed to me that they are trying to advance the medium, once again, because few other developers seem comfortable in doing so. Will it result in the same levels of controversy that previous Grand Theft Auto titles have received? Maybe, but then again it is because of this controversy in the first place that we've made the progress we have in such little time, so I do think we will see it continue with Grand Theft Auto V. I just can't see them returning to the immature, juvenile antics that they used to revel in. Sure, it has its place in the medium as Saints Row clearly exemplifies, but Rockstar had their adolescent fun so now it is time to see how they're faring as an adult -- something I'm sure they are just as eager to find out as we are. Guess we'll find out with the trailer tomorrow!

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So there you go, my personal desires and predictions for Grand Theft Auto V. I can't wait to see what Rockstar will be revealing in the trailer and, indeed, as the game gets closer to release (I strongly suspect Game Informer's next cover will feature the game, too). Despite having these preferences and forecasts, I'm excited for the game no matter which direction they choose to head in. The franchise is one of the few in this industry that transcends the medium it exists in and is truly a global, cultural phenomenon -- the explosion on the Internet after that simple logo was shown proves this -- so, no matter what the game actually involves, it's just great to have a new GTA on the horizon and something to reinvigorate people's passion for games again after an arguably dull period in recent times. A new Grand Theft Auto is an event as much as, if not more than, it is a new game in a successful franchise so yeah, absolutely, I'm going to indulge in the emotion and attention that such a thing inspires in so many people. Something like this doesn't happen every day so the fact it is happening tomorrow is an incredibly exciting thing. Bring it on! 

*It irks me having to call using a female protagonist a “brave move” but, let's be honest, male-centric campaigns dominate the medium currently and whilst some developers have made inroads (think BioWare, or Valve), the reality is that most are too comfortable with using male characters for their games' leads. Things are changing, slowly, but they would change even faster if Rockstar led the way and showed them how things can, or should, be done. Here's hoping.