For a little while now I've been wondering what the GTAIV DLC might be. Actually more accurately I've been daydreaming on what I would like it to be. The kind of wonderment, that if it came to fruition, would make me cry rainbows. Microsoft spent a vast amount of money (to me anyways) keeping that content exclusive so it's safe to say it will be more than cars, guns and clothing. Likely it will be episodic, probably with more than one download, spaced out over the coming year. But I hope that Microsoft/Rockstar won't put all their guns into one duffle bag (so to speak). With any luck they will offer multiple flavours of DLC, and if the planets are aligned just right, we may even see the ultimate flavour any menu can offer; rotting flesh! Hmmmmmmmmm I think I should rethink that sentence.
I haven't used this blog space before because I never really had anything to say. Not sure that has changed to be honest. However I wanted to gather up all the random thoughts I have thrown about my head and put them into one neat pile in the corner. And what better place to do so than here on the interwebs, among a series of tubes, no one will read!?
When I think of zombies and GTA, I envision it as a multiplayer gametype. Not as a series of single player missions but as an objective game to be shared in pants peeing terror with your friends (or on your own if they are unavailable and/or imaginary). The basic premise would be as follows. It's your regular mill undead apocalypse. Those who had a "zombie plan" have long since executed it and are living the high life. The rest of us have holed up in a building during the initial outbreak/panic where we've been relatively safe and undetected, but are quickly running low on food and water. One night there is a commotion outside and risking a view, you see three other human survivors. It's the first sign of real life you've seen in over a week and their in a fight for their lives. A rescue is mounted but, alas, it is in vain. Only one of the men makes it back with you, to your building, but he is mortally wounded and won't last the night. He explains that one of the survivors in his own group (there originally were eight) owned a helicopter across town. He felt it would still be secured/operational and they were making their way to it, in order to escape the city's concentration of infected. He dies soon after revealing it's location. The next few hours are spent weighing the pros and cons of making such a suicidal attempt yourself. For the time being your building is a safe haven, but dwindling supplies will force you to venture out into the street anyways. It's decided that if you have to leave, you may as well do so with a plan to escape Liberty City. You and your group gather up what little you have remaining, check your weapons and begin the most important run of your lives.
As you can see the objective of this game is to get from point A to point B. This could be across the entire city or just one of the boroughs (selectable in the set-up options) but whichever you choose there will be a random factor to it. Unlike Hangman's N.O.O.S.E, it's not the same start and finish points every time. If you select the full city then you will need to cross all of it. Sometimes going east to west, sometimes west to east. If you just select an individual borough then you'd be moving north/south instead, as that is generally the longer distance. It's not always a helicopter you're aiming for either. If it fits in better for an area it would be a yacht instead. The point is that you have the option of choosing which area you want to travel and after that there is still a random element to keep things from becoming completely predictable.
The goals themselves would be scaleable to the group. If there are eight of you, for example, then there would be two helicopters instead of one. Also the goal marker to complete the game would be set just beyond the chopper or boat themselves. The helicopter one would be set above it, so you all have to not only get in safely but also lift off and raise a few feet, in order to succeed.
Aside from zombies there are a few other things that set this gametype apart from those currently available. The first is that there would be no other helicopters or boats for you to use. This is obviously so you can't simply take the easy way out. The fun of playing a zombie nightmare is through facing it head on and not from high in the sky or out to at sea. This means you'll be forced to use the streets to reach your goal. However it's isn't going to be much of a challenge if you can simply jack a vehicle and drive all the way there either, which bring me to another change; roadblocks/obstacles.
In the early stages of infection the authorities tried to stop the spread of the outbreak by barricading access to the other islands. Every bridge would thus have some type of roadblock in place (similar to those in place when you first start playing the single player game). Where they were unsuccessful in setting up something in time, I imagine some places to be impassable due to vehicles, packed bumper to bumper, in abandoned traffic jams. Like in the tunnel connecting Algonquin and Alderney and perhaps even some of the lesser connecting bridges (like those connecting Dukes with Bohan). These would serve as sections where the players would have to exit the (relative) safety of their cars and proceed on foot until they could find a new vehicle to use. Motorcycles would likely be able to weave around these sections but would be balanced out by the fact that they are more dangerous and can only carry two people at a time.
In addition to these roadblocks I also imagine a general clutterness to the streets. Overturned cars, mini traffic jams or intersection pile-up's that prevent the players from simply speeding down the avenue unchallenged. This would mean slowly down to navigate these obstacles (or even finding alternative routes if they are bad enough) which in turn increases the likelihood of being overwhelmed by brain munchers (perhaps even pulled from their seats in the process).
When it comes to setting up your game my opinion is not to limit choice. Some of the greatest games I've played have allowed for a bevy of gameplay tweaks, allowing players to adjust each session to match their moods and/or the people they are playing with. Things like time of day, weather, weapons on the map and auto-aim, would all still be there. But there would also be many additional options to mess with (along with some amendments or omissions due to the nature of the gametype). Below I list each of them with further explanation.
Continued in part two due to space limitations
Log in to comment