On balance Grand Theft Auto IV it is and remains a GTA
until the purest core of the gameplay. A lively city where the player is
immersed to carry out a series of missions chosen at his discretion between
those available from moment to moment and the variety not always excellent but
certainly impact in terms of involvement and fun. Certainly in the long run it
may seem repetitive to enter the standardized routine of the car journey to
reach a character, accept his mission, reach the point where the work actually
takes place, then in most cases, take the character back home. But all this
apparent repetitiveness is dampened with great skill by a whole series of
extremely deep and involving dialogues that take place in the car between Niko
and the passenger of the situation or between Bellic and an interlocutor on the
phone: always credible, in line with the character of the characters and with
the current game situation. In reality, however, there is nothing really
innovative: the system of missions is the same since the days of GTA3 and this
is unfortunately not a merit.
While considering exceptional some missions from the
indisputable originality (the bank robbery or the job interview to cite two examples
that you will appreciate in taste) their balancing is not always excellent. The
vast majority face each other without any difficulty,The Snow Storm and
Deconstruction for Beginners just to name a couple, will be missions in which
you will spit blood and poison especially in conjunction with the now obsolete
GTA (GTA iv apk) rescue system. It
will never be possible to save during the missions and this will result in
endless curses, joypad launches against the TV and interruptions of games in
the midst of frustration when maybe after a 20 minute firefight, you will end
up wounded to death during the escape drive to the point of closure of the
mission and you will have to start all over again from the beginning.
GTA iv apk- What is it?
Where instead GTA4 (GTA iv apk) innovates with great simplicity and depth is in the
controls, in a tactical shell management system and in the new interaction with
the police and with the degree of suspicion. But let's go with order. Niko is
controlled with the two analogs like in any other action, the left to make him
walk and the right to move the view. With the various buttons you can jump and
climb, enter a vehicle by knocking out its occupant or stealing it if parked,
launch a punch to enter the combat mode with your bare hands, run or run a shot
in speed. Pressing the left analog will then be possible to crouch. The real
news however is in the use of back buttons: with the in fact, the lower left
will make it possible to make the viewfinder appear for the aim of precision
while with the right you can shoot with the weapon embraced at the moment. When
in the presence of enemies the left backbone can be pressed in half to use the
free aim, otherwise if pressed all the way down, it will allow to lock the
target on a specific opponent and also have an indicator of his health and the
presence of a bulletproof vest. In this mode, by moving the right analog you
can try to aim at the head or legs or change target among those adjacent to the
selected enemy.
The system is extremely intuitive and quick and fits
perfectly with the new roof management. Pressing the upper right backbone when
close to an obstacle or a wall, Niko will hide with a behavior that closely
resembles what was created and seen in Gears of War.
In fact, behind the cover it will be possible to shoot
blindly by pressing the lower right backbone or to aim accurately or with the
target lock using the left trigger as explained above. At the same time you can
protrude from the corners or, in the presence of obstacles in the vicinity you
can jump with a somersault to other covers or climb them to get closer to the
enemy. Everything works perfectly integrated with the frenzy of firefights,
adding an extremely pleasant tactical element in the strongly actioned GTA
world. But we have to make some notes: the roofing system gives the best of
itself outdoors while showing some magagna in the narrowest spaces, indoors.
Not a few times you will find yourself having to get out of the cover because
after a somersault or a side shift the character will have turned the wrong way
just when the enemy is within walking distance ready to hit you with the kick
of the weapon. At the same time automatic aiming tends to be really very
ineffective when the target is fixed and this will stimulate you to use your
free aim more often to try to hit an arm that protrudes or the head that faces
to see the situation.
The result will be to drive Niko forward with the
weapon flattened ignoring uncomfortable covers and forts of a game system that
seems to reward the audacity of the player also due to artificial intelligence
rather stupid and that tends to remain crystallized behind a wall or a column
even when with a quick game of hand you will throw a grenade near the enemy on
duty. Of course, very often there will be many enemies on the screen and thank
the sky to see them even a bit 'stupidity.
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