Gta 4 dating kate after she died
Gta 4 dating kate after she died - men profiles for dating
In the Mass Effect article, I said that to ask the player which character he cares about most with the explicit intent of then killing them would be (to use my exact words) "a dick move." I still believe that.Yet even though that's the exact situation we're presented with at the end of GTA IV, it's not framed as such; when Kate and Roman are killed, the player blames the characters who killed them, rather than the designers, for the tragedy.
If the game had straightforwardly asked the player, "Who do you want to live? ," right before immediately killing whomever the player didn't want to die, the player would resent the writers all the way up until the end of the game.Phrasing this essential life or death choice as a matter of money or revenge was an incredibly clever way of working around this problem.The result of all this, of course, is a much more emotionally satisfying payoff.Though the actual shooting scenes suffer from horrible camerawork and editing (Roman doesn't even get a close-up as he's shot), the fact that the player has to watch as the character they most cared about dies in Niko's arms adds a much more personal slant to the final mission, and ultimate theme of the game.A few months back, I did a piece on Mass Effect wherein I discussed the fact that, though the game had an epic, branching, nonlinear storyline, it frequently chose making the player "happy" over creating a suspenseful, tragic, dramatic storyline.If you liked a character, the game would not kill him under any circumstances, and if you hated one, the game acknowledged that it'd be okay to gank that person without the player getting upset.
Having just beaten Grand Theft Auto IV, I noticed Rockstar vastly improved upon many of the same structural ideas and narrative mechanics Mass Effect implemented a few months back.
I can't get into too much more without spoiling stuff for those souls who haven't yet reached the end of Niko Bellic's bloody quest, so just hit the jump to see what I mean. Now, when I say that Rockstar "vastly improved" over Mass Effect's branching storyline idea, I obviously mean to say they "did the complete opposite." In the final narrative decision of GTA IV, the game forces the player to choose which of two secondary characters (Roman or Kate) he or she prefers, then rewards that decision by killing off the selected character.
The choices you're given are presented under the guise of being either solely revenge-driven or money-driven, but a significant factor which guides the player's decision concerns which secondary character supports which option.
Kate tells Niko that he shouldn't sacrifice his vengefulness for money (and that she'll leave him if he does), while Roman thinks Niko should leave his life of violence behind and get money for Roman and Mallorie's honeymoon.
As the player has no real use for the half-million Pegorino promises Niko (unlike in Vice City, you can't buy property; any money the player earns past the 0,000 mark is pretty much frivolous), the final decision only partially concerns the question of revenge versus money -- equally, it's about choosing between Kate and Roman.
The choice only works, though, if you think it's all about the money and revenge.