23 April, 2009

Game Journal: GTA: Chinatown Wars

written on Wednesday, April 22, 2009

GAME JOURNALS CONTAIN SPOILERS. DEAL WITH IT PINK BOY.

TRADE REPORT FOR WEEK 3


Depressants
Cash earned: 23,194
Cash spent: 1,075

Hallucinogens
Cash earned: 70,920
Cash spent: 40,473

Powders
Cash earned: 136,264
Cash spent: 71,928

Value of drugs lost when busted: 0

Value of drugs lost to mission buy-ins: 0

Total income: 230,378
Total outgoings: 113,476

Profit: 116,902


I think it's safe to say business is in full swing. Actually, it's in a lull right now because no one selling cheap, just buying high, and I've got way more money than I need, so I'm finally getting back to the story missions.

It's a typical GTA, which means it's a typical crime drama. The main character's father has been killed, the family sword (which the father won playing cards) stolen, and the main character almost killed by some mooks. The road to revenge is long and boring and will assuredly feature double crosses and shifting alliances. At the end of the day, it's just a bunch of missions.

The missions have opened up a few interesting things, though. Ammu-Nation is the name of the main arms seller in the GTA games. Ammu-Nation trucks now wander the city and can be attacked. I've never attacked one as it seems fairly suicidal, but it still makes the environment seem a little more target rich. Also I just unlocked drug vans that wander around, waiting to be stolen, driven back to a safe house, and slashed open for free drugs.

And a lot of other places have said it already, but it bears repeating that the new police chase mechanic is pretty awesome. You can reduce your wanted level by (among other things) making the police cars chasing you crash into walls. It's a lot more fun than running like a coward, which was the main mechanic in all prior GTA games.

So so far the grinding hasn't been terrible, and the game continues to add new elements. I'm still in the honeymoon phase.

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