228: Fall of the House of Bellic

Brendan Main

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Fall of the House of Bellic

Most stories about the Mafia are tragedies, depicting great but flawed characters who are laid low by fate. Unfortunately, this tragedy doesn't usually make it into Mob games, with one notable exception: Grand Theft Auto 4. Brendan Main examines what makes GTA IV's Niko Bellic a different breed of videogame criminal.

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sms_117b

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Oct 4, 2007
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Excellent article, you've reminded why I loved the game, the gritty truths of life rather than glamorous stories of Hollywood weaved into the story. Even with the endings empty feeling, I might go play it again now.
 

Jaqen Hghar

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Feb 11, 2009
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I have to echo the others: Great article!

This sums up why I love GTA4, yes, more than any of the other GTA's. It is a more real tale. I like that. Now you really made me want to play it again as well.
 

Trucken

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Like everyone else said, great article.

I still remember that feeling I had when I first beat GTA IV. I had made the decision to go through with the deal, since Roman had asked me to try to leave everything behind. It all went to hell, but I got through it. And then we come to the wedding.

When the game was over it was just a feeling of... emptiness. No joy, no sad, just... empty. It wasn't a bad feeling, but it sure was different from the feelings you usually get from a GTA game.
 

Woodsey

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A really great article and a joy to read, although I must say I never felt they took Niko's character far enough.

Tommy Angelo in Mafia (I'll mention that game in every thread, even if it kills me) was a much more fleshed out character, although in the end, the characters are driven by the same thing; desperation.

And what happened to Tommy in the end was even worse than what happened to Niko; and the final monologue is fantastic.
 

Nerf Ninja

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As much as I enjoyed the article the game still bored me. Probably because of his fall, there was no real sense of achievement with this game as there were with the previous ones.
 

Brendan Main

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Woodsey said:
A really great article and a joy to read, although I must say I never felt they took Niko's character far enough.

Tommy Angelo in Mafia (I'll mention that game in every thread, even if it kills me) was a much more fleshed out character, although in the end, the characters are driven by the same thing; desperation.

And what happened to Tommy in the end was even worse than what happened to Niko; and the final monologue is fantastic.
I think that's an excellent comparison - both characters are out to get what Angelo calls 'balance,' though they certainly chose different ways to tip the scales.

Could Niko have been further fleshed out, made more human? Perhaps... but I found myself willing to accept him, with all his limitations. it may be the suggestion that his past has ripped something crucial out of him, some capacity to function like a normal person.

I agree that that final scene in Mafia is a masterstroke - it deserves an article of its own. But as to who gets it worse in the end, well, that's tougher. I wrote a few thoughts on it, but decided to tag it as spoiler for those interested in experiencing it on their own.


Does living always beat dead? Maybe only when you have something to live for. Turning state got Angelo a fair shot: For nearly two decades, he has the house, the family - even the freshly watered lawn.

Yes, his past catches up with him suddenly - but his final words, as the camera pans upwards, seem resigned, even calm. "I messed up," he admits, but there is the sense that a lesson has been learned. He speaks of things greater than laws written on paper. And then, over the credits, those first few lines of song: "Where do gangsters go when they die?"

I think that this may be the difference of philosophy between these endings. Bellic, for his mistakes, is damned to live on in the hell of the city. But Angelo departs as a changed man: He is angelic.
 

GonzoGamer

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Nerf Ninja said:
As much as I enjoyed the article the game still bored me. Probably because of his fall, there was no real sense of achievement with this game as there were with the previous ones.
Ditto.
Cool article but I still can't help but think that maybe Niko wouldn't have been so jaded if he had some fun things to do in Liberty City: Rampages, Businesses, Pimping, Dealing (like in Chinatown wars), or even a breakout from that fancy prison in Alderney (that's the Jersey island right?) - Jerry was still in there last I checked.

That game had a good story but as a gta game, it came off as really pretentious.
 

Woodsey

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Brendan Main said:
Does living always beat dead? Maybe only when you have something to live for. Turning state got Angelo a fair shot: For nearly two decades, he has the house, the family - even the freshly watered lawn.

Yes, his past catches up with him suddenly - but his final words, as the camera pans upwards, seem resigned, even calm. "I messed up," he admits, but there is the sense that a lesson has been learned. He speaks of things greater than laws written on paper. And then, over the credits, those first few lines of song: "Where do gangsters go when they die?"

I think that this may be the difference of philosophy between these endings. Bellic, for his mistakes, is damned to live on in the hell of the city. But Angelo departs as a changed man: He is angelic.
You make a good point - I think the biggest problem when trying to make Niko a real character was in fact the very nature of the game; the sandbox.

A loved one dies, the credits roll (or do they?) and then you go pick up a rocket launcher and shoot everything to shit. Hmmm...

Then there's the backstory - not much time is really given to it, yet a large portion of the game is given as the reasoning behind Niko being in Liberty City.

Tommy, you were his story. You endured every moment, talked to every character, saw every regret. Tommy made the wrong choice, but he was forced out of the Mafia; if no one had found out he had a conscience, he would of still been in.

The people he worked with for 8 years were his friends, his best friend was shot to shit and his other good friend turned against him in an effort to join the only side who could really win.

I think the main difference between the two games (in terms of character development, I go ape shit if someone tries to compare the two; they're not alike!) is that Mafia went balls-out on the characters and story. And boy did it pay off. GTA IV did an interesting story, but I sometimes wonder if they didn't struggle between balancing rocket-launcher rampages and developing the character and story.

On a side line, I wish they wouldn't put "moral" choices in a game. I'm playing a story, so tell me the story. Do the most powerful outcome, a second outcome only weakens the two overall.

In games such as Mass Effect it's different, but they were oh so very tacked on in GTA IV.
 

stonybrowder

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While the article is quite thought provoking, I can't help but feel that the art of the game is being analyzed for being deeper than it really is. There is no real evidence that Niko wants a steady job or a family. While Rockstar made a decent effort in making Niko a more "human" character by lunging him into America a poor man, there is nothing to suggest that he wants a family. However if there was a female lead that pulled him in a domestic direction, (other than Kate, she was merely just an option and not framed in a cinematic fashion), than we'd feel Niko's pain. Ultimately the latest installments of GTA are flawed by characters of no consequence. The biggest moment in GTA 4 for me was when the business and apartment was torched as the mission prior lead up to that and the characters suffered in the form of the plot. They had to leave their old way behind. This never really happened again. It's strange too how Niko appears so soft and conflicted about pretty much anything that comes his way and then I'm suddenly given control over a rocket launcher and a machine gun, killing thousands of police and mowing down pedestrians. To enjoy the full narrative, I felt I had to invent a problem for Niko that simply wasn't in the game. I imagined Niko suffered from an undiagnosed mental condition. It's the only thing that would allow the sandbox style mahem and heavy narrative to co-exist. I feel the writer of this article has done the same. He was forced to imagine the parts that filled in the gaps between the gameplay and the story. Would the game as a whole be better if this wasn't a sandbox? Would the game be worse?
 

Generic_Dave

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Jul 15, 2009
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You want deeply affecting gameplay, there it is. Shut up about MW2 and its terrorist level, this is one of the really affecting moments of gameplay. I couldn't have articulated it like this, but its what makes GTA 4 a game worth finishing, rather than one you just jump into.
 

sln333

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Jun 22, 2009
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I agree about how GTA IV is a different GTA. It was much more of a social commentary and a look into the "bad" side of a criminal life. Not the one where you ice higher ups to end up with all the money and houses. This was one where you kill to get by and wish you weren't in it to begin with. Good article.
 

DeAvatar

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Mar 27, 2009
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Excellent article on Niko and the recent GTAs, and the perspective of modern outlaw gunmen in this series.
 

Brendan Main

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Woodsey said:
You make a good point - I think the biggest problem when trying to make Niko a real character was in fact the very nature of the game; the sandbox.
I see it as a give and take. It's difficult to contain personal reflection in such a macroscopic pursuit as worldbuilding, but every now and then it works. What got me were the emails: Smack dab in an obnoxious mission to pose as a gay man online, you're sent to get your sea legs for the Internet. Thanks, Brucie. This is exactly where I want to be, holed up in some two-bit internet cafe. I flip through the ridiculous websites, I sift through a page of spam...

and all of a sudden I stumble across that beautiful email from Milica, Niko's mother. She's writing to ask if I'm well. I lie to her. For the rest of the game, I'm such an idiot that I find myself logging on to every computer I stumble across, just to see if her next email has arrived.

This is the kind of thing I wouldn't want as a plot point, or scripted event. Perhaps perversely, I like how peripheral it is, how easily missed. It works as a world point: a momentary reminder that there's a bigger world out there than the fishbowl of Liberty City.

Woodsey said:
On a side line, I wish they wouldn't put "moral" choices in a game. I'm playing a story, so tell me the story. Do the most powerful outcome, a second outcome only weakens the two overall.

In games such as Mass Effect it's different, but they were oh so very tacked on in GTA IV.
I agree with you in this case most of the time. In fact, I wrote an article a couple of months back arguig that the only true 'morality games' are the ones we play against ourselves, and something that resists systemization even at the best of times.

http://www.escapistmagazine.com/articles/view/issues/issue_211/6281-Kill-Billy

In GTAIV's case, I wish that the "kill or spare" dynamic wasn't bundled so neatly into the "Do you kill this guy in an awesome way" play mechanic. One mission, I'm chasing some random hood across the rooftops on behest of that louse, Vlad. He's getting away, (because I suck at jumping,) so I pull out my gun, take aim and pick him off. Instead of feeling rotten that I've slid even deeper into Liberty CIty's life of corruption, I'm feeling pretty terrific. I mean, it was a great shot.

Someone tells me later I could have spared him if I chased him all the way to the edge, where he falls off. Instead of stomping on his hands, you hoist him up and let him escape. Hell of a way to spare somebody. If I really liked him, I would have chased him all the way to the edge, helped him up, then bought him a milkshake.

That said, I think there is something at work in the game that's a little more simple than a half dozen choices tacked on in a hasty attempt at a 'morality game.' I think it would be unforgiveably cynical if through your choices could somehow weasel your way to anything resembling a "good end." That's the fatalism I'm referring to in my article - the sense that Niko is so thoroughly buggered by the end of the game that no amount of in game do-goodery is going to save him.

If Niko wants 'morality-game' style vindication, he had better get on that whole 'saving orphan kittens' thing. And let me tell you, orphan kittens are a real pain to save. You give them all the gruel they can eat, but nooo, they want more. And the paperwork! Don't get me started on the paperwork.
 

dubious_wolf

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Jun 4, 2009
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hey that was nifty I like the subtly through the article pointing out the contrast between the video game world and the real one.
"He may have been free in New York, but He is a prisoner in Liberty City." poetic.
These articles are always well written and I always appreciate the work that goes in them.