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#its an action sequence of a special force shooting gangster or some
florbexter · 8 months
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The Sign ลางสังหรณ์ || Tharn x Phaya
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moviemunchies · 4 years
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There’s a certain subgenre of action movie that goes like this: we have an ordinary(ish) man who wants to go about his business, but then some tragedy happens and his family or loved one gets killed by the mob, or the gang, or the cartel, or the government, or whatever. So he levels up, goes on a rampage and takes out everyone that wronged him or was involved in the murder of his family or loved one in the goriest way possible and it’s glorious.
There has been Discourse about how this works; about how the women in these stories mostly exist for the sole purpose of getting violence enacted upon them (see Stuffed into the Fridge for more). They’re not characters, they’re props to be disposed of, or exist solely for the motivations of a man. 
Peppermint kind of gets around that because its protagonist is a woman. And that’s kind of… it when it comes to this movie. I mean it’s The Punisher, right down to the “family gets gunned down close to a merry-go-round,” except the main character is played by Jennifer Garner.
It goes like this: Riley North is a suburban mom whose family is financially struggling when, on her daughter’s birthday, her husband and child are gunned down in drive-by shooting by the cartel. Turns out her husband was offered a job robbing the cartel, and though he declined to take a part in it his name was still noticed by the cartel and they killed him. Making matters worse, the cartel has paid off enough people in the justice system that the men who did it walk free, despite Riley’s testimony. So five years later, Riley’s back for revenge, and goes killing all the men who wronged her.
Let’s get this out of the way: Peppermint is not a particularly smart movie. There’s no explanation as to how Riley North became an absolute badass. The Department of Justice gives a rundown of her buying guns and getting involved in mixed martial arts in her five-year gap, but there’s not a hint as to how she got those skillz. Where did she learn to fight? To shoot? To break into buildings? To recognize explosives? No explanation. A lot of these kinds of movies get around this by having the protagonist be military or ex-special forces, or in the case of Columbiana, trained by a former gangster. Peppermint does no such thing; Riley is explicitly a soccer mom before all of this happened. We get no indication that she’s a badass until we see her in the modern sequences gunning cartel members right and left. Mind you, it’s still awesome, but if you wanted the movie to make more sense than that I’m afraid you’ll be disappointed.
It’s a pretty straightforward story, and I can’t exactly say there’s much about it that will surprise you. The story goes almost precisely how you expect it will go. There’s only one exception in my case: there was one character I spent the entire movie suspecting was secretly evil, but in the last act of the movie the narrative takes a sharp swerve and it turns out that I was wrong. I don’t know if this is the use of a clever red herring, or just the movie fumbling the writing on this point. Really, with Peppermint, it could be either.
You might get the impression from this review that I’m saying this is a dumb movie. And… yeah, it kind of is. If you want a dumb action movie to fill in your evening, then yeah, Peppermint is going to fill that void. And that’s fine. But I doubt it’s going to be on anyone’s “Top Action Movie” lists and I do think it’s too predictable and poorly-thought out to be a good action movie. Yes I liked it, but objectively speaking there’s not much to it.
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daleisgreat · 4 years
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The Punisher (1989): Unrated Cut
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This has been one I have been meaning to be covering for a few years now. Longtime readers here may remember my friend Matt I reference semi-occasionally when I review one of his gag gift movies here. Every now and then though he will legit surprise with me with an awesome movie gift as with today’s example. Matt knows I am a huge fan of the comic book character, The Punisher, and that all three of the live action Punisher movies are guilty pleasures of mine. Up until a few years ago I already owned both the Thomas Jane and Ray Stevenson Punisher films on BluRay, but the original 1989 Punisher movie I only owned a bare bones DVD release that I thought was the only home video version of that film. Matt surprised me a few years back by tracking down an international release of an unrated director’s cut of The Punisher on BluRay. Turns out in North America, right on the precipice of the film’s released it got traded studios as its original studio was in the process of being acquired. Turns out the new studio was not confident in the drawing power of Dolph Lungdren anymore so the 1989 Punisher film was among the first wave of movies to hit the straight-to-video market. Internationally, The Punisher received theatrical releases, and performed well, which is why it landed an international BluRay release. Thank goodness my BluRay player recognizes international regions, but my only nitpick with it is the lack of subtitles. So this version of the film on BluRay is the ‘Unrated Cut’ which is how the director, Mark Goldblatt, originally envisioned the film. The 80s were the era of the gratuitously violent action blockbusters with the likes of Rambo, Robocop, Commando, Terminator and countless others dominating the box office. The Punisher was shot for that demographic, and Goldblatt stated in the commentary how he had to take the film to the MPAA nine times before toning down the movie enough to earn an ‘R’ rating.
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The film wastes no time with a lengthy origin story as it kicks off with a gang leader being acquitted of all charges for murdering Frank Castle (Dolph Lungdren) and his family five years prior. A news reporter recommends the gang to be on the lookout for ‘The Punisher’ vigilante, which the gang laughs off the journalist’s warnings, only for the gang to instantly meet their demise mere minutes after arriving home from court. The Yakuza arrive in town to capitalize on The Punisher’s fallout, with Yakuza leader Lady Tanaka (Kim Miyori) forcing replacement gang leader Dino Moretti (Bryan Marshall) to partner up with her after kidnapping the children of Moretti and his allies. Trying to keep tabs on this whole mess of a situation is the ‘Punisher Task Force’ consisting of Frank Castle’s former partner, Jake Berkowitz (Louis Gossett Jr.), and fellow detective Sam Leary (Nancy Everhard). Following all this setup, The Punisher is essentially 1980s action film 101, with Castle tearing it up against the Yakuza in a couple of entertaining shootouts in a casino and later on in a funhouse, complete with Yakuza members firing away at Frank while breezing down a curvy slide. Completing the over-the-top 80s action formula is the cheesy one-liners, with my favorite featuring Berkowitz grilling Frank on his vigilante warfare, “What do you call 125 murders in five years?” to which Castle dryly retorts, “Work-in-Progress.” Eventually everything comes to a head when Punisher and Moretti team up to rescue Moretti’s kid in the Yakuza stronghold, where the most intense fighting sequences emanate from in the entire film. The unrated cut pulls no punches, with the most gruesome fatalities transpiring as Castle and Moretti work their way to the final confrontation with Lada Tanaka.
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When I re-watched the film with audio commentary from Mark Goldblatt he made sure to pinpoint which parts he added back in as he originally envisioned for this unrated version, and how he stands behind this version being the definitive cut of the film. Other interesting tidbits from the commentary was how the film wound up being shot in Australia, regrets of not having the Punisher’s trademark skull icon on his shirt in the film and informing in-depth on the film trading studios and going direct-to-video in America. Goldblatt also mentions in the commentary how there is a workprint cut of the film, which he stated he does not stand behind since it was cut before the core movie finished filming. Said workprint cut is included as a bonus feature, and is actually eight minutes longer than the unrated cut. The main takeaway I had with the workprint cut is it has a whole new 17 minute opening on the origin of The Punisher that happens five years earlier where it shows Castle and Berkowitz making a bust on a routine stakeout that clues the gangsters in to Frank’s family location where they ultimately make a hit on Frank’s family. That whole 17 minutes is briefly alluded to in the unrated cut in the form of a five second flashback of the family’s demise. This prologue adds a whole new dynamic to the film, but I can see why Goldblatt wanted it cut since it brings a snappier pace to the overall film. Also worth mentioning is that the workprint is presented in its original adapted 35mm form, and how the editors did a commendable job cleaning it up for the HD version on the BluRay.
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Other extra features is a 21 minute interview with Mark Goldblatt. If you do not have time to invest into the commentary track, then this interview is a recommended alternative as it hits most of the same beats and goes into Mark’s other Hollywood successes. Also included is a quick five minute interview with Dolph Lungdren where he has fond memories working with the stuntmen in the fight sequences and wishes the movie would have had a theatrical run in America. For those who are fans of reverse box art, I recommend taking advantage of that here, as this BluRay’s alternative artwork is pretty remarkable. Rounding off the BluRay is a gag reel…..which would not load on my BluRay player, so that will have to be my loss. The Punisher: Unrated Cut BluRay was a surprise hit gift from Matt! I will stand behind Goldblatt by safely assuring his unrated cut here is the must-see version of the film. A solid slate of extra features only helps makes this BluRay the definitive home video edition of this movie. If you dig the over-the-top action films of the 80s, then odds are this 1989 take on The Punisher will be right up your alley. Other Random Backlog Movie Blogs 3 12 Angry Men (1957) 12 Rounds 3: Lockdown 21 Jump Street The Accountant Angry Video Game Nerd: The Movie Atari: Game Over The Avengers: Age of Ultron The Avengers: Infinity War Batman: The Dark Knight Rises Batman: The Killing Joke Batman: Mask of the Phantasm Batman V Superman: Dawn of Justice Bounty Hunters Cabin in the Woods Captain America: Civil War Captain America: The First Avenger Captain America: The Winter Soldier Christmas Eve Clash of the Titans (1981) Clint Eastwood 11-pack Special The Condemned 2 Countdown Creed I & II Deck the Halls Detroit Rock City Die Hard Dredd The Eliminators The Equalizer Dirty Work Faster Fast and Furious I-VIII Field of Dreams Fight Club The Fighter For Love of the Game Good Will Hunting Gravity Grunt: The Wrestling Movie Guardians of the Galaxy Guardians of the Galaxy Vol 2 Hell Comes to Frogtown Hercules: Reborn Hitman I Like to Hurt People Indiana Jones 1-4 Ink The Interrogation Interstellar Jay and Silent Bob Reboot Jobs Joy Ride 1-3 Last Action Hero Major League Man of Steel Man on the Moon Man vs Snake Marine 3-6 Merry Friggin Christmas Metallica: Some Kind of Monster Mortal Kombat Mortal Kombat Legends: Scorpions Revenge National Treasure National Treasure: Book of Secrets Not for Resale Pulp Fiction The Replacements Reservoir Dogs Rocky I-VIII Running Films Part 1 Running Films Part 2 San Andreas ScoobyDoo Wrestlemania Mystery Scott Pilgrim vs the World The Secret Life of Walter Mitty Shoot em Up Slacker Skyscraper Small Town Santa Steve Jobs Source Code Star Trek I-XIII Sully Take Me Home Tonight TMNT The Tooth Fairy 1 & 2 UHF Veronica Mars Vision Quest The War Wild The Wizard Wonder Woman The Wrestler (2008) X-Men: Apocalypse X-Men: Days of Future Past
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rodrigohyde · 6 years
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How the ‘Bright’ stunt team created gritty, realistic action in a world of mystical mayhem
Netflix's new movie Bright is ready to show you a world unlike anything you’ve ever seen. But instead of bringing Bright to movie theaters, the kingpin streaming service is bringing the movie straight into your living room.
Bright, starring Will Smith and Joel Edgerton, has all the usual ingredients of a gritty, action-focused cop film—huge explosions, wild car chases, gangsters, and mismatched partners—but it’s completely unique in this way: The film takes place in a world where magic is real, and humans, orcs, elves, and fairies are all living alongside each other.
[RELATED1]
The genre-bending story follows two LAPD police officers, human Daryl Ward (Smith) and his rookie Orc partner Nick Jakoby (Edgerton), as they go out on what seems like a routine patrol in the city. But when they discover an ancient, powerful, and thought-to-be-lost magic wand, they’re forced to protect a young elf (Lucy Fry) and make sure the weapon doesn’t fall into the wrong hands.
Given a setting that's as much Lord of the Rings as it is Lethal Weapon, director David Ayer faced a special challenge: making a fantastical landcape feel real. To bring his gritty, realistic style from films like End of Watch, Training Day, and Suicide Squad to the world of Bright, Ayer enlisted stunt coordinator Robert Alonzo to handle the action.
[RELATED2]
Alonzo—who has worked on films like Deadpool, Mission: Impossible Ghost Protocol, Jack Reacher: Never Go Back, Avengers: Age of Ultron, and The Fighter—didn’t just oversee the stunt work. (He estimates that 90% of those stunts were done by the actors themselves, by the way.) Alonzo also designed different fight styles for each character, trained the actors in martial arts, and even directed some of the second unit action scenes.
“In a world where magic exists, basically everyone is like an Olympic athlete,” Alonzo told Men’s Fitness. “Each magical race has different character traits, but everyone has the strength and speed of a Usain Bolt. The Orcs are just bigger, like NFL players, so they don’t move as fast as humans or elves, but are very strong. The elves are more agile, they’re like the elite among these creatures. We had the elves train in Filipino martial arts, Kempo karate, capoeira, and taekwondo; the cops with boxing, Pencak Silat, and Muay Thai, while the Orcs did more of wrestling and Judo."
[RELATED3]
The $90 million fantasy-action film is a major bet for Netflix, and one they hope will be a precursor to more big-budget movies in the future.
Alonzo spoke with Men’s Fitness about creating a world of badass action and mystical beings, exploding things around Will Smith, and how they pulled off the biggest stunts in Bright.
Men’s Fitness: What was it like working with a director like David Ayer?
Robert Alonzo: I came into the film a bit late, so I had to jump in headfirst. Working with David was such a blessing. We worked together really well in regards to the story and the action, and how the action interacts with the characters. With all the movies that I work on, I want to make sure that the action isn't just action for the sake of action—[I wanted to make sure] it all lends itself to the story and the plot and the character arcs. David was very supportive of that, and how we wanted to develop a very specific style of movements in regards to the different species that were in this world.
What was it like working with Will Smith on this project?
It's was fantastic—you're working with a seasoned pro. The commitment level from him was off the charts. When you're working with guys who've been in the business for so long like Will, he knows the value of the training, and he knows the value of committing to characters wholeheartedly. The preparation in regards to that is really important. With the schedule that he did have, he’s obviously the lead, so he can only train when the schedule allows for it.
[RELATED4]
But he came in, and his ability to adapt to situations on the fly was extremely high. He's just such a positive person and keeps everybody on the set happy. We're shooting nights all the time, people are tired, and he comes in with such a positive vibe, it makes the movie-making process not as arduous, and [not] as tiresome as it can be. He contributes to really wanting to make greatness, and I think we did that here.
How long did it take to shoot some of the action scenes that you directed?
I was in charge of directing action scenes in the third act and the final sequence. Altogether, it took about three days of main unit coverage with David Ayer, plus four days of the action unit where we executed fight choreography and wire work with the cast, stunt performers, stunt riggers, and the special effects team. This was probably one of the hardest projects I've ever had to do, primarily because of working consecutive nights in a row and trying to do as much practical stunt work as we could.
[PQ]
But the joy of working with all the stunt team, with David [Ayer], and with actors like Will, Joel Edgerton, and Noomi Rapace, was a joy. Everyone takes time away from their families for a very long time. They really commit, and everybody from the top all the way to the bottom gave it everything they have. It's really, really a joy to see the passion involved when you're making movies, and especially this one.
What were some of the most difficult parts about shooting those big set pieces?
The most difficult part about shooting these big action scenes was executing all the coverage within a short window of time. The action we were doing required lots of planning to make sure we were effective and efficient. There was a lot on our plate between leading the fight choreography with the cast and doubles, doing the prosthetics, getting the wire work set, crashing through walls, water work, then the VFX elements, and special effects. If we had any snags, we wouldn’t be able to make our days. Fortunately, our cast and crew was very well-prepared and we were able to execute a safe and repeatable plan that enabled everyone to put their best foot forward.
How did you go about balancing the classic cop-style action with the more fantastical and magical elements of the film?
We valued the reality of the action, and the gritty nature of action, but it’s all taking place in this fantastical realm. Unlike Deadpool or Suicide Squad, this isn’t a superhero movie, but there are superpowers and magic, so we designed different actions for the characters and how they fight. And boy, there was a lot of fighting in this movie. Will’s character is a human cop, so we worked on how he could move and his physicality. Being a cop and having to fit into the world of criminals that are orcs and elves, it was a very interesting concept to me.
[RELATED5]
I did a character breakdown for how each of the species relates to the physics we understand today. I really concentrated on training the actors to know their own range, distance, and timing, and we incorporated a lot of martial arts training, too. It brings a much higher element of jeopardy, so they can actually get closer to punch, get closer to kick, get closer to weapons—making it more realistic, but obviously safe for them. There was gun training as well, where the actors would be shooting and firing guns, real live rounds. We also incorporated martial arts and trapping elements, some gymnastic drills, boxing with mitts, and a lot of kicking.
What was the coolest stunt or moment you recall from shooting the film?
It’s very difficult to pick the coolest moment, because each action scene had something to offer that was so unique. But there was a scene at the gas station that had its harrowing moments, and there was another scene where the elves’ fighting abilities were first introduced against the Altamira gang. That was a fun one to work on. Another great moment was when the Altamira gang jumped on Ward and Jakoby’s SUV and Jakoby put the car in reverse and peeled off the gang members with other parked cars. Then there’s the action in the third act when the elves return to attack and kill Ward, Jakoby, and Tikka, and a huge fight breaks out—there was a lot of action and blasting through walls in that scene.
Another part that's great is when a bunch of guys are jumping on Jakoby's car, and he uses the vehicle as a weapon. It's just as Jakoby [the Orc cop] is starting to get his feet wet in regards to what it is to actually be a cop in that realm. He's a first-timer, the first orc in the academy or in the force. So for him to be on the front line of an investigation or a case, it's an adrenaline-pumping sequence, to follow his journey and how he shows his resolve in regards to all these wild situations. There are just too many cool moments to choose from.
[RELATED6]
Movies and TV
from Men's Fitness https://www.mensfitness.com/life/entertainment/how-bright-stunt-team-created-gritty-realistic-action-world-mystical-mayhem
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egooksconnolly · 6 years
Text
How the ‘Bright’ stunt team created gritty, realistic action in a world of mystical mayhem
Netflix's new movie Bright is ready to show you a world unlike anything you’ve ever seen. But instead of bringing Bright to movie theaters, the kingpin streaming service is bringing the movie straight into your living room.
Bright, starring Will Smith and Joel Edgerton, has all the usual ingredients of a gritty, action-focused cop film—huge explosions, wild car chases, gangsters, and mismatched partners—but it’s completely unique in this way: The film takes place in a world where magic is real, and humans, orcs, elves, and fairies are all living alongside each other.
[RELATED1]
The genre-bending story follows two LAPD police officers, human Daryl Ward (Smith) and his rookie Orc partner Nick Jakoby (Edgerton), as they go out on what seems like a routine patrol in the city. But when they discover an ancient, powerful, and thought-to-be-lost magic wand, they’re forced to protect a young elf (Lucy Fry) and make sure the weapon doesn’t fall into the wrong hands.
Given a setting that's as much Lord of the Rings as it is Lethal Weapon, director David Ayer faced a special challenge: making a fantastical landcape feel real. To bring his gritty, realistic style from films like End of Watch, Training Day, and Suicide Squad to the world of Bright, Ayer enlisted stunt coordinator Robert Alonzo to handle the action.
[RELATED2]
Alonzo—who has worked on films like Deadpool, Mission: Impossible Ghost Protocol, Jack Reacher: Never Go Back, Avengers: Age of Ultron, and The Fighter—didn’t just oversee the stunt work. (He estimates that 90% of those stunts were done by the actors themselves, by the way.) Alonzo also designed different fight styles for each character, trained the actors in martial arts, and even directed some of the second unit action scenes.
“In a world where magic exists, basically everyone is like an Olympic athlete,” Alonzo told Men’s Fitness. “Each magical race has different character traits, but everyone has the strength and speed of a Usain Bolt. The Orcs are just bigger, like NFL players, so they don’t move as fast as humans or elves, but are very strong. The elves are more agile, they’re like the elite among these creatures. We had the elves train in Filipino martial arts, Kempo karate, capoeira, and taekwondo; the cops with boxing, Pencak Silat, and Muay Thai, while the Orcs did more of wrestling and Judo."
[RELATED3]
The $90 million fantasy-action film is a major bet for Netflix, and one they hope will be a precursor to more big-budget movies in the future.
Alonzo spoke with Men’s Fitness about creating a world of badass action and mystical beings, exploding things around Will Smith, and how they pulled off the biggest stunts in Bright.
Men’s Fitness: What was it like working with a director like David Ayer?
Robert Alonzo: I came into the film a bit late, so I had to jump in headfirst. Working with David was such a blessing. We worked together really well in regards to the story and the action, and how the action interacts with the characters. With all the movies that I work on, I want to make sure that the action isn't just action for the sake of action—[I wanted to make sure] it all lends itself to the story and the plot and the character arcs. David was very supportive of that, and how we wanted to develop a very specific style of movements in regards to the different species that were in this world.
What was it like working with Will Smith on this project?
It's was fantastic—you're working with a seasoned pro. The commitment level from him was off the charts. When you're working with guys who've been in the business for so long like Will, he knows the value of the training, and he knows the value of committing to characters wholeheartedly. The preparation in regards to that is really important. With the schedule that he did have, he’s obviously the lead, so he can only train when the schedule allows for it.
[RELATED4]
But he came in, and his ability to adapt to situations on the fly was extremely high. He's just such a positive person and keeps everybody on the set happy. We're shooting nights all the time, people are tired, and he comes in with such a positive vibe, it makes the movie-making process not as arduous, and [not] as tiresome as it can be. He contributes to really wanting to make greatness, and I think we did that here.
How long did it take to shoot some of the action scenes that you directed?
I was in charge of directing action scenes in the third act and the final sequence. Altogether, it took about three days of main unit coverage with David Ayer, plus four days of the action unit where we executed fight choreography and wire work with the cast, stunt performers, stunt riggers, and the special effects team. This was probably one of the hardest projects I've ever had to do, primarily because of working consecutive nights in a row and trying to do as much practical stunt work as we could.
[PQ]
But the joy of working with all the stunt team, with David [Ayer], and with actors like Will, Joel Edgerton, and Noomi Rapace, was a joy. Everyone takes time away from their families for a very long time. They really commit, and everybody from the top all the way to the bottom gave it everything they have. It's really, really a joy to see the passion involved when you're making movies, and especially this one.
What were some of the most difficult parts about shooting those big set pieces?
The most difficult part about shooting these big action scenes was executing all the coverage within a short window of time. The action we were doing required lots of planning to make sure we were effective and efficient. There was a lot on our plate between leading the fight choreography with the cast and doubles, doing the prosthetics, getting the wire work set, crashing through walls, water work, then the VFX elements, and special effects. If we had any snags, we wouldn’t be able to make our days. Fortunately, our cast and crew was very well-prepared and we were able to execute a safe and repeatable plan that enabled everyone to put their best foot forward.
How did you go about balancing the classic cop-style action with the more fantastical and magical elements of the film?
We valued the reality of the action, and the gritty nature of action, but it’s all taking place in this fantastical realm. Unlike Deadpool or Suicide Squad, this isn’t a superhero movie, but there are superpowers and magic, so we designed different actions for the characters and how they fight. And boy, there was a lot of fighting in this movie. Will’s character is a human cop, so we worked on how he could move and his physicality. Being a cop and having to fit into the world of criminals that are orcs and elves, it was a very interesting concept to me.
[RELATED5]
I did a character breakdown for how each of the species relates to the physics we understand today. I really concentrated on training the actors to know their own range, distance, and timing, and we incorporated a lot of martial arts training, too. It brings a much higher element of jeopardy, so they can actually get closer to punch, get closer to kick, get closer to weapons—making it more realistic, but obviously safe for them. There was gun training as well, where the actors would be shooting and firing guns, real live rounds. We also incorporated martial arts and trapping elements, some gymnastic drills, boxing with mitts, and a lot of kicking.
What was the coolest stunt or moment you recall from shooting the film?
It’s very difficult to pick the coolest moment, because each action scene had something to offer that was so unique. But there was a scene at the gas station that had its harrowing moments, and there was another scene where the elves’ fighting abilities were first introduced against the Altamira gang. That was a fun one to work on. Another great moment was when the Altamira gang jumped on Ward and Jakoby’s SUV and Jakoby put the car in reverse and peeled off the gang members with other parked cars. Then there’s the action in the third act when the elves return to attack and kill Ward, Jakoby, and Tikka, and a huge fight breaks out—there was a lot of action and blasting through walls in that scene.
Another part that's great is when a bunch of guys are jumping on Jakoby's car, and he uses the vehicle as a weapon. It's just as Jakoby [the Orc cop] is starting to get his feet wet in regards to what it is to actually be a cop in that realm. He's a first-timer, the first orc in the academy or in the force. So for him to be on the front line of an investigation or a case, it's an adrenaline-pumping sequence, to follow his journey and how he shows his resolve in regards to all these wild situations. There are just too many cool moments to choose from.
[RELATED6]
Movies and TV
Article source here:Men’s Fitness
0 notes
justinagana-blog · 7 years
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About the Game
Grand Theft Auto V is an action-adventure video game developed by Rockstar North and published by Rockstar Games. It was released on 17 September 2013 for PlayStation 3 and Xbox 360, on 18 November 2014 for PlayStation 4 and Xbox One, and on 14 April 2015 for Microsoft Windows. It is the first main entry in the Grand Theft Auto series since 2008's Grand Theft Auto IV. Set within the fictional state of San Andreas, based on Southern California, the single-player story follows three criminals and their efforts to commit heists while under pressure from a government agency. The open world design lets players freely roam San Andreas' open countryside and the fictional city of Los Santos, based on Los Angeles.
The game is played from either a third-person or first-person perspective and its world is navigated on foot or by vehicle. Players control the three lead protagonists throughout single-player and switch between them both during and outside missions. The story is centred on the heist sequences, and many missions involve shooting and driving gameplay. A "wanted" system governs the aggression of law enforcement response to players who commit crimes. Grand Theft Auto Online, the online multiplayer mode, lets up to 30 players explore the open world and engage in cooperative or competitive game matches.
Development began soon after Grand Theft Auto IV's release and was shared between many of Rockstar's studios worldwide. The development team drew influence from many of their previous projects such as Red Dead Redemption and Max Payne 3, and designed the game around three lead protagonists to innovate on the core structure of its predecessors. Much of the development work constituted the open world's creation, and several team members conducted field research around California to capture footage for the design team. The game's soundtrack features an original score composed by a team of producers who collaborated over several years.
Extensively marketed and widely anticipated, the game broke industry sales records and became the fastest-selling entertainment product in history, earning US $800 million in its first day and US $1 billion in its first three days. It received widespread critical acclaim, with praise directed at its multiple protagonist design, open world, presentation and gameplay. However, it caused controversies related to its depiction of women and a mission featuring torture during a hostage interrogation. Considered one of seventh generation console gaming's most significant titles and among the best games ever made, it won year-end accolades including Game of the Year awards from several gaming publications. It has shipped over 80 million copies and is one of the best-selling video games of all time.
Gameplay
Grand Theft Auto V is an action-adventure game played from either a first-person or third-person perspective. Players complete missions—linear scenarios with set objectives—to progress through the story. Outside the missions, players may freely roam the open world. Composed of the San Andreas open countryside area and the fictional city of Los Santos, the world is much larger in area than earlier entries in the series. It may be fully explored after the game's beginning without restriction, although story progress unlocks more gameplay content.
The player character crouched behind a vehicle while in combat. The head-up display elements are visible on-screen. Players may take cover behind objects during firefights to avoid taking damage from enemies. Players use melee attacks, firearms and explosives to fight enemies, and may run, jump, swim or use vehicles to navigate the world. To accommodate the map's size, the game introduces vehicle types absent in its predecessor Grand Theft Auto IV, such as fixed-wing aircraft. In combat, auto-aim and a cover system may be used as assistance against enemies. Should players take damage, their health meter will gradually regenerate to its halfway point. Players respawn at hospitals when their health depletes. If players commit crimes, law enforcement agencies may respond as indicated by a "wanted" meter in the head-up display (HUD). Stars displayed on the meter indicate the current wanted level (for example, at the maximum five-star level, police helicopters and SWAT teams swarm to lethally dispatch players). Law enforcement officers will search for players who leave the wanted vicinity. The meter enters a cooldown mode and eventually recedes when players are hidden from the officers' line of sight that displays on the mini-map.
The single-player mode lets players control three characters: Michael De Santa, Trevor Philips and Franklin Clinton—criminals whose stories interconnect as they complete missions. Some missions are completed with only one character and others feature two or three. Outside the missions, players may switch between characters at will by means of a directional compass on the HUD. The game may switch characters automatically during missions to complete certain objectives. A character's compass avatar will flash red if he is in danger and needs help, and flash white if he has a strategic advantage. Though players complete missions as any of the three protagonists, the more difficult heist missions require aid from AI-controlled accomplices with unique skill sets like computer hacking and driving. If an accomplice survives a successful heist, they take a cut from the cash reward and may be available for later missions with improvements to their unique skills. There are multiple options for completing heists; in a holdup mission, players may either stealthily subdue civilians with an incapacitating agent or conspicuously storm the venue with guns drawn.
Each character has a set of eight skills that represent their ability in certain areas such as shooting and driving. Though skills improve through play, each character has a skill with expertise by default (i.e. Trevor's flying skill). The eighth "special" skill determines the effectiveness in performing an ability that is unique to each respective character. Michael enters bullet time in combat, Franklin slows down time while driving, and Trevor deals twice as much damage to enemies while taking half as much in combat. A meter on each character's HUD depletes when an ability is being used and regenerates when players perform skilful actions (for example, drifting in vehicles as Franklin or performing headshots as Michael).
While free roaming the game world, players may engage in context-specific activities such as scuba diving underwater or BASE jumping via parachute. Each character has a smartphone for contacting friends, starting activities and accessing an in-game Internet. The Internet lets players trade in stocks via a stock market. Players may purchase properties such as garages and businesses, upgrade the weapons and vehicles in each character's arsenal, and customise their appearance by purchasing outfits, haircuts and tattoos.
Plot
Michael Townley, Trevor Philips, and Brad Snider partake in a botched robbery in Ludendorff, North Yankton. Nine years later, Michael is living under witness protection with his family in Los Santos, under the alias Michael De Santa. Across town, gangbanger Franklin Clinton is working for a corrupt Armenian car salesman and meets Michael while attempting to fraudulently repossess his son's car; the two later become friends. When Michael finds his wife Amanda sleeping with her tennis coach, he and Franklin chase the coach to a mansion, which Michael destroys in anger. The owner turns out to be the girlfriend of Martin Madrazo, a Mexican drug lord who demands compensation to avoid further violence. Michael returns to a life of crime to obtain the money, enlisting Franklin as an accomplice. With the help of Michael's old friend Lester, a crippled hacker, they perform a jewellery shop heist to pay off the debt. Trevor, who now lives in a trailer park on the outskirts of Los Santos and believes Michael was killed in their failed robbery, hears of the heist and realises that it was Michael's handiwork; Trevor surprises Michael and reunites with him after tracking down his home.
The personal lives of the protagonists begin to spiral out of control. Michael's increasingly erratic behaviour prompts his family to leave him, and when he becomes a movie producer at film studio Richards Majestic, he comes into conflict with Devin Weston, a self-made billionaire venture capitalist and corporate raider who vows revenge after his attempts to shut down the studio are thwarted by Michael and his lawyer dies in an accident. Franklin rescues his friend Lamar Davis from gangster and former friend Harold "Stretch" Joseph, who repeatedly attempts to kill Lamar to prove himself to his new brethren. Trevor's reckless efforts to consolidate his control over various black markets in Blaine County see him waging war against The Lost outlaw motorcycle club, several Latin American street gangs, rival meth dealers, hillbillies, private security firm Merryweather, and Triad kingpin Wei Cheng.
Federal Investigation Bureau (FIB) agents Dave Norton and Steve Haines contact Michael and demand that he perform a series of operations to undermine a rival agency, the International Affairs Agency (IAA).[i] Under Steve's direction and with Lester's help, they attack an armoured convoy carrying funds intended for the IAA and steal an experimental chemical weapon from an IAA-controlled lab. As Steve comes under increasing scrutiny, he forces Michael and Franklin to erase any evidence being used against him from the FIB servers. Michael takes the opportunity to wipe the data on his own activities, destroying Steve's leverage over him. Michael, Trevor, Franklin, and Lester start planning their most daring feat ever: raiding the Union Depository's gold bullion reserve.
Michael reconciles with his family. However, Trevor discovers that Brad was not imprisoned as led to believe, but killed during the heist and buried in the grave marked for Michael. Trevor's feelings of betrayal cause friction within the group and threaten to undermine their Union Depository plans. When Michael and Dave are betrayed by Steve and become caught in a Mexican standoff between the FIB, IAA, and Merryweather, Trevor, feeling that he is the only one that has the right to kill Michael, comes to their aid. Despite not forgiving Michael, Trevor agrees to perform the Union Depository heist and part ways with him afterwards.
The heist is completed successfully, but Franklin is then approached separately by Steve and Dave, who contend that Trevor is a liability, and Devin, who wants retribution for Michael's betrayal. Franklin has three choices: kill Trevor, kill Michael, or attempt to save both in a suicide mission. Should Franklin choose to kill either Michael or Trevor, he ceases contact with the survivor and returns to his old life. Otherwise, the trio withstand an onslaught from the FIB and Merryweather before going on to kill Steve, Stretch, Wei, and Devin. Michael and Trevor reconcile, and the three cease working together but remain friends.
Development
Rockstar North began to develop Grand Theft Auto V in 2009, following Grand Theft Auto IV's release. Development was conducted by a team of more than 1,000 people, including Rockstar North's core team and staff from parent company Rockstar Games' studios around the world. The proprietary Rockstar Advanced Game Engine (RAGE) was overhauled for the game to improve its draw distance rendering capabilities. The Euphoria and Bullet software handle additional animation and rendering tasks. Having become familiar with the PlayStation 3 and Xbox 360 hardware over time, Rockstar found they were able to push the consoles' graphical capabilities further than in previous games. Analyst estimations place the game's combined development and marketing budget at more than £170 million (US $265 million), which would make it the most expensive game ever made at that time.
The open world was modelled on Southern California and Los Angeles, and its design and in-game render constituted much of the game's early work. Key members of the game world production team took field research trips throughout the region and documented their research with photo and video footage. Google Maps projections of Los Angeles were used by the team to help design Los Santos' road networks. To reflect and reproduce Los Angeles' demographic spread, the developers studied census data and watched documentaries about the city. The team considered creating the open world the most technically demanding aspect of the game's production.
A fundamental design goal from the outset was to innovate on the series core structure by giving players control of three lead protagonists instead of one. The idea was first raised during Grand Theft Auto: San Andreas' development, but contemporaneous hardware restrictions made it infeasible. Having developed two Grand Theft Auto IV episodic expansion packs featuring new protagonists in 2009, the team wanted to base Grand Theft Auto V around three simultaneously controlled protagonists. The team viewed it as a spiritual successor to many of their previous games (such as Grand Theft Auto IV, Red Dead Redemption and Max Payne 3), and designed it to improve upon their gameplay mechanics. They sought to improve the action gameplay by refining the shooting mechanics and cover system, and reworked the driving mechanics to correct Grand Theft Auto IV's difficult vehicle controls.
After an audition process, Ned Luke, Shawn Fonteno and Steven Ogg were selected to portray Michael, Franklin and Trevor, respectively. Their performances were mostly recorded using motion capture technology, but dialogue for scenes with characters seated in vehicles was recorded in studios instead. The game is the first in its series to feature an original score, composed by a team of producers collaborating with each other over several years. Licensed music provided by an in-game radio is also used. The team licensed more than 241 tracks shared between fifteen radio stations, with an additional two stations providing talk radio. Some of the tracks were written specifically for the game, such as rapper and producer Flying Lotus' original work composed for the FlyLo FM radio station he hosts.
The game was first announced by Rockstar Games on 25 October 2011. They released its debut trailer one week later, with an official press release acknowledging its setting. Journalists noted that the announcement ignited widespread anticipation within the gaming industry, which they owed to the cultural significance of the series. The game missed its original projected Q2 2013 release date, pushed back to 17 September to allow for further polishing. To spur pre-order game sales, Rockstar collaborated with several retail outlets to make a special edition with extra in-game features. They ran a viral marketing strategy with a website for a fictional religious cult, "The Epsilon Program", that offered users the chance to feature in the game as members of the cult.
The city of Los Santos being rendered on the PlayStation 4 on the left, and the PlayStation 3 on the right. Improved texture effects, lighting and draw distances are visible on the PS4 version. A comparison of the PlayStation 4 (left) and PlayStation 3 (right) versions of the game. The enhanced re-release features greater draw distances and higher-resolution textures than the original versions. A re-release of the game was announced for Microsoft Windows (PC), PlayStation 4 and Xbox One at E3 2014. This enhanced version features an increased draw distance, finer texture details, denser traffic, upgraded weather effects, and new wildlife and vegetation. It includes a new on-foot first-person view option, which required the development team to overhaul the animation system to accommodate first-person gameplay. The PlayStation 4 and Xbox One versions were released on 18 November 2014. The PC version, initially scheduled for simultaneous release with the console versions, was delayed until 14 April 2015. According to Rockstar, it required extra development time for "polish". The PC version is capable of 60 frames per second gameplay at 4K resolution, and the Rockstar Editor lets players capture and edit gameplay videos.
Critical Reception
Initial Release
Grand Theft Auto V was released to critical acclaim. Metacritic, which assigns a normalised rating in the 0–100 range, calculated an average score of 97 out of 100 based on 50 reviews for the PlayStation 3 version and 58 reviews for the Xbox 360 version. The game is Metacritic's fifth-highest rated, tied with a number of others. Reviewers liked the multiple lead character formula, heist mission design and presentation, but some did not agree on the quality of the story and characters. IGN's Keza MacDonald called Grand Theft Auto V "one of the very best video games ever made", and Play considered it "generation-defining" and "exceptional". Edge wrote that it is a "remarkable achievement" in open world design and storytelling, while The Daily Telegraph's Tom Hoggins declared it a "colossal feat of technical engineering".
CNET's Jeff Bakalar felt that the game encouraged players to engage with all three characters. Edge found that switching players was helpful for avoiding long travel times to mission start points. Because of the switching mechanic, Game Informer's Matt Bertz noted that players are kept "in the thick of the action" during shootouts. Eurogamer's Tom Bramwell wrote that switching added a tactical element to shootouts as characters set up in strategic outposts would cause fewer "shooting gallery" situations than previous instalments. IGN's MacDonald felt the switching feature gave players more choice in their approach and made missions less predictable.
Giant Bomb's Jeff Gerstmann considered the heist missions a welcome deviation from series typical mission structure. Eurogamer's Bramwell likened them to "blockbuster set-pieces" and GameSpot's Carolyn Petit cited the 1995 film Heat as a stylistic influence on their design. Joystiq's Xav de Matos felt creativity and methodical approaches were encouraged. Polygon's Chris Plante likened rapid character switching during heist missions to "film editing, with the player serving as editor, switching rapidly to the most interesting perspective for any moment". Computer and Video Games' Andy Kelly felt that overall mission design was more diverse than and lacked the escort errands of its predecessors.
The player character with their back to the camera, and the sprawl of an urban city centre in front of them. Los Santos, the city featured in the game's open world. Reviewers praised its design and similarity to Los Angeles. The departure from Grand Theft Auto IV's Liberty City was also well received. Edge praised the game's graphical fidelity and absence of load screens. Play complimented the draw distances and weather and lighting systems. Eurogamer's Bramwell considered the lighting system to be the game's biggest advancement. Official Xbox Magazine (OXM)'s Mikel Reparaz thought that the game was "probably the Xbox 360's greatest technical achievement", and was surprised that the open world could render on the console. Reviewers lauded the open world's design, some further complimenting the game for streamlining Los Angeles' geography into a well-designed city space. GameTrailers' Brandon Jones considered the Los Angeles emulation authentic and the open world "full of voice and personality". IGN and PlayStation Official Magazine (OPM) made favourable comparisons between Los Santos and Grand Theft Auto IV's Liberty City. OXM's Reparez felt Los Santos surpassed the "grey and gritty" Liberty City. Reviewers praised the world's satire of contemporary American culture OPM's Joel Gregory opined that "the scathing social commentary is, of course, present and correct".
Destructoid's Jim Sterling called the sound design "impeccable" and praised the actors' performances, original soundtrack and licensed music use. IGN and Giant Bomb commended the music selection and felt that the original score enhanced dramatic tension during missions. GameSpot's Petit wrote that the score "lends missions more cinematic flavour". Edge said that the licensed music enhanced the city's "already remarkable sense of space" and that the original score improved the atmosphere of the gameplay. They summarised the game as "a compendium of everything Rockstar has learnt about the power of game music in the past decade".
Many reviewers found the land-based vehicles more responsive and easier to control than in previous games. Game Informer's Bertz explained that "cars have a proper sense of weight, while retaining the agility necessary for navigating through traffic at high speeds". In addition to the vehicle handling, most reviewers noted the shooting mechanics were tighter than they had been in previous games, but Destructoid's Sterling felt that in spite of the improvements, auto-aim was "twitchy and unreliable" and cover mechanics "still come off as dated and unwieldy". Some reviewers felt the game solved a continual problem by adding mid-mission checkpoints.
The story and characters—particularly Trevor—polarised reviewers. Some felt that the narrative was not as well written as previous Rockstar games and cited Grand Theft Auto IV and Red Dead Redemption's plot strengths. Others felt that the protagonists' contrasting personalities gave the narrative tighter pacing. GamesRadar's Hollander Cooper thought the game negated inconsistencies in the story of previous entries, whose single lead protagonists had muddled morality. GameSpot's Petit considered Trevor in particular a "truly horrible, terrifying, psychotic human being—and a terrific character". Eurogamer's Bramwell found Trevor "shallow and unconvincing", and felt that his eccentricities hurt the narrative and overshadowed Michael and Franklin's character development. Joystiq's de Matos faulted the protagonists' lack of likability for him, and found the ambivalence between Michael and Trevor a tired plot device as their conflict grew into a "seemingly endless cycle". The Escapist's Greg Tito had difficulty connecting with the characters' emotions since they acted out of greed with no sense of morality and thus gave players little reason to support them.
Accolades
Grand Theft Auto V received multiple nominations and awards from gaming publications. Prior to its release, it received Most Anticipated Game at the 2012 Spike Video Game Awards. The game was review aggregators Metacritic and GameRankings' highest rated for the year 2013. The game appeared on several year-end lists of 2013's best games, receiving wins from independent journalist Tom Chick, CNET, Edge, the 31st Golden Joystick Awards, the 5th Annual Inside Gaming Awards the Spike VGX 2013 Awards, Slant Magazine and Time. It was named the Best Xbox Game by Canada.com, GameSpot, and IGN, and the Best Multiplatform Game by Destructoid. Rockstar Games and Rockstar North won Best Studio and Best Developer from Edge, and the BAFTA Academy Fellowship Award at the 10th British Academy Video Games Awards.
Various in-game elements were recognised with awards. Two characters, Trevor Philips and Lamar Davis, received numerous nominations for Best Character, and Lamar won the award from Giant Bomb. The music received awards from Spike VGX, Hardcore Gamer and The Daily Telegraph. Grand Theft Auto Online won Best Multiplayer from GameTrailers and BAFTA, and Best Xbox 360 Multiplayer from IGN. Online was also nominated for Biggest Disappointment by Game Revolution and Hardcore Gamer. Grand Theft Auto V won Best Technical Achievement in the Telegraph Video Game Awards, and Best Technology at the 14th Annual Game Developers Choice Awards. The graphical and artistic design received awards from IGN, The Daily Telegraph and BAFTA, and a nomination at the Game Developers Choice Awards.
The game received numerous other awards. It was awarded the title of Most Immersive Game at the Inside Gaming Awards. The general public voted for the game to receive the User Choice Award at the PlayStation Awards 2013 and the Community Choice award from Destructoid. The game received the Platinum Award at the PlayStation Awards, and was named the Best British Game from BAFTA. At IGN's Best of 2013 Awards, it received multiple wins, including Best Xbox 360 Graphics, Best Xbox 360 Sound, and Best Action Game on Xbox 360, PlayStation 3 and overall.
Commercial performance
Within 24 hours of its release, Grand Theft Auto V generated more than $800 million in worldwide revenue, equating to approximately 11.21 million copies sold for Take Two. The numbers nearly doubled analysts' expectations for the title. Three days after release, the game had surpassed one billion dollars in sales, making it the fastest selling entertainment product in history. Six weeks after its release, Rockstar had shipped nearly 29 million copies of the game to retailers, exceeding the lifetime figures of Grand Theft Auto IV. On 7 October 2013, the game became the best-selling digital release on PlayStation Store for PlayStation 3, breaking the previous record set by The Last of Us, though numerical sales figures were not disclosed. It broke seven Guinness World Records on 8 October: best-selling video game in 24 hours, best-selling action-adventure video game in 24 hours, highest grossing video game in 24 hours, fastest entertainment property to gross $1 billion, fastest video game to gross $1 billion, highest revenue generated by an entertainment product in 24 hours, and most viewed trailer for an action-adventure video game. A digital version was released on 18 October for the Xbox 360, which went on to become the highest grossing day-one and week-one release on Xbox Live. As of May 2014, the game has generated over $1.98 billion in revenue. As of August 2014, the game has sold-in over 34 million units to retailers for the PlayStation 3 and Xbox 360. As of December 2014, the game has shipped 45 million copies to retailers, including 10 million copies of the re-released version for eighth-generation consoles. As of May 2017, the game has shipped over 80 million copies across all platforms.
In the United Kingdom, the game became the all time fastest-selling, selling more than 2.25 million copies in five days. This broke the record set by Call of Duty: Black Ops at two million copies over the same period. It broke the day one record by selling 1.57 million copies and generating £65 million. In two weeks, the game sold more than 2.6 million copies and generated £90 million, which accounted for 52% of games sold September 2013. After three weeks on sale, it beat Grand Theft Auto IV's lifetime sales in the United Kingdom. In its fourth week, it became the fastest-selling title to break the three million barrier in the UK, thus overtaking Black Ops II's lifetime sales. In November 2014, the game became the best-selling game of all time in the UK, overtaking Black Ops. The game was similarly successful in North America: it was the best selling game in September, representing over 50% of software sales and boosting overall software sales by 52% compared to September 2012.
Grand Theft Auto Online
Developed in tandem with the single-player mode, the online multiplayer mode Grand Theft Auto Online was conceived as a separate experience to be played in a continually evolving world. Up to 30 players freely roam across the game world and enter lobbies to complete jobs (story-driven competitive and cooperative modes). The Content Creator toolset lets players create their own parameters for custom jobs, like racetracks and deathmatch weapon spawn points. Players may band together in organised player teams called crews to complete jobs together. Rockstar Games Social Club extends crews formed in Max Payne 3's multiplayer mode to those of Grand Theft Auto Online. Players may create their own crews and join up to five total. Crews win multiplayer matches to earn experience points and climb online leaderboards.
Grand Theft Auto Online launched on 1 October 2013, two weeks after Grand Theft Auto V's release. Many players reported connection difficulties and game freezes during load screens. Rockstar released a technical patch on 5 October in an effort to resolve the issues, but problems persisted the second week following launch as some players reported their character progress as having disappeared. Another technical patch was released on 10 October combating the issues and Rockstar offered a GTA $500,000 (in-game currency) stimulus to the accounts of all players connected to Online since launch as recompense. Because of the widespread technical issues present at launch, many reviewers bemoaned their Grand Theft Auto Online experience, but generally recognised its open-ended exploration and dynamic content as strengths.
Post-release content is continually added to Grand Theft Auto Online through free title updates. Some updates add new game modes and features, and others feature themed gameplay content, such as the Independence Day Special update that added patriotic-themed content on 1 July 2014. The widely anticipated Online Heists update launched on 10 March 2015 and suffered some initial technical difficulties due to the increased user load. Shortly after the game's PC release, some players reported being banned from Grand Theft Auto Online for using field of view and cosmetic mods in single-player. Rockstar stated in their official blog that nobody had been banned from Online for using single-players mods, but that recent updates to the PC version had the "unintentional effect" of making such mods unplayable. They stated that mods are unauthorised and may cause unforeseen technical problems and instabilities.
Controversies
The game has generated several controversies related to its violence and depiction of women. A mission that requires players to use torture equipment in a hostage interrogation polarised reviewers, who noted its political commentary but felt that the torture sequence was in poor taste. The mission also received criticism from politicians and anti-torture charity groups. The game became subject to widespread online debate over its portrayal of women, particularly in the wake of backlash against GameSpot journalist Carolyn Petit when she claimed the game was misogynistic in her review. After Petit's review webpage received more than 20,000 largely negative comments, many journalists defended her right to an opinion and lamented the gaming community's defensiveness towards criticism. Television personality Karen Gravano and actress Lindsay Lohan both filed lawsuits against Rockstar in allegation that characters in the game were based on their likenesses. Their lawsuits were later dismissed. Australian department store Target pulled the game from their 300 stores following a Change.org petition against depictions of violence towards women in the game.
Legacy
Critics concurred that Grand Theft Auto V was among seventh generation console gaming's best and a great closing title before the eighth generation's emergence. Polygon's Plante observed that the game would "bridge between games' present and the future", and declared it "the closure of this generation, and the benchmark for the next". VideoGamer.com's Simon Miller considered it "the ultimate swansong for this console cycle" that would "cast a long shadow over the next". Three days after its release, the game ranked second on IGN's "Top 25 Xbox 360 Games" list. Editor Ryan McCaffrey considered that the open world's scale and detail succeeded the majority of other Xbox 360 games. He called the game "a triumph both for gamers and for the medium itself, and it deserves its runaway success". In November 2013, Hardcore Gamer placed the game third on their "Top 100 Games of the Generation" list. They cited its improved shooting and driving mechanics over its predecessors, and considered the multiple protagonist design "a welcome change of pace" that could become an eighth generation gaming benchmark. In December, The Daily Telegraph listed the game among their "50 best games of the console generation". They called it a "cultural behemoth" that "will be Rockstar's lasting legacy".
In January 2014, Computer and Video Games ranked the game fourth on their "Games of the Generation 20–1" list. Editor Rob Crossley said that for the first time, Rockstar created an "utterly beautiful" open world. He found that the game did away with Grand Theft Auto IV's repetitive mission design and focused instead on fun gameplay. In May, IGN ranked it eighth on their "Top 100 Games of a Generation" list and called it a "huge, raucous, and wildly ambitious bridge towards the eighth generation of console gaming". The next month, it placed third on IGN's "Games of a Generation: Your Top 100" list as voted by the site's readers. In August, Game Informer ranked it third on their "Top 10 Action Games Of The Generation" list. They compared the game's quality to that of its predecessor, but thought that its ensemble character set-up, varied missions and multiplayer superseded Grand Theft Auto IV's placement on the list. They wrote of the story's absurd drama and the open world's vastness, and did not "regret a single second" spent playing the game. In November, Edge named it the fifth best game of its generation and commented that "no other game studio is even daring to attempt an open world game in its tradition because there is simply no possibility of measuring up to its standards." In 2015, the publication rated it the second greatest video game of all time. The game ranked high on several best game lists determined by the public; it featured eighth on Empire's "100 Greatest Video Games Of All Time" list, and fifth on Good Game's "Top 100 Games" list, as voted by the magazine and programme's respective audiences. It was the most tweeted game of 2015, despite being released over a year earlier.
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