11/6/2022 0 Comments Gta 5 build up lung capacity![]() ![]() I would have loved for the ability for Franklin to call Lamar, Michael to call Jimmy or Trevor to call Wade and have them drive any of their cars out to them. This system makes you not want to spend much on upgrades for any car other than the one permanently assigned to your character, as that's the car you'll always find parked at your house or next to your character when you switch to them. ![]() It's all very realistic, but it's not terribly fun. And if you do want to take them out for a spin? Chances are you'll be abandoning them at some point during your mission, at which point they'll show up at the police impound to be retrieved for a fee, rather than back at your garage. They're all stored only at one spot, and with no delivery system you have to drive all the way there to get them. Yes, Grand Theft Auto 5 has added bigger garages where you can store your stolen and bought sports cars, but it's incredibly inconvenient to get to them and use them. It's a great way to keep your stable of collected cars feeling useful, without forcing players to drive all the way somewhere just to get in a different car. With one phone call, you can have any car from your garage delivered straight to you by one of your gang members. They've used it in two games now, 3 and 4, and it's always been my favorite "little thing" in the Saints Row series. So while I don't expect to see Michael running around killing aliens with a dubstep gun while wearing superhero spandex, I think there's one particular point that Grand Theft Auto should have adopted for their own, Saint's Row's car delivery service. I respect the idea that many aspects of Saints Row cannot be translated to GTA, as the latter series, despite its comedy, wants to be taken somewhat seriously. There was a time when Saints Row was learning all its lessons from Grand Theft Auto, but I think the time has come where it's starting to be the other way around. Granted many missions don't require such combat, but more could have if a bit more thought was put into the system. Mash one button until they fall down, and occasionally try a counterstrike if you feel like it. I'm not saying that Grand Theft Auto 5 should have taught Franklin, Trevor and Michael kung-fu, but having what essentially amounts to a two button hand to hand combat system feels a bit weak. Combine that with environmental hazards like walls, electrical wiring and buzz-saws, and you ended up with some surprisingly cinematic fight scenes. Each fight felt like a blend of the good aspects of the Assassin's Creed and Arkham Asylum punch/kick/counter/block/stab system, where you really had to think about what you were doing. Perhaps its most significant addition to the genre was its focus on hand-to-hand combat. No, it wasn't as massive in scope or scale as any GTA game, but it was still a fantastic entry into the sandbox crime genre. Sleeping Dogs ended up being one of the most underrated games of its year of release. ![]()
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