When Grand Theft Auto V launched three weeks ago, its heavily touted online mode was hidden behind a giant “coming soon” sign, like a parent shooing kids away from the kitchen while the cookies are baking. “Go on, leave us alone for two weeks; we’re making something. When you come back, we’ll have a giant spread of online tomfoolery ready for you.”
That didn’t work out. GTA Online promised to deliver the storied series’ first truly multiplayer experience, letting players form gangs and raise collective street-crime mayhem. Unfortunately, persistent connectivity woes throughout its first week—the very trouble you’d expect to be softened by a two-week delay—have gotten in the way of so much petty online crime.
These connectivity issues are still being worked out over a week later, and they have prevented us from being able to play enough to get a decent feel for the game up until now. When we have been lucky enough to log in, though, we’ve found that GTA Online is beginning to live up to its name and reveal itself for what it is: a giant crime playland that ignores some of its solo sibling’s advances. And it’s a terrible place for a lone wolf.
Persistent server headaches
After GTA Online was activated via a title update on October 1, GTA V‘s start-up screen added a simple button toggle to let you jump directly into the online portion before the single-player game even loaded. Convenient… in theory.
Every direct login attempt I made that first day led to a bevy of error messages, ranging from “Couldn’t log into the cloud” to “Matchmaking timeout.” None of these included a “retry” option; instead, I got dumped back into the single-player campaign, adding over 90 seconds of loading before I could attempt to get online again (and usually kicking up some weird visual bugs to boot).
On the beleaguered launch day, I finally managed to abuse an “invite-only” option to trick the game into launching an online session, however briefly. At that point, I reached the odd character-creation menus. Saint’s Row this ain’t. Instead of tweaking every detail, I used the limited “heritage” system to pick from preset grandparents, using sliders to decide whose genes (skin color, height, face structure, etc) make it down to my character. A few “personality” sliders rounded things out: “playing sports and working out” makes you run faster while “sitting on the couch” makes you a better pilot, apparently.
Loading comments...