GTA VI: 10 Lessons It Must Learn From The Competition

7. Fun Collectables - Crackdown

Collectibles can either be a fun distraction or something that's completely ignored. Both Crackdown and Saints Row 4 had them set atop rooftops, teasing you to deploy various super-jumps and wall-runs to track them down, whereas GTA IV and Assassin's Creed had a stupid number of things like pigeons and flags just strewn about everywhere - seemingly for the sake of it. Yes the two former titles' collectible were so accessible due to the use of superpowers, but it still stands that they were a fun diversion from the main thread of missions, doubling as an excuse to explore the world in full - something you just didn't have outside of curiosity's sake in GTA V. Instead we got scattered parts of submarines and satellites cast across the landscape, the latter of which was comprised of 50 individual pieces, with the only reward being a novelty UFO to scoot about in online. A better idea was the usage of scraps of a letter to find out more about a grizzly murder, but again with 50 of them located seemingly anywhere in the labyrinthine game world, all but the most devoted simply gave up. The new GTA may have to go down the slightly arcadey route to find an element, creature or side-mission plot that's worthwhile enough to make you gather up scores of random items, but when even the hidden packages of GTA III were more interestingly hidden than the majority of what's on offer in V, it desperately needs fixing.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.