My feelings on The Demon Rush
Game Page: Doesn't exist yet
PC version run by 'SCM'
Verifier Responses
Now there was a previous verification that suffered a slight bit of contention, but I'll post it for posterity.
The game was re-verified because of all of the controversy. The following are the new responses.
Decision: Accept
Reason: This might not be a perfect run, but it's still a very good run, and definitely a good start for the site.
PC version run by 'SCM'
Verifier Responses
Now there was a previous verification that suffered a slight bit of contention, but I'll post it for posterity.
Quote from mikwuyma:
Quote:
Verifying run "Grand Theft Auto 4".
===============
Verdict: ACCEPT
===============
---
Cheating: no.
---
Timing: in-game-timer. [4:40:02]
---
Quality (capture):
i've used link (the verification link) also used ( for problem parts
"gta4-v-35.avi" - cannot play this part, that part was verified through youtube link ( "Grand Theft Auto 4 Speedrun (4:40:02) Part 15" starting 4:20 ending 9:00)
"gta4-v-34.avi" - audio level here is noticably lower comparing to other parts (also noticed within corresponding youtube video) ( 2:30)
"gta4-v-54.avi - at 2:56 there are several seconds of encoding bugs (health-ammo gauge) // not noticed in corresponding youtube ( "Grand Theft Auto 4 Speedrun (4:40:02) Part 27" 2:51)
hope there will be HQ-version.
---
Quality (gameplay):
1. Planning: Whole run is very well planned.
1.1 Taxis are used to save time needed for driving.
1.2 Short-cuts are used heavily while driving (when taxis cannot be used).
1.3 Short-cuts/time-savers for mission-start or mission-finish are used.
1.4 Cut-scenes are skipped (not all, some scenes cannot be skipped)
1.5 Phone conversations are skipped.
1.6 "Vehicle Density" is manipulated (decreased before driving parts, increased before looking-for-taxi parts)
1.7 Missions not-needed for finishing the game are not played through.
1.8 During "Loose your wanted level" parts vehicle is moving towards final destination (if taxi cannot be used afterwards)
1.9 "Revenge" branch is chosen
2. Execution/playing: Excellent
2.1 Luck manipulation is used while looking-for-taxi
2.2 Driving/riding/flying is fast. Nice turns, quick landings, max speed.
2.3 Running and sprinting.
2.4 A lot of head-shots while shooting.
2.5 Shooting while moving or while driving.
Of course there are some imperfections during the run, which cause seconds or sometimes fractions of a second. These are totally acceptable taking into account whole run's time. (No significant time losses).
---
Consistency:
Since the run is multi-segment one there were things-to-check between saves.
1. Save slot. After-save's load should go from same slot. Load which takes place after auto-save should go from auto-save slot.
2. Load after auto-save. Nico should apper in save-house which is closest to auto-save place.
3. Nico should wear the same clothes.
4. Money amount.
5. Health/Armor. Gauges with no numerical representation are used in game.
6. Weapons/Ammo. Weapons are checked, ammo is checked where possible.
---
Questions:
1. Game patch/version ? (1.0.4.0 ?)
2. part06: "CRIME AND PUNISHMENT": Is first van always wrong one?
3. Is segment amount correct? ( part22 = auto-save takes place, but no load, part25 = 3 saves in-a-row )
---
Biggest time loss: part37: "THREE LEAF CLOVER": looking for taxi after loosing wanted level.
---
Surely it would be nice to hear comments from runner, if he decides to do audio commentary.
===============
Verdict: ACCEPT
===============
---
Cheating: no.
---
Timing: in-game-timer. [4:40:02]
---
Quality (capture):
i've used link (the verification link) also used ( for problem parts
"gta4-v-35.avi" - cannot play this part, that part was verified through youtube link ( "Grand Theft Auto 4 Speedrun (4:40:02) Part 15" starting 4:20 ending 9:00)
"gta4-v-34.avi" - audio level here is noticably lower comparing to other parts (also noticed within corresponding youtube video) ( 2:30)
"gta4-v-54.avi - at 2:56 there are several seconds of encoding bugs (health-ammo gauge) // not noticed in corresponding youtube ( "Grand Theft Auto 4 Speedrun (4:40:02) Part 27" 2:51)
hope there will be HQ-version.
---
Quality (gameplay):
1. Planning: Whole run is very well planned.
1.1 Taxis are used to save time needed for driving.
1.2 Short-cuts are used heavily while driving (when taxis cannot be used).
1.3 Short-cuts/time-savers for mission-start or mission-finish are used.
1.4 Cut-scenes are skipped (not all, some scenes cannot be skipped)
1.5 Phone conversations are skipped.
1.6 "Vehicle Density" is manipulated (decreased before driving parts, increased before looking-for-taxi parts)
1.7 Missions not-needed for finishing the game are not played through.
1.8 During "Loose your wanted level" parts vehicle is moving towards final destination (if taxi cannot be used afterwards)
1.9 "Revenge" branch is chosen
2. Execution/playing: Excellent
2.1 Luck manipulation is used while looking-for-taxi
2.2 Driving/riding/flying is fast. Nice turns, quick landings, max speed.
2.3 Running and sprinting.
2.4 A lot of head-shots while shooting.
2.5 Shooting while moving or while driving.
Of course there are some imperfections during the run, which cause seconds or sometimes fractions of a second. These are totally acceptable taking into account whole run's time. (No significant time losses).
---
Consistency:
Since the run is multi-segment one there were things-to-check between saves.
1. Save slot. After-save's load should go from same slot. Load which takes place after auto-save should go from auto-save slot.
2. Load after auto-save. Nico should apper in save-house which is closest to auto-save place.
3. Nico should wear the same clothes.
4. Money amount.
5. Health/Armor. Gauges with no numerical representation are used in game.
6. Weapons/Ammo. Weapons are checked, ammo is checked where possible.
---
Questions:
1. Game patch/version ? (1.0.4.0 ?)
2. part06: "CRIME AND PUNISHMENT": Is first van always wrong one?
3. Is segment amount correct? ( part22 = auto-save takes place, but no load, part25 = 3 saves in-a-row )
---
Biggest time loss: part37: "THREE LEAF CLOVER": looking for taxi after loosing wanted level.
---
Surely it would be nice to hear comments from runner, if he decides to do audio commentary.
Quote:
GTA 4 Verification
There is a lot to be said so I'll actually structure my comments with subtitles and try to be succinct rather than rambling like I normally do.
Timer Issues
There is a major problem that I think will make it impossible for SDA to accept this run, so I'll bring it up first and in detail. The runner clearly intended the in-game timer to be used. However, the in-game timer partly times loading screens.
I did some tests, consisting of checking the in-game timer just before and after a taxi ride skip and comparing with timing stuff with a stopwatch. In a typical taxi ride on my system, there's some 10-20 seconds (real time) of loading screens, of which some 3-10 seconds is included on the in-game timer, with more time passing on the in-game timer the longer the loading screen is. In other words, while the timer does not time entire loading screens, it times a significant amount of them and that amount depends on loading screen length. Presumably it will be less on faster computers, too.
Also, this run is optimised for the in-game timer, not for real time, so timing this run manually would mean it would be horribly suboptimal due to all the unnecessary time spent in menus. As such, I think our only option is to reject. All the same, I will give a full review of the gameplay and possible improvements in the hope that the runner will do another run.
Summary of actual run quality
Firstly, the fact that GTA4 has autosaves and taxi warps makes it a very different game for speedrunning to its predecessors. Before, segments were long and route planning revolved around finishing missions near the start of other missions. Now, the optimal strategy once taxis are available is to have only one or two missions per segment to allow optimal taxi manipulation. The runner does this.
Short segment length notwithstanding, execution in this run is still damn impressive. Even at its worst it is decent; at its best, in some of the shooting missions, it's insane. But as happens frutratingly often, the run is let down by a significant handful of major planning errors, some of them really basic ones that could've been avoided just by doing basic testing or flicking through the walkthrough at www.gta4.net, and almost all of them things that wouldn't have happened if the runner had simply read the threads at SDA before doing the run. In all fairness there's a few clever tricks the runner came up with himself, though.
I'll give details of all the improvements I've found below for the runner (or anyone else) to use if he does a rerun. The only major issues I haven't really tested are which missions are necessary (a lot of work to test and I think I'll just trust the runner hasn't screwed up here) and how to minimise the time wasted waiting for plot-advancing phone calls, which eats huge amounts of time in the final segments. I suspect, though I have not tested, that rather than devoting multiple segments to phone calls at the end of the run, it would have saved a minute or so if the runner had spread them out earlier in the run at the beginning of segments before taking missions. Then some of the time spent getting into taxis and travelling to mission markers would overlap with time spent waiting for phone calls, saving time over waiting for them with nothing else to do.
Mistakes
Really big basic mistakes that together I think warrant rejection are underlined.
1) I found a neat trick right after the first mission (the only trick I found that hadn't
already been pointed out months ago on the forum, I later discovered). If you jack a car before finishing The Cousins Bellick and park it outside the hideout, then later leave the hideout by entering the car instead of simply running out of the door, you'll skip the 15-second tutorial about hot dogs entirely for a net saving of a few seconds.
2) The runner doesn't use the trick, posted on the SDA forums, that lets you do First Date before Bleed Out (without having to pick Roman up from the hospital). He also needlessly triggers the cutscene with Darden's thugs beating up Roman instead of just shooting them from the car.
3) The runner should've just done Easy Fare in segment 2, then had a resaving segment to advance time to get the Vlad mission that unlocks taxis so he could use them for Jamaican Heat and Concrete Jungle, which would save several tens of seconds.
4) On Hung Out To Dry, the van can be stopped earlier by shooting out one of its front tyres as it goes into the first turn to spin it.
5) On clean getaway, the runner should've cleaned the car at the pay 'n' spray next to the garage he has to deliver it to, instead of at the car wash. This was a pointless 30 second detour.
6) In Uncle Vlad, the runner chases Vlad out of the back door and runs around the building to get back to his car instead of simply turning around and going out the front door instead, which is silly but only costs 5 seconds or so.
7) Do You Have Protection is absolutely riddled with mistakes. Firstly, the runner should've manually called Roman to unlock the mission, instead of waiting for his call. Secondly, the runner drives huge distances instead of using a taxi; my only explanation for this is that he hadn't realised yet that you can use taxis when someone is following you, which is a pretty huge and basic mistake. Thirdly, the runner should've run behind the guys you have to shoot in the leg and shot the guy who has to give money to Dimitri towards Dimitri instead of away from him to save a second or two. Fourthly, as soon as the money is handed over, the runner should've skipped the rest of the lengthy dialogue by killing the remaining porn guys and leaving, which prompts Dimitri to say 'This is a mess. Let's get out of here.' and run out of the building after you, instead of walking out slowly. Together these mistakes add up to almost 2 minutes wasted on a single mission.
8) On Logging On, the runner could've saved a second by shooting to scare the receptionist BEFORE talking to her to avoid a second of dialogue.
9) The runner squanders some 15-20 seconds or so on Escuela Of The Streets by, again, driving instead of using a taxi when he has a companion. (After this mission, the runner always correctly uses taxis whenever possible.)
10) The autosave at the end of Luck Of The Irish is weird in that, unlike every other mission, it happens after the post-mission phone call instead of when the mission actually ends. However, if you jump over the edge of the balcony so you're falling when the mission ends and hence can't immediately make the call, the call is postponed and the save happens immediately, saving 4 seconds.
11) The runner fails to skip several cutscenes on Easy As Can Be and Call And Collect, probably because he didn't realise they were skippable (they need to be skipped with enter instead of spacebar). This costs a minute. (Cutscenes that need to be skipped with enter later in the run are.)
12) The runner shoots Goldberg and leaves through the front entrance on Final Interview, meaning he has to deal with a shootout and escape from police. It is about a minute faster to silently knife Goldberg and leave through the window. This solution to the mission was posted about on the forum and can be found in any walkthrough.
13) On Late Checkout, it would've been a good 10 seconds quicker to leave the roof via the outside elevator instead of the inside one. Even more time could almost certainly have been saved by using one of the multiple 'damageless falling' tricks posted on YouTube or on the forum to jump off the roof without dying.
14) Killing Derrick in Blood Brothers is a mistake. As any walkthrough or basic testing could tell you, it means you have to drive to a much more distant cemetery on Undertaker, and costs 40 seconds.
15) There's 5-10 seconds to be saved on Dining Out by using a rocket to kill the manager instead of running into the office and back again.
16) Buoys Ahoy can be completed over 45 seconds earlier without adding any difficulty by simply shooting everyone on the boat instead of shooting the boat until it eventually explodes. I imagine a full 60 seconds would be savable by blowing up the boat with a rocket at the very start of the level, but rocket trajectories are so random that would take some luck and I wasn't able to pull it off in testing.
After all that criticism, I feel the need to point out a couple of moments that especially impressed me (not the only ones, just a couple that spring to mind).
1) Luck-manipulating a high-suspension vehicle on Waste Not Wants Knots in order to take an otherwise untravesible route was a great idea that could easily have been missed.
2) The shooting on Entourage was some of the fastest aiming at heads I've ever seen.
Conclusion
I'm going to have to reject this. Firstly, the in-game timer can't be used because it times a significant portion of the loading screens, which means the run would have to be timed manually, which means that all the time spent on the map screen (much of it unnecessary, or spent having a quick breather after placing a waypoint before going back to the game) would end up costing several minutes.
Even if that issue didn't exist, I would reject for run quality. While the execution is impressive throughout and there are a handful of nice tricks in there, there are just too many basic mistakes, together costing well over 5 minutes, resulting from a lack of simple knowledge that could've been easily picked up on the forum, through walkthroughs, or through the most simple testing. On top of that, there are other, less obvious or less serious mistakes costing even more time – and there's bound to be others I've missed not included in my list above.
All that said, I'll emphasise once again that the execution is tight and the runner is clearly very skilled, it's just that this run was a bit premature and he dove into it without doing anywhere near enough testing and without reading the stuff that had already been posted on SDA and elsewhere that would've helped him shave many minutes off his time. I really hope he isn't discouraged and that he'll do another run improving all the mistakes we're able to find and submit it.
There is a lot to be said so I'll actually structure my comments with subtitles and try to be succinct rather than rambling like I normally do.
Timer Issues
There is a major problem that I think will make it impossible for SDA to accept this run, so I'll bring it up first and in detail. The runner clearly intended the in-game timer to be used. However, the in-game timer partly times loading screens.
I did some tests, consisting of checking the in-game timer just before and after a taxi ride skip and comparing with timing stuff with a stopwatch. In a typical taxi ride on my system, there's some 10-20 seconds (real time) of loading screens, of which some 3-10 seconds is included on the in-game timer, with more time passing on the in-game timer the longer the loading screen is. In other words, while the timer does not time entire loading screens, it times a significant amount of them and that amount depends on loading screen length. Presumably it will be less on faster computers, too.
Also, this run is optimised for the in-game timer, not for real time, so timing this run manually would mean it would be horribly suboptimal due to all the unnecessary time spent in menus. As such, I think our only option is to reject. All the same, I will give a full review of the gameplay and possible improvements in the hope that the runner will do another run.
Summary of actual run quality
Firstly, the fact that GTA4 has autosaves and taxi warps makes it a very different game for speedrunning to its predecessors. Before, segments were long and route planning revolved around finishing missions near the start of other missions. Now, the optimal strategy once taxis are available is to have only one or two missions per segment to allow optimal taxi manipulation. The runner does this.
Short segment length notwithstanding, execution in this run is still damn impressive. Even at its worst it is decent; at its best, in some of the shooting missions, it's insane. But as happens frutratingly often, the run is let down by a significant handful of major planning errors, some of them really basic ones that could've been avoided just by doing basic testing or flicking through the walkthrough at www.gta4.net, and almost all of them things that wouldn't have happened if the runner had simply read the threads at SDA before doing the run. In all fairness there's a few clever tricks the runner came up with himself, though.
I'll give details of all the improvements I've found below for the runner (or anyone else) to use if he does a rerun. The only major issues I haven't really tested are which missions are necessary (a lot of work to test and I think I'll just trust the runner hasn't screwed up here) and how to minimise the time wasted waiting for plot-advancing phone calls, which eats huge amounts of time in the final segments. I suspect, though I have not tested, that rather than devoting multiple segments to phone calls at the end of the run, it would have saved a minute or so if the runner had spread them out earlier in the run at the beginning of segments before taking missions. Then some of the time spent getting into taxis and travelling to mission markers would overlap with time spent waiting for phone calls, saving time over waiting for them with nothing else to do.
Mistakes
Really big basic mistakes that together I think warrant rejection are underlined.
1) I found a neat trick right after the first mission (the only trick I found that hadn't
already been pointed out months ago on the forum, I later discovered). If you jack a car before finishing The Cousins Bellick and park it outside the hideout, then later leave the hideout by entering the car instead of simply running out of the door, you'll skip the 15-second tutorial about hot dogs entirely for a net saving of a few seconds.
2) The runner doesn't use the trick, posted on the SDA forums, that lets you do First Date before Bleed Out (without having to pick Roman up from the hospital). He also needlessly triggers the cutscene with Darden's thugs beating up Roman instead of just shooting them from the car.
3) The runner should've just done Easy Fare in segment 2, then had a resaving segment to advance time to get the Vlad mission that unlocks taxis so he could use them for Jamaican Heat and Concrete Jungle, which would save several tens of seconds.
4) On Hung Out To Dry, the van can be stopped earlier by shooting out one of its front tyres as it goes into the first turn to spin it.
5) On clean getaway, the runner should've cleaned the car at the pay 'n' spray next to the garage he has to deliver it to, instead of at the car wash. This was a pointless 30 second detour.
6) In Uncle Vlad, the runner chases Vlad out of the back door and runs around the building to get back to his car instead of simply turning around and going out the front door instead, which is silly but only costs 5 seconds or so.
7) Do You Have Protection is absolutely riddled with mistakes. Firstly, the runner should've manually called Roman to unlock the mission, instead of waiting for his call. Secondly, the runner drives huge distances instead of using a taxi; my only explanation for this is that he hadn't realised yet that you can use taxis when someone is following you, which is a pretty huge and basic mistake. Thirdly, the runner should've run behind the guys you have to shoot in the leg and shot the guy who has to give money to Dimitri towards Dimitri instead of away from him to save a second or two. Fourthly, as soon as the money is handed over, the runner should've skipped the rest of the lengthy dialogue by killing the remaining porn guys and leaving, which prompts Dimitri to say 'This is a mess. Let's get out of here.' and run out of the building after you, instead of walking out slowly. Together these mistakes add up to almost 2 minutes wasted on a single mission.
8) On Logging On, the runner could've saved a second by shooting to scare the receptionist BEFORE talking to her to avoid a second of dialogue.
9) The runner squanders some 15-20 seconds or so on Escuela Of The Streets by, again, driving instead of using a taxi when he has a companion. (After this mission, the runner always correctly uses taxis whenever possible.)
10) The autosave at the end of Luck Of The Irish is weird in that, unlike every other mission, it happens after the post-mission phone call instead of when the mission actually ends. However, if you jump over the edge of the balcony so you're falling when the mission ends and hence can't immediately make the call, the call is postponed and the save happens immediately, saving 4 seconds.
11) The runner fails to skip several cutscenes on Easy As Can Be and Call And Collect, probably because he didn't realise they were skippable (they need to be skipped with enter instead of spacebar). This costs a minute. (Cutscenes that need to be skipped with enter later in the run are.)
12) The runner shoots Goldberg and leaves through the front entrance on Final Interview, meaning he has to deal with a shootout and escape from police. It is about a minute faster to silently knife Goldberg and leave through the window. This solution to the mission was posted about on the forum and can be found in any walkthrough.
13) On Late Checkout, it would've been a good 10 seconds quicker to leave the roof via the outside elevator instead of the inside one. Even more time could almost certainly have been saved by using one of the multiple 'damageless falling' tricks posted on YouTube or on the forum to jump off the roof without dying.
14) Killing Derrick in Blood Brothers is a mistake. As any walkthrough or basic testing could tell you, it means you have to drive to a much more distant cemetery on Undertaker, and costs 40 seconds.
15) There's 5-10 seconds to be saved on Dining Out by using a rocket to kill the manager instead of running into the office and back again.
16) Buoys Ahoy can be completed over 45 seconds earlier without adding any difficulty by simply shooting everyone on the boat instead of shooting the boat until it eventually explodes. I imagine a full 60 seconds would be savable by blowing up the boat with a rocket at the very start of the level, but rocket trajectories are so random that would take some luck and I wasn't able to pull it off in testing.
After all that criticism, I feel the need to point out a couple of moments that especially impressed me (not the only ones, just a couple that spring to mind).
1) Luck-manipulating a high-suspension vehicle on Waste Not Wants Knots in order to take an otherwise untravesible route was a great idea that could easily have been missed.
2) The shooting on Entourage was some of the fastest aiming at heads I've ever seen.
Conclusion
I'm going to have to reject this. Firstly, the in-game timer can't be used because it times a significant portion of the loading screens, which means the run would have to be timed manually, which means that all the time spent on the map screen (much of it unnecessary, or spent having a quick breather after placing a waypoint before going back to the game) would end up costing several minutes.
Even if that issue didn't exist, I would reject for run quality. While the execution is impressive throughout and there are a handful of nice tricks in there, there are just too many basic mistakes, together costing well over 5 minutes, resulting from a lack of simple knowledge that could've been easily picked up on the forum, through walkthroughs, or through the most simple testing. On top of that, there are other, less obvious or less serious mistakes costing even more time – and there's bound to be others I've missed not included in my list above.
All that said, I'll emphasise once again that the execution is tight and the runner is clearly very skilled, it's just that this run was a bit premature and he dove into it without doing anywhere near enough testing and without reading the stuff that had already been posted on SDA and elsewhere that would've helped him shave many minutes off his time. I really hope he isn't discouraged and that he'll do another run improving all the mistakes we're able to find and submit it.
The game was re-verified because of all of the controversy. The following are the new responses.
Quote:
I'll say "yay" to this.
My opinion on this whole issue? I'm not going to get into a huge debate - I'll leave that to you guys and simply listen to the music from the Mortal Kombat movie while I read the thread - but if we obsess over tricks, a run will never get done. Look at the MGS series. They keep finding new tricks all the time, but the end result of people wanting to publish the perfect run on the first try results in a run that never ends up getting done.
As the second verifier in the first thread mentioned, the run is impressive for what it is. There are a few annoyances in the form of the runner seemingly learning as he goes along (one example is him using manual waypoints to reach destinations via taxis early on), but hey, that's been seen in runs that have been accepted before, right? A few mistakes are indeed out and about, but this is SDA. There will always be mistakes.
Really, you guys just need to open your mind a little. The run isn't terrible, and it's a good start for what will hopefully be many more runs for this great game. If not that, then think of it this way. One of the unmentioned points of SDA is to post runs that are impressive. And while I can't speak for everyone, to me, this run was indeed impressive. None of the mistakes that are made are ugly (which is the difference between acceptable mistakes and reject-worthy mistakes), and the average viewer (also known as the target audience) probably won't notice a majority of them like missing trick X. A good chunk of the reported "mistakes" seem to be simply not knowing trick X. And besides, there are a respectable amount of tricks in it anyway, so it's not like it does it straight all the way through.
That being said, the only really evident problem I remember that everyone will notice was taking too long to find a cab at the start of one of the segments - I think it was 56 or 53, but don't quote me on that. Doesn't waste too much time, however. And I'd imagine some time could be saved by putting a few missions that are relatively close together in segments together, rather than just using the auto-save to bridge between them all. Also, all the phone call segments were kind of boring, but that's an issue for another day. The pros far outweigh the cons in this case, however, and there even was a respectable amount of random stuff that didn't seem planned, but just seemed to work (such as in Mr. and Mrs. Bellic, a passenger getting out of the stolen car allowed Kate to get in a second quicker).
All the tricks that were missed and problems can be worried about in a later version of the run. As long as the average viewer doesn't see too much wrong with a run, it should be accepted IMO. That being said, once we get this out of the way, regardless of whether the final decision is to accept or reject, it may be reason to call for rule reform, in order to clarify this and prevent ugly incidents like this from ever happening again. Does every single solitary trick known at the time need to be used - possibly including those that are discovered after the run is made but before it is verified (this run seems to have been done in late 2009) - or can some leeway be given, so long as the execution of the run is good? If something in the whole process seems problemistic, as was the case with death abuse, we discuss it and figure out what to do.
It is a tough call, really, but I say, give it the pass for the time being. The opposition is valid, sure, but it's better to pass it and deal with the run later should we decide that tricks like that are not allowed to be missed, than to fail it and have it turn out that it should've been accepted. Worst case: we put the decision on hold until that discussion finishes.
Oh, and one last thing: more people should test the in-game timer thing. I say that only because it takes around 3-8 seconds to load taxi rides on this run, which is the around same amount the original second verifier reported gets recorded. Maybe it's a problem with slow PCs? Just a little hunch I had. I'm a player of the PS3 version, so I can't verify it for the PC. If it turns out it's still doesn't work...well, it's still fast enough.
My opinion on this whole issue? I'm not going to get into a huge debate - I'll leave that to you guys and simply listen to the music from the Mortal Kombat movie while I read the thread - but if we obsess over tricks, a run will never get done. Look at the MGS series. They keep finding new tricks all the time, but the end result of people wanting to publish the perfect run on the first try results in a run that never ends up getting done.
As the second verifier in the first thread mentioned, the run is impressive for what it is. There are a few annoyances in the form of the runner seemingly learning as he goes along (one example is him using manual waypoints to reach destinations via taxis early on), but hey, that's been seen in runs that have been accepted before, right? A few mistakes are indeed out and about, but this is SDA. There will always be mistakes.
Really, you guys just need to open your mind a little. The run isn't terrible, and it's a good start for what will hopefully be many more runs for this great game. If not that, then think of it this way. One of the unmentioned points of SDA is to post runs that are impressive. And while I can't speak for everyone, to me, this run was indeed impressive. None of the mistakes that are made are ugly (which is the difference between acceptable mistakes and reject-worthy mistakes), and the average viewer (also known as the target audience) probably won't notice a majority of them like missing trick X. A good chunk of the reported "mistakes" seem to be simply not knowing trick X. And besides, there are a respectable amount of tricks in it anyway, so it's not like it does it straight all the way through.
That being said, the only really evident problem I remember that everyone will notice was taking too long to find a cab at the start of one of the segments - I think it was 56 or 53, but don't quote me on that. Doesn't waste too much time, however. And I'd imagine some time could be saved by putting a few missions that are relatively close together in segments together, rather than just using the auto-save to bridge between them all. Also, all the phone call segments were kind of boring, but that's an issue for another day. The pros far outweigh the cons in this case, however, and there even was a respectable amount of random stuff that didn't seem planned, but just seemed to work (such as in Mr. and Mrs. Bellic, a passenger getting out of the stolen car allowed Kate to get in a second quicker).
All the tricks that were missed and problems can be worried about in a later version of the run. As long as the average viewer doesn't see too much wrong with a run, it should be accepted IMO. That being said, once we get this out of the way, regardless of whether the final decision is to accept or reject, it may be reason to call for rule reform, in order to clarify this and prevent ugly incidents like this from ever happening again. Does every single solitary trick known at the time need to be used - possibly including those that are discovered after the run is made but before it is verified (this run seems to have been done in late 2009) - or can some leeway be given, so long as the execution of the run is good? If something in the whole process seems problemistic, as was the case with death abuse, we discuss it and figure out what to do.
It is a tough call, really, but I say, give it the pass for the time being. The opposition is valid, sure, but it's better to pass it and deal with the run later should we decide that tricks like that are not allowed to be missed, than to fail it and have it turn out that it should've been accepted. Worst case: we put the decision on hold until that discussion finishes.
Oh, and one last thing: more people should test the in-game timer thing. I say that only because it takes around 3-8 seconds to load taxi rides on this run, which is the around same amount the original second verifier reported gets recorded. Maybe it's a problem with slow PCs? Just a little hunch I had. I'm a player of the PS3 version, so I can't verify it for the PC. If it turns out it's still doesn't work...well, it's still fast enough.
Quote:
Grand Theft Auto 4 verification:
A/V - Looks good.
Cheating - None detected
Overall, I was very impressed with this run. I'm no speedrunner extraordinaire by a longshot when it comes to GTA 4, but as someone casually familiar with the game I think this is a good run. The execution throughout the entire run was top-notch and it's clear that the runner has exceptional skill when it comes to this game. The runner would always get to mission markers as quickly as possible, most of the time by using taxis to instantly warp to the destination. Other times the runner would arrive just because the marker appears, be it triggered via phone call or message or what have you. Phone calls were also spread out pretty well throughout the run, usually only spending a few seconds waiting next to a marker for the call to come which doesn't take much time at all. There were also numerous places where the runner creates some very unique, quick, and entertaining routes during the few places they actually have to drive. It's hard for me to find a lot of bad things to say about it really.
One of the best aspects about this run was that the shooting was excellent throughout. The runner would always quickly pick off targets one-by-one (or in some cases, all at once with the rocket launcher) and would almost immediately move on to the next one. Missions where I would always have to take cover and meticulously choose my targets have been shortened by standing out in the open and quickly taking down all opposition. The runner displayed excellent skill in that regard, it's a major part of why it's so impressive.
Another good aspect was that the driving whenever necessary was always solid. After Bull In A China Shop the runner uses taxis pretty efficiently, though I feel there may have been a few times early on where it would have been more beneficial to take a taxi than to drive manually. When the runner did drive, it was very solid. It's easy to run into problems with random cars getting in your way but this was minimized to only a few occurrences. The runner always knew the best route to get there (while sometimes inventing his own as I already mentioned) and did it as quickly as possible. It's also worth nothing that the runner did a great job on the car chases. Since for a lot of them you can't take the vehicle out before its predetermined stopping point the runner gets to that point as quickly as possible in order to make the target vehicle drive at ridiculous speeds along its less-than-optimal path.
One thing that does bring the run down a little bit though, as has already been mentioned, is that the run seems to be optimized using the in-game timer. As previously noted it shouldn't be considered accurate to use for SDA's timing. Because of that he spends a little too much time in the menu screens which, while not adding to the game timer, would add to SDA's timing. That can make watching it a little bit dicey, as the average viewer might ask themselves "Why is he wasting so much time here?" That being said however, the menu screens are really only a few seconds for each occurrence. While you could argue the run would be easily improvable by just cutting that out, I think that fact alone doesn't detract from how good this run is overall.
Another issue is there are a few planning mistakes. Keep in mind here that I'm not an expert at speedrunning this game. My familiarity comes from having beaten it casually multiple times and just playing around on my own. Also keep in mind that I haven't read through the comments entirely from the first verification, and as such what I'm listing is just what I noticed. As I've already mentioned it would've been faster in a few cases early on to hail a cab. And when you have to choose between killing Francis or Derrick, the choice should have been Francis. I believe the cemetery you have to drive him to later in the game is quite a lot closer than Derrick's. I also noticed a couple of smaller things. When chasing Vlad in Uncle Vlad out of the bar, it would've been better to just turn around and run out the front door instead of following him all the way around the building. When saving Roman from Dardan and his crew I believe you can just shoot them from the car. All of that being said though, those were literally all the mistakes that I could pick up on throughout the entire 4.5 hour run.
Now for the conclusion. It's no secret that this run and the initial verification were controversial, to say the least. When I'm verifying this run, I'm basically treating this as if the whole debate had never happened. I'm looking only at the run sent to me and what my impressions were of it based on what I could see. And what I could see, is that I was honestly very impressed with the run. In my own personal opinion, this run would be good for SDA to host. Yes, the run has some time wasted in menu screens. Yes, there were a few missions that could've been done quicker. At the same time however... Yes, the execution was brilliant throughout the entire run. Yes, there were a lot of missions that were incredibly fast (even ones with mistakes were still pretty fast). Yes, there were times when I had to step back and just say "Wow, that was really cool." When I weigh all of these factors, I just can't find the justification to say that this run would not benefit SDA in any way. Execution is solid throughout, there are a lot of neat tricks, and this is MUCH faster than your average playthrough. Overall, it's good. That's enough for me.
My verdict: Accept
A/V - Looks good.
Cheating - None detected
Overall, I was very impressed with this run. I'm no speedrunner extraordinaire by a longshot when it comes to GTA 4, but as someone casually familiar with the game I think this is a good run. The execution throughout the entire run was top-notch and it's clear that the runner has exceptional skill when it comes to this game. The runner would always get to mission markers as quickly as possible, most of the time by using taxis to instantly warp to the destination. Other times the runner would arrive just because the marker appears, be it triggered via phone call or message or what have you. Phone calls were also spread out pretty well throughout the run, usually only spending a few seconds waiting next to a marker for the call to come which doesn't take much time at all. There were also numerous places where the runner creates some very unique, quick, and entertaining routes during the few places they actually have to drive. It's hard for me to find a lot of bad things to say about it really.
One of the best aspects about this run was that the shooting was excellent throughout. The runner would always quickly pick off targets one-by-one (or in some cases, all at once with the rocket launcher) and would almost immediately move on to the next one. Missions where I would always have to take cover and meticulously choose my targets have been shortened by standing out in the open and quickly taking down all opposition. The runner displayed excellent skill in that regard, it's a major part of why it's so impressive.
Another good aspect was that the driving whenever necessary was always solid. After Bull In A China Shop the runner uses taxis pretty efficiently, though I feel there may have been a few times early on where it would have been more beneficial to take a taxi than to drive manually. When the runner did drive, it was very solid. It's easy to run into problems with random cars getting in your way but this was minimized to only a few occurrences. The runner always knew the best route to get there (while sometimes inventing his own as I already mentioned) and did it as quickly as possible. It's also worth nothing that the runner did a great job on the car chases. Since for a lot of them you can't take the vehicle out before its predetermined stopping point the runner gets to that point as quickly as possible in order to make the target vehicle drive at ridiculous speeds along its less-than-optimal path.
One thing that does bring the run down a little bit though, as has already been mentioned, is that the run seems to be optimized using the in-game timer. As previously noted it shouldn't be considered accurate to use for SDA's timing. Because of that he spends a little too much time in the menu screens which, while not adding to the game timer, would add to SDA's timing. That can make watching it a little bit dicey, as the average viewer might ask themselves "Why is he wasting so much time here?" That being said however, the menu screens are really only a few seconds for each occurrence. While you could argue the run would be easily improvable by just cutting that out, I think that fact alone doesn't detract from how good this run is overall.
Another issue is there are a few planning mistakes. Keep in mind here that I'm not an expert at speedrunning this game. My familiarity comes from having beaten it casually multiple times and just playing around on my own. Also keep in mind that I haven't read through the comments entirely from the first verification, and as such what I'm listing is just what I noticed. As I've already mentioned it would've been faster in a few cases early on to hail a cab. And when you have to choose between killing Francis or Derrick, the choice should have been Francis. I believe the cemetery you have to drive him to later in the game is quite a lot closer than Derrick's. I also noticed a couple of smaller things. When chasing Vlad in Uncle Vlad out of the bar, it would've been better to just turn around and run out the front door instead of following him all the way around the building. When saving Roman from Dardan and his crew I believe you can just shoot them from the car. All of that being said though, those were literally all the mistakes that I could pick up on throughout the entire 4.5 hour run.
Now for the conclusion. It's no secret that this run and the initial verification were controversial, to say the least. When I'm verifying this run, I'm basically treating this as if the whole debate had never happened. I'm looking only at the run sent to me and what my impressions were of it based on what I could see. And what I could see, is that I was honestly very impressed with the run. In my own personal opinion, this run would be good for SDA to host. Yes, the run has some time wasted in menu screens. Yes, there were a few missions that could've been done quicker. At the same time however... Yes, the execution was brilliant throughout the entire run. Yes, there were a lot of missions that were incredibly fast (even ones with mistakes were still pretty fast). Yes, there were times when I had to step back and just say "Wow, that was really cool." When I weigh all of these factors, I just can't find the justification to say that this run would not benefit SDA in any way. Execution is solid throughout, there are a lot of neat tricks, and this is MUCH faster than your average playthrough. Overall, it's good. That's enough for me.
My verdict: Accept
Quote:
Grand Theft Auto 4 Re-Verification
Verdict: Accepted
Reasons:
No cheating as far as I can notice with my knowledge.
Quality of video is reasonable okay (enough for the viewer to notice any hypothetical cheating attempts or attempts to hide tricks or glitches that is not known by an ordinary player). Although some clips does not play back very well, I am guessing this is only a encoding/muxing glitch that can be fixed.
Game play is well above average; only an experienced speed runner of this game would notice any mistakes, without analyzing the individual missions in more detail than required by an ordinary play through. Also with today’s knowledge these small mistakes only add up to one or two percent of the total time. It would be different if only a single mistake by itself would add up to the same time amount of time.
Timing is controversial, although not a specific problem to this run but a problem for all future runs if previously pointed out errors in the timing algorithm is correct.
Explanation:
I will start by stating my own experience in playing this game and analyzing speedruns in general; I have completed the game two times before (once myself on a PC and once with a friend on the Xbox360), although I have never tried to speedrun the game or individual missions for that matter. I have been a long time fan of speedruns and have watched most of the runs on this site that have the same type of game play (including the 6 hour commentated run of GTA:SA).
Quality:
The quality of the video is quite poor for such a new and high end game. Although this could be justified by the high demand for computing power for the game itself, which means that the video recording software has to maintain a low footprint in order for the game to be playable (in the future with more powerful computers a better quality would probably be expected). However since the quality is enough in order for me to observe every move the player makes and also for me to exclude cheating, I see no point in rejecting the run due to quality issues although I would have liked to see a higher resolution video.
Timing:
The most important aspect that could result in a rejection is that the run is optimized for the use of the in game timer. And it has been previously pointed out that that timer actually counts some of the loading times, which could in fact differ depending on the speed of the computer used. Although this is not a problem specific to this run in particular, since it would be present in any speedrun of this game. This leads me to say that it is not a reason for rejection for this run, although an important problem to solve for any speedrun for this game. But I consider myself to have limited knowledge of the timing problems in this game, since I have not been able to make reliable tests of the timer myself.
Gameplay:
From my point of view the run is very well planned and executed, if it wasn't for a few previously mentioned mistakes, I would never have noticed any mistakes to speak of and especially that would make me consider a rejection. And even with the knowledge of these mistakes I do not think they are reasons for rejection. However since they were the reason for this re-verification, I will try and justify why I believe this run is good enough for an acceptance. I will try and justify the mistakes that previously have been pointed out as rejection worthy.
Mistakes previously pointed out:
Most of the mistakes pointed out have been related to bad path choices or suboptimal decisions during missions. In my point of view I cannot see that these mistakes can be reasons for rejection. I consider this is a relatively new game and as a first speedrun, the runner has not had any previous official runs for use as reference. And in my opinion, one cannot demand from the runner, to search for solutions on the internet/literature for all the optimal paths and decisions in a game. A runner must be able to speedrun a game with good intentions and without the ability to use internet (for example a person who cannot read English and can therefore not participate in any of the available discussions about the game in question) and get the run accepted anyway.
I also consider that the previously estimated time loss from the mistakes can have been slightly overestimated in some cases (in this case 2 minutes). For example the mission "Do You Have Protection" the player have to go to 3 different locations (first retrieve an item and shoot some persons, second to pick up a weapon, third to drop of a person):
From my timing and by excluding dialog that is not possible to skip, the mission took slightly more than 3 minutes. With my experience I don't think that by taking taxi instead of driving and shooting guys in a different manner could have reduced the time of the mission to only slightly more than one minute. Also the previous verifier stated that the player should have called Roman instead of waiting for the call, although the call comes exactly at the time as the player arrives at the start of the mission (no time lost as I can understand?).
Although some of the pointed out mistakes such as not skipping cut scenes is more serious. But I think that even these mistakes can be justified by the fact that the player had to use a specific keyboard key to skip them, which also is different from other cut scenes. I would almost go as far as classify this as a glitch in the game as it is not stated in any official manual which button you have to press in that particular mission.
Verdict: Accepted
Reasons:
No cheating as far as I can notice with my knowledge.
Quality of video is reasonable okay (enough for the viewer to notice any hypothetical cheating attempts or attempts to hide tricks or glitches that is not known by an ordinary player). Although some clips does not play back very well, I am guessing this is only a encoding/muxing glitch that can be fixed.
Game play is well above average; only an experienced speed runner of this game would notice any mistakes, without analyzing the individual missions in more detail than required by an ordinary play through. Also with today’s knowledge these small mistakes only add up to one or two percent of the total time. It would be different if only a single mistake by itself would add up to the same time amount of time.
Timing is controversial, although not a specific problem to this run but a problem for all future runs if previously pointed out errors in the timing algorithm is correct.
Explanation:
I will start by stating my own experience in playing this game and analyzing speedruns in general; I have completed the game two times before (once myself on a PC and once with a friend on the Xbox360), although I have never tried to speedrun the game or individual missions for that matter. I have been a long time fan of speedruns and have watched most of the runs on this site that have the same type of game play (including the 6 hour commentated run of GTA:SA).
Quality:
The quality of the video is quite poor for such a new and high end game. Although this could be justified by the high demand for computing power for the game itself, which means that the video recording software has to maintain a low footprint in order for the game to be playable (in the future with more powerful computers a better quality would probably be expected). However since the quality is enough in order for me to observe every move the player makes and also for me to exclude cheating, I see no point in rejecting the run due to quality issues although I would have liked to see a higher resolution video.
Timing:
The most important aspect that could result in a rejection is that the run is optimized for the use of the in game timer. And it has been previously pointed out that that timer actually counts some of the loading times, which could in fact differ depending on the speed of the computer used. Although this is not a problem specific to this run in particular, since it would be present in any speedrun of this game. This leads me to say that it is not a reason for rejection for this run, although an important problem to solve for any speedrun for this game. But I consider myself to have limited knowledge of the timing problems in this game, since I have not been able to make reliable tests of the timer myself.
Gameplay:
From my point of view the run is very well planned and executed, if it wasn't for a few previously mentioned mistakes, I would never have noticed any mistakes to speak of and especially that would make me consider a rejection. And even with the knowledge of these mistakes I do not think they are reasons for rejection. However since they were the reason for this re-verification, I will try and justify why I believe this run is good enough for an acceptance. I will try and justify the mistakes that previously have been pointed out as rejection worthy.
Mistakes previously pointed out:
Most of the mistakes pointed out have been related to bad path choices or suboptimal decisions during missions. In my point of view I cannot see that these mistakes can be reasons for rejection. I consider this is a relatively new game and as a first speedrun, the runner has not had any previous official runs for use as reference. And in my opinion, one cannot demand from the runner, to search for solutions on the internet/literature for all the optimal paths and decisions in a game. A runner must be able to speedrun a game with good intentions and without the ability to use internet (for example a person who cannot read English and can therefore not participate in any of the available discussions about the game in question) and get the run accepted anyway.
I also consider that the previously estimated time loss from the mistakes can have been slightly overestimated in some cases (in this case 2 minutes). For example the mission "Do You Have Protection" the player have to go to 3 different locations (first retrieve an item and shoot some persons, second to pick up a weapon, third to drop of a person):
From my timing and by excluding dialog that is not possible to skip, the mission took slightly more than 3 minutes. With my experience I don't think that by taking taxi instead of driving and shooting guys in a different manner could have reduced the time of the mission to only slightly more than one minute. Also the previous verifier stated that the player should have called Roman instead of waiting for the call, although the call comes exactly at the time as the player arrives at the start of the mission (no time lost as I can understand?).
Although some of the pointed out mistakes such as not skipping cut scenes is more serious. But I think that even these mistakes can be justified by the fact that the player had to use a specific keyboard key to skip them, which also is different from other cut scenes. I would almost go as far as classify this as a glitch in the game as it is not stated in any official manual which button you have to press in that particular mission.
Decision: Accept
Reason: This might not be a perfect run, but it's still a very good run, and definitely a good start for the site.
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