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Players Furious Over Buggy GTA IV PC Release

Jupix writes "It took Rockstar most of a year to port Grand Theft Auto IV to the PC, and while they claim this was because they wanted polish and quality with their PC release, it appears the result has been less than satisfactory. Players all over the internet are furious over numerous bugs in the release, ranging from nonfunctional internet registration and graphics glitches to completely inoperative installations. One of the game's largest retailers, Steam, has reportedly gone so far as to start handing out refunds to hordes of unsatisfied (and no doubt uncomfortably noisy) customers."

9 of 384 comments (clear)

  1. Re:I'm slightly astonished by cbrocious · · Score: 4, Interesting

    I'm no DRM fan (I've been working against it for years, e.g. El Tunes and PyMusique), but there's no reason that it'd cause these problems, outside of the authorization problems. Once the game has started, the most the DRM will be doing is decrypting game code, if it's not decrypted entirely at loadtime.

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    Disconnect and self-destruct, one bullet at a time.
  2. Re:I'm slightly astonished by Dunbal · · Score: 5, Interesting

    It's the DRM.

          Is that what they call Christmas now?

          It's not DRM, it's the "we have to get this out the door before Christmas z0mg Xmas sales!!!11" mentality from the short sighted marketing department. Ship now and patch later is typical for this time of year. It probably does not bode well for the franchise, however.

          Yeah, the DRM probably broke the game, but QA HAS to have seen this problem before shipping. Obviously $50 a copy was more important than the trivial fact of the game actually working or not.

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    Seven puppies were harmed during the making of this post.
  3. I wouldn't know - boycotting by snarfies · · Score: 4, Interesting

    I was really looking forward to buying GTA4 for the PC. I am the proud owner of GTA3, GTA:VC, and GTA:SA. But I can't buy GTA4, and this was so deeply dissapointing I actually sent Rockstar/Take2 a physical paper letter (which I am sure they will laugh at, ball up, and throw in the trash).

    The problem? Mandatory online activation enforced by SecuROM. It isn't so much the latter I object to (though I DO object to it) as the former. I sometimes actually go back and install a game 5, 10, or even more years later and replay it if it was any good. What happens 10 years from now when the machine I am required to connect to no longer exists? Sure, I'm sure I can download a crack, or a patch, or something by then, but I want to own a fully working game right out of the box, not crippleware.

    I know that the same applies to MMORPGs as well, but guess what? I have never, and never will, buy one of those, either.

  4. Re:I'm slightly astonished by Dun+Malg · · Score: 4, Interesting

    How is anything based on Win32 and DirectX not a Windows derivative?

    Those are APIs. Windows is an OS. Two completely different operating systems could use the same APIs, but handle the API calls completely different behind the scenes. That's kind of the point of an API.

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    If a job's not worth doing, it's not worth doing right.
  5. Re:Bought this POS. by The+Moof · · Score: 4, Interesting
    Games for Windows is a good idea done wrong, and only if you have an Xbox360. I thought it was nice to have a cross-platform friends and all that. However, it's very poorly implemented.
    • They tie settings and saves into your profile and you have to be signed in (either locally or on Live). There are workarounds for this, but I'm not so hot on extra work to play your save game files.
    • If you want to compare achievements with your PC version and someone's Xbox version, you can't (without pen and paper). Live thinks that a version for windows and a version for the 360 is two completely different games.
    • When it opts to update your games it sometimes offers no feedback that it's working, or that it has completed successfully. It usually just dumps you back to the desktop when completed.
    • Sometimes, it's the culprit for game crashes and BSOD's.

    They should've added it as an optional feature instead of making it a requirement to use. My first experience with it was in Fallout 3. At first it was nifty, but after coming across all of the problems mentioned above, I'm not so sure it's worth the hassle.

  6. Re:I'm slightly astonished by Hurricane78 · · Score: 5, Interesting

    What you did not mention was, that the cracked (actually decrypted/compiled are better words for it) version ran much faster.
    What they did was crazy. They decrypted the whole GUI code and only encrypted it right before use. Even the mouse was sluggish in the "original" version.
    After cracking it, it ran nice and smooth.

    This is easy to crack as soon as you know how to call the decryption for every piece of code needed. You have to follow the calls down, until you have a decrypted version of everything.

    It's so stupid that it hurts: The CPU has to execute it in a un-encrypted form. So it has to lie in ram in that form some time in the execution. So you will always be able to get the raw machine code. But tell that to a PHB who can't tell the difference between 0.002 dollars and 0.002 cents... *sigh*

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    Any sufficiently advanced intelligence is indistinguishable from stupidity.
  7. Re:Ha-ha! by Joe+U · · Score: 5, Interesting

    If you think otherwise you don't grasp the DRM in Steam very well.

    I think I just did. The solution is to create a new steam account for every game. If you have to chargeback one, you'll still have the others.

  8. Re:I'm slightly astonished by billcopc · · Score: 4, Interesting

    It ended up biting Steinberg in the ass, because the crack was no simple EXE patch, it was a full-blown dongle emulator. By making Cubase SX3 hard to crack, they directly encouraged H2O to write a universal crack for all their dongle-infected apps.

    To make things worse, the protection was so invasive, many layers of just-in-time decryption, that it significantly slowed down the app and led to all sorts of weird timing issues. As a result, a staggering number of people stayed on the previous version, which was quite similar in features.

    The same nonsense is happening with Cubase 4. They've added a handful of crap features few people care about, so all those in the know are sticking with their existing version. You obviously can't go out and buy an older version in-store, so new folks wind up with C4 simply because they don't have a choice.

    In this situation, one has to wonder how much money they've lost due to the DRM. It has taken a lackluster upgrade and made it worse, so a bunch of people are jumping ship to a competitor's product, such as Ableton, Sonar or the extremely popular Reaper. They all do pretty much the same things, support the same plugins (or more), and often provide more efficient interfaces (Cubase is kind of backwards for some things). How long until Cubase gets pwned by its own copy protection ?

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    -Billco, Fnarg.com
  9. Re:I'm slightly astonished by spyrochaete · · Score: 5, Interesting

    ...your rationale is actually hurting your cause.

    ...a better approach would be to not purchase the game, and not pirate it either. By pirating it, you just give them ammunition to keep pushing DRM as evidence that it isn't yet good enough.

    I disagree. I'm sure GTA4 is totally worth playing, but having to deal with SecuROM, Games for Windows Live, and Rockstar Social Club is a hell of a lot of baggage.

    I argue that pirating the game states very clearly that the product has value but the terms are unacceptable. I think the last thing any gamer wants is to discourage Rockstar from making more GTA games!