Gta 4 dating kiki jenkins
They are not totally bereft of it, to be sure, they just seem to be made with less gusto and depth than their more numerous male counterparts. She’s performing a role other than that of a romantic interest and, not surprisingly, it works just fine. Or, more to the point, why not make more characters better than her?
I’m not asking for any Mary Sues or anything, just that Nico’s only female boss would have been a bit more enjoyable if she would not have been so terribly dependent on Nico and on outside help.
After all, the series is derived from those same traditions, though bent through the lens of parody and caricature: At its core, the GTA series is every cop show, every action movie and every crime story from the last 30 years.
The whole series is essentially a massive collection of intertextual zeitgeist parody.
The problem with this is that shooting down the choppers is likely to increase your wanted level and make pursuers faster and more common.
You can also simply try to outrun them, although this can get tricky since the islands are fairly small and the police will set up blockades on the bridges between islands. Getting an air vehicle can help, assuming you can get away from any pursuing choppers.
That’s not a very large number compared to the around twenty or so focal male characters that Nico encounters during the game.
I know the traditions of crime and cop fiction are very male-centric, so it follows that the GTA series reflects it.
That’s what GTA games are, in part, famous for: Tragicomic stereotypes of criminals who – while often unflattering – carry vivid personalities and are carefully crafted.
Especially her ending was a bit dubious (nervous breakdown, claiming to leave criminal life because it’s a “man’s world”, and needing Nico to clean up her mess), and made me painfully aware of the fact that probably the most incompetent drug dealer in the game happened also to be the only female one.
Sure, most of the male bosses are dysfunctional trainwrecks too, but their stories involve some sort of character-driven climax, be it an execution at the hands of Nico or a downfall of some other variety.
Listen to any of the radio stations in Liberty City or observe the innumerable delicious clichés of Vice City to convince you if you don’t believe me.
These people know the world they live in, as well as the vast (pop) cultural traditions that their games so heavily draw from.