These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
YMMV: Grand Theft Auto V
8.8: There's quite a bit of backlash from GameSpot's 9/10 review, though the backlash comes more from the review's accusations of misogyny rather than the score itself. And even more so from the Escapist's 7/10 review, which gave the game a lower score because the reviewer didn't find the main characters sympathetic and because he barely spent any time talking about the actual gameplay.
At the main docks, you'll find a drugged out guy who looks suspiciously like Jesus reciting parables and talking about God as his 'father'. Michael, Franklin, and Trevor each call bullshit on him and say they want to go back to reality. He's even said to have shagged Michael's wife according to Tracy and Jimmy.
In this game, Millennials (the generation born between the years 1980 and 2000) are portrayed as being spoiled and lazy, with an overblown sense of entitlement.
While that's true for Michael's kids, Franklin is also a millennial, and he's by far the most well-adjusted character in the game. (Although, as he mentions himself, this is more because Franklin isn't entitled to half the opportunities that most middle-class twentysomethings are, let alone a couple of silver-spooners like Tracey and Jimmy.)
It's really the Baby Boomer Generation that gets the most venomous Take That in the game. The Baby Boomer generation are shown to be past-their-prime losers who are desperate to even pretend to have a shred of their Glory Days, and on top of that are depicted to be the reason the Millennials got fat, selfish, lazy, and over-entitled in the first place. Really gets summed up in this exchange between Franklin and a random encounter he saved from being killed and eaten by Altruists.
Lacy: They kept saying that youth is wasted on me. Like I ruined society. Franklin: Shit, which is rich for the generation that screwed everything for everyone but them. Lacy: I know right; the generation before them survived the great depression, fought the second World War, and built America to greatness. Then they stepped in and squandered it all. And it's our generation taking all the flak. Blame the millennials. Even if we are self-absorbed narcissists who expect 3-hour work days, who do you think we learned it from?
Celebrities in general. It's not just not all the "No Celebrities Were Harmed" characters, either: The very concept of celebrity is scathingly mocked.
Along with that, paparazzi who obsess over celebrities are also mocked just as badly, if not moreso.
And of course the case where it isn't acceptable - transgender people get a lot doledoutonthem.
Within the fandom, "Squeakers" or people who are clearly too young for game who play Online and have their mike on all the time. This pisses off a fair few players, especially since whenever someone talks in Online, the radio is muffled. Wanted to hear the Awesome Music of the soundtrack? Tough luck for you. Even Griefers hate them.
Accidental Aesop: Trevor, serving as a kind of Anti-Role Model, inadvertently makes a case for legalization during his "Grass Roots" mission, complaining it would put him out of business.
Trevor is a big one. Some think he's an absolute Jerkass, whose occasional Pet the Dog moments do nothing to redeem his unrepentant, brutally psychotic behaviour, while others consider him a deeply disturbed individual whose actions are down to the myriad of mental problems the game alludes to him having. More still simply consider him an incredibly badassVillain Protagonist who's Not So Different from some of the other main characters in the franchise, who are perhaps undeservedly held up to a higher moral standard than him. The game actually has Michael posit an in-universe alternate interpretation of Trevor, theorizing that much of his behavior is a front; a persona he puts on to intentionally frighten, disturb,and offend the people around him.
Jimmy too. Is he a smug manchild layabout happy to blame his father for his own laziness and refusal to do anything other than do drugs and play videogames, or is he a friendless, socially awkward young man with some legitimate Freudian gripes, who sorts himself out through a little Character Development?
Then there's Michael himself who has several in-game interpretations. Supposedly the Only Sane Man with an Awful Wedded Life who sees himself as a Jaded Washout disappointed with a lifestyle of shallow materialism, he's also described by both Trevor and his wife as a self-deluding hypocrite who in Amanda's words, 'kills people and then lounges in the sun and feels bad about it" while Trevor regards him, with some justice, as a self-centered hypocrite who sold his friends for his own filthy rich lifestyle. Notably in the two alternate endings, Michael is far more willing to betray Trevor than Franklin is, and he immediately justifies killing Trevor on grounds that he had it coming.
Anti-Climax Boss: As tough and well armed as Terry and Clay could have been in The Lost and Damned they're barely tougher and well armed as the rest of the mooks they're with and usually go down in 3-4 shots. Justified in that, much like Johnny, the meth addiction has made them far less tough than they were in TLaD.
Pretty much all of the game's Big Bad Ensemble goes down fairly easy, no more difficult than any other mook. Wei Chung and Stretch get offed by (from their perspective) complete strangers. Steve Haines gets sniped by Trevor, having never seen it coming. The real challenge with these kills is getting away clean. Devin Weston, last on the list, puts up no fight at all, but at least he gets some face time with the protagonist so he knows exactly who is killing him and exactly why, giving it more emotional context than the others.
In the first two endings respectively, Trevor and Michael don't put up much of a fight. The former is a chase scene which ends in a single bullet being fired, while the latter has a shorter chase scene which ends in a red herring moral choice.
Basically, the game doesn't have bosses in a gameplay sense, only a narrative one.
Trevor's Rampage side missions. You go from fighting Rednecks, to two gangs in Los Santos, to the freakin U.S. Military. Who's the target of the fifth and final rampage? Hipsters. In this case, it's balanced out with being funny as hell.
Like GTA IV before it, while it does take potshots at both the American right and the American left, the right gets the brunt of it. There's the return of the Republican Space Rangers, the Kung Fu Rainbow Lazer Force, Weazel News: Confirming Your Prejudices! again, Jock Cranley's Patriot Test, one of Trevor's Contacts (Joe and his sidekick Josef, who salutes by sticking his arm straight out),and others. At times it seems that the potshots taken at liberals can seem rather token.
While the left-wing criticisms do seem token in comparison, the ones that ARE there (particularly on the Liberal Superhero show "Impotent Rage") are just as heavy-handed: basically, if the right-wing are the neo-Fascistswho at least get their blatantly evil agenda done in a timely and efficient manner, the left-wing can be summarized as Good Is Dumb. Really, Really, REALLY dumb.There efforts to better society end up being sidelined by an unwillingness to confront the conservatives, and sometimes their efforts make society even WORSE. In particular, their message of environmentalism is undercut by flying private jumbo jets to accept the awards, they want to legalize weed, heroin and crack for the mass market, and their needs to have workers unionize and demand outrageous wage hikes and personal benefits are becoming so expensive that corporations are FORCED to outsource to the third world and China, and the sense of self-entitlement the middle class has means workers are too lazy to work anyways. And considering Audience SurrogateJimmy is depicted as an Entitled Bastard from this depiction of the middle class, this message is probably more likely to dig under the skin of GTA fans than the right-wing criticisms.
Some Anvils Need to Be Dropped: Arguably the mission where you torture Mr. K. Some may say that it's gratuitous and unnecessarily graphic and disturbing. Nevertheless, it shows that torture is an ugly method that is pretty much useless for gathering information and is usually done for the interrogator's own enjoyment more than anything else.
Badass Decay: Johnny Klebitz. In The Lost and Damned he was the very epitome of a Badass Biker. But by the time of Grand Theft Auto V he has become a pathetic meth addict who doesn't even have the balls to stand up to the guy who is screwing his girlfriend.
Big Lipped Alligator Moment: When Michael gets drugged and robbed by his own son, he undergoes a Mushroom Samba that involves spaceships, aliens and flying through a city of rainbows in his underwear that just has to be seen to be believed.
And that's only the first of three Mushroom Samba levels, all of which count as examples. The other two involve Michael and Trevor smoking some very potent weed and being forced to battle aliens and clowns, respectively.
Another big-lipped alligator moment is Trevor's final rampage missions where he is attacked by hordes of gun-wielding hipsters who drive to the battle in electric cars and scooters, and die while saying things like "I was trying to finish my screenplay."
The opening cutscene of "Blitz Play" has a less obvious example. In the middle of this almost completely serious dialogue, when Dave mentions that "some parts of the government might be corrupt," all three Player Characters, in perfect unison, make comical "see no evil, hear no evil, speak no evil" gestures.
The mission "I Fought the Law..." is often regarded as this by players. The reason? You get to do a street race against two of the fastest cars in the game (the Overflod Entity XF and the Grotti Cheetah) in the motorway which connects East Los Santos to Blaine County.
Another fan favorite is "Bury the Hatchet," on top of the Awesome Music, The Reveal for Trevor about what actually happened to Brad, and when playing it as Michael getting a voice over flashback to him breaking the news to Amanda, which is implied to be the start of their marriage going downhill. It's emotional, to say the least.
The Heist missions, naturally, but special mention to the last 3:
"The Paleto Score": When the gang needs to knock over a small-town bank, the bank gets surrounded by the Corrupt HickCops. Seeing it's too late for flight, the gang decides to fight: by walking out of the bank wearing Bomb Suits. Michael and your gunman come out sporting Heavy Machine Guns, and Trevor comes out hefting a freaking Minigun! So they tear up the police men... and the police cars... and the police choppers... and then Army Fort Zancudo sends soldiers, Barracks hummers, and Rhino tanks. The gang kills all of them, too.
Online has the TopFuntrilogy of versus missions. One team of runners have to run off with some valuable stuff in their hands without the whole team dying on either Sanchez dirt bikes, Voltic and Coquette sports cars, or even Mallard planes. What are they running from? Oh, nothing but some hunters flying freakin' P-996 LAZER fighter jets than can blow the runners' asses off.
The new addition of "special abilities" which allows Michael enter a Max Payne-esque Bullet Time to allow him to make precise shots, Trevor to enter a Limit Break mode where he deals double-damage and takes half himself, and Franklin to slow down time around him while driving. Some people find these features to be too "gimmicky" or "arcadey" for the series while others accept them as worthy additions that will add variety to the game.
There is disagreement between fans who want GTA to have a story with biting social commentary, and fans who want GTA to be about just driving around and causing mayhem.
The lack of major female characters has also caused some contention.
Also the mission where you torture an Arab informant has people arguing over whether it's unnecessary, gratitious and disturbing or whether it's an effective case of Some Anvils Need to Be Dropped regarding the general ineffectiveness of torture as a means of gathering information.
The stock market along with missions rarely ever giving you any money is either praised for making the player be smart about managing money or derided for being a tacked on and unnecessary Scrappy Mechanic.
GTA Online allows players to purchase in-game money from the store, which caused a huge division amongst the fans. Rockstar mentioned, however, the economy will be balanced for the "overwhelming majority" of players who won't purchase money, and that it will be far easier to make money in Online than the single-player.
However, Rockstar then seemingly went back on their word when they severely nerfed the payouts for most Jobs; after the nerf, the only practical ways to earn cash that remained were either grinding the same handful of missions over and over again or - you guessed it - buying Shark Cards. This has since worsened to the point that, whenever a bug comes along that negatively impacts players' finances and doesn't get fixed for awhile, it's become Memetic Mutation for players to say that it will never be fixed "because Shark Cards". Some have even gone as far as to accuse Rockstar of deliberately withholding online Heists in order to keep the Shark Card cash rolling in.
It doesn't help that said nerfing occurred almost immediately after they patched a glitch that allowed players torack up billions of dollars with almost zero effort; the divisiveness here results from the fact that most players who used the glitch had the ill-gotten money taken away but were allowed to keep anything they'd purchased. This essentially split the fanbase into two camps: "glitchers who now rule Online with their glitch-money tanks and attack choppers" and "people who played fair and are now getting victimized by the other camp because they can't afford to fight back", with many of the latter camp actually quitting Online altogether.
Another complaint about Online is the Bad Sport mechanic. Basically, if a player is deemed to be a "bad sport" by blowing up other players' cars or griefing in general, they're given a dunce cap and forced to play on a "bad sport" server. Some see this as a fitting punishment for people who like to ruin the game for others by griefing, others think it goes against what Grand Theft Auto is about in the first place, and still others (mainly the victims of griefing) feel that it's not punishment enough, postulating that putting griefers onto servers composed entirely of fellow griefers is pretty much giving them exactly what they want and that they should have their weapons and/or vehicles taken away as additional punishment.
The driving mechanics have received a lot of backlash from devoted fans of IV due to the physics being tweaked to make cars easier to drive, though they have received praise from those who hated the boatlike driving controls in IV saying that they strike just the right balance. There are also fans who dislike the new wanted system, as it is much more difficult to get away with murder (even if you're on top of a mountain with no witnesses) and the police are much more effective in a fight (the trade off is it's now feasible to escape on higher wanted levels).
The game costing seventy dollars and being over sixteen gigabytes large on Xbox's Games On Demand service. Some people use the reasoning that the game is worth that much, and that many stores, even a month later, are still frequently sold out, whereas other players are just annoyed because it's both ten dollars more expensive than other big games this year (Bioshock Infinite, Saints Row 4, Metal Gear Rising, etc, which is in itself a Broken Base for Microsoft's financial department) and that, well, it's seventy frickin' dollars for a single game.
Go on any Online server and ask what the fastest car in the game is, and half will say the Adder and the other half will say the Entity XF. Thanks to the High Life update, we can now add the Zentorno to the mix.
For races in Grand Theft Auto Online nearly every vehicle category has one particular vehicle model that clearly stands out as the best, meaning that almost everybody will choose it. The Sports Car class has the Grotti Carbonizzare, the Muscle Car class has the Bravado Gauntlet, the Off-Road class has the Sanchez dirtbike, and the Super Car class has the Truffade Adder.
Criminal Records and Down The Drain are the two tracks occupying 90% of Quick Job -> Join Race results.
Boneyard is the most popular survival map in Online because it can easily be beaten with as little as two people. Just go behind the trailer near the player spawn point, put a player on each side, and mow down wave after wave of enemies who are unable to outflank you because they can only approach your fortified position by crossing large areas of open ground.
Crazy Awesome: As morally reprehensible as he can be, Trevor arguably crosses over into this with the sheer level of insanity he gets up to. The best example is probably the mission "Minor Turbulence", where Trevor crashes a crop duster into the back of a cargo plane with an open hatch, hijacks it, and bails out of it after being attacked by the Air Force, potentially by driving a jeep out the back, simply because it's there.
Darkness-Induced Audience Apathy: This was the main complaint of the game in The Escapist's review of GTA V, where it was given a 3.5/5. According to the review, Niko Bellic and even Tommy Vercetti were more sympathetic.
"The three men you take control of throughout the game aren't even anti-heroes. They're just scumbags. [...] It's certainly fun to be the bad guy sometimes, but only buy Grand Theft Auto V if you're prepared to play as characters with no justifiable motivation for doing awful things to people."
Wade Hebert, the juggalo of Trevor Philips Enterprises, has gained a lot of love from the fanbase for his humorous lines and endearing innocence.
Agent Dave Norton, the Reasonable Authority Figure who fully acknowledges that Steve's Glory Hound schemes and insistence of perpetuating Inter-Service Rivalry are more destructive than all three of the protagonists combined, and tries his best to keep Michael and his crew safe as much as he can, as well as being a legitimate Badass when push comes to shove, such as breaking into an IAA black-site to prevent a bioweapon from devastating the west coast, and fighting alongside Michael through a Mexican Standoff with Steve, an FIB team, the IAA, and a Merryweather Buzzard.
Chef, the badass meth cook for Trevor Philips Industries. He only appears a few times in the game (once during the mission "Trevor Philips Industries" and he can also be used as a gunman during heists), but every time he shows up he proves himself to be such a tough and competent gunman that he's become quite a popular character.
Brad, considering that he only shows up alive for five minutes during the prologue, there is a lot of Wild Mass Guessing that centre around him and his past with Michael in particular. Many fans even want to see the DLC focus on Brad, Michael and Trevor in their bank robbing days.
Even Better Sequel/Surprisingly Improved Sequel: When compared to Grand Theft Auto IV. Rockstar seemed to have addressed a lot of player concerns such as many features that were taken away (character customization, the ability to fly airplanes, buy property, etc.) in GTA IV and made several improvements to the GTA formula (ie better driving, shooting, and crapton of side activities to do).
Game Breaker: Being a Rockstar game, it should be no surprise the multiplayer has... questionable balance.
The Assault Shotgun. As detailed on the main page, it has an extremely fast fire rate, and with the extended clips upgrade an absurd amount of rounds. It has decent range, and all factors combined makes it an incredibly overpowered weapon in deathmatches and fighting other players in general.
The Advanced Rifle. High firing rate, great accuracy, and decent damage make this weapon ridiculously powerful against other players, especially since the Carbine Rifle and Assault Rifle just can't hold a candle to it.
The Rhino Tank. Any player able to afford or successfully steal a tank can quickly find themselves become the scourge of the multiplayer session.
AP Pistol. Perfect for players seeking more accurate drive-bys, and with a few quickly spent clips, a highly effective killer of any cars players are chasing/chased by.note Although, the AP Pistol is powerful against mainly non-armored cars than armored cars. Previously, a lot of vehicles were weak to weapon damage in general, even with armor, but a recent fix made cars more resistant to damage. The AP Pistol can still be enough to blow up a car, but extra armor makes explosives more viable.
In Story Mode, properly investing using the Lester Assassination missions with the money gained from The Big Score can easily max out the amount of money you can have in the game. This makes all other money making opportunities moot in the process.
Goddamned Boss: The blue helicopter in the final Epsilon mission if you choose to escape with the money. Unlike other enemy helicopters in the game, this one will try to hover right above you, messing with your aim. Either hide under cover and let it run until the pilot gives up and goes away, confuse it under cover and shoot it down as quickly as possible, or just blow it up before it even leaves the ground. The last two options are part of a Gold Metal requirement.
The gate glitch, which is the successor to the "Swingset of Doom" glitch of IV. Like the swingset glitch, ramming a vehicle up against the house gates at Rockford Hills can cause it to be swung very high into the air, much higher and faster than the old glitch in IV ever could. The sliding gates are hard to do the glitch at but are the only ones that can be done in single player. The swinging gates are much easier to ram up against and can even fling people that walk into them as well.
During version 1.07 of the game, players could actually fly to and roam around North Yankton in Grand Theft Auto Online via a glitch. Rockstar supposedly patched this out in version 1.08, but several YouTubers have managed to get back into North Yankton after the 1.08 patch.
You can also duplicate your cars via another glitch, meaning that all three characters could possibly have a fully-modded Z-Type while only buying one.
By staying inside a building with windows like a barber shop, blocking the entrance with a car, and killing everybody inside, you can attract the cops but they will not shoot you. However, you can since bullets can go through the seemingly bulletproof glass. This can make it very easy to attain five stars and still stay safe.
Harsher in Hindsight: The gameplay trailer released on July 9, 2013 had Michael and Jimmy returning from a father-son bike ride and the latter exclaiming "Jeez, pop, too much more of that and maybe I won't be dead by 35!". On the previous day, it was announced that gaming journalist Ryan Davis had suddenly passed away at the age of 34.
Hilarious in Hindsight: Trevor's insistence that he's not a hipster, when you realise that one of the DLC packs was called "I'm Not A Hipster." Even better, it has numerous additions to single player- including very Hipster-ey clothing and car choices.
Ho Yay: Michael and Trevor, which is brought up more than a few times in the game. Most of it comes from Trevor, which, considering who he is, isn't all that surprising.
Though it's not all one-sided; Michael lists "selling out everyone you love" as a consequence of achieving the life he has.
Hollywood Pudgy: Michael is regularly mocked because of his weight. While he has a bit of pudge around his midsection, he's actually in good shape for 48 year old retiree, and he even starts with the most stamina of the three characters.
Hype Backlash: Considering the fact GTA V was arguably the most anticipated game of all time, this was inevitable. Many complaints have been lobbed at the story (particularly the smaller than expected number of heist missions, the fact the characters spend most of the game working for the FIB and the Golden Ending, in which all of the characters solve almost all of their remaining problems in about ten minutes), but the main suspect for this trope was the multiplayer component, due to... well many reasons:
Empty free roam environments with not much to do but get shot at constantly by other players.
Monetary payouts for missions being frequently reduced.
Initial lack of multi-property ownership in Online, considering that part of V and Online's focus was to own as much real estate as possible, as even Online's ten-car garages can fill up fast. The "High Life Update" added a new apartment design and allows for two properties, but no more than that.
Hackers and exploiters, especially during version 1.08 of Online, when loads of hackers gave themselves and several other legitimate players billions of GTA$. Many innocent players who received the illicit money were placed in the cheaters' pool because of the hackers. Rockstar would eventually patch out the hacks and return everyone's funds back to normal weeks later, while making sure that only hackers were punished. Any innocent players who nonetheless used their given hacked-in money to pay for various items got to the keep their purchases despite losing their billions of in-game cash.
Initial lack of information regarding heists, which until the release of the game, had zero mention of not being included from day one. When Rockstar revealed that heists would finally be added in Online later in Spring 2014, a heavy response of "too little, too late" cropped up.
Even then, heists still haven't been released yet. Spring 2014 has come and gone without any heists; rather another content update took its place.
As for the game in general, no initial PC, PlayStation 4, or Xbox One release. Rockstar has announced at E3 2014 that those platforms will get the game in Fall 2014, a full year after initial release.
Idiot Plot: The Mission "Legal Troubles" has Devin and Molly try to shut down the movie Meltdown that Michael and Solomon have been making by destroying the one analogue copy. Michael chases down Molly to get the film back, and Molly, in a panic, runs in front of a plane turbinewith predictable results, thus setting up a greater conflict between Michael and Devin. However, upon completion of the mission, we learn that there were in fact dozens of digital backups of the film, as Solomon had known all along. One assumes he was hamming it up to deceive Devin and Molly and figured Michael was doing the same, but here's the problem; everyone involved knew that the film was being shot entirely on green screen and was essentially computer generated. No one- not Michael, not Devin, and not Molly- should have believed there was only one analogue copy of the film.
Internet Backdraft: GTA Online's predictably buggy launch has annoyed many many people. Kinda goes with Fan Dumb when Rockstar themselves had warned that the launch would be less than perfect.
Misaimed Fandom: Trevor Philips. He's the most popular of the three protagonists but he's also the most morally depraved character and was made to intentionally be a deconstruction of your standard GTA protagonist.
If Trevor didn't cross it by viciously killing Johnny, and then wiping out ALL of the Lost's former Alderney chapter, he has several other good contenders, most notably the deplorable ways he abuses Floyd.
Devin crosses it when he sends Merryweather after Michael's family.
Steve Haines crosses it with the infamous, long, drawn-out torture of Mr. K. There are a number of factors which contribute to make this scene a particularly brutal crossing. For one, it's obvious that Mr. K is innocent of completely any wrong-doing whatsoever, he just happened to briefly work for someone who the FIB was suspicious of. The other factor is that, even though Mr. K knows next to nothing useful, he's still one hundred percent willing to share everything he does know with Haines. It's just that Haines has Trevor torture Mr. K before interrogating him, avoids asking Mr. K direct questions, and when he does ask direct questions he rarely gives Mr. K enough time to respond before opting to have Trevor torture him more. Because of his sadism and impatience, Mr. K gets knee-capped, electrocuted, has a tooth ripped out with pliers, and is water boarded with gasoline. He then caps it all off by ordering Trevor to kill Mr. K before skipping off merrily to go play racquetball.
The Minute Men cross this when they draw real guns on an innocent family of legal immigrants and get ready to execute them. Or at least, they would have if Trevor hadn't come along and killed the two of them.
Nightmare Retardant: You know the ghost at Mount Gordo? It's not that scary when you get a good look at it, and it's revealed to be just a still image bobbing up and down.
Older Than They Think: All three special abilities. Michael obviously has Bullet Time, while Trevor and Franklin's abilities (being able to deal more damage and take less/slowing down time in vehicles) are derived from the Aggro and Zone abilities from Midnight Club.
Padding: The game claims to have 69 missions, but a number of these are extremely short or simple. The absolute worst examples are during the preparations for Blitz Play, where buying three boiler suits and buying three masks each count as a mission.
When Franklin gets the choice as to whether kill Michael or Trevor (or Take a Third Option), killing either character is a huge punch, if the player have grown attached to them. Even worse with Michael, as he has finally gotten his life turned around.
Poe's Law: It is difficult to tell whether the game mocks consumerist, sexist, and homophobic US culture - or revels in it.
Replay Bonus: Watching the prologue knowing Michael had planned for the heist to go bad makes several things such as the small amount of money stolen and him staying out in the open after Brad gets shot make more sense in hindsight.
On the subject of family, Franklin's aunt Denise doesn't do much to endear herself. Considering she spends most of her time complaining, being lazy, and insulting Franklin (and her deceased sister, who is Franklin's mother) every chance she gets (Even when Franklin is doing far better in life than she is.)
Steve Haines. His most notable action when you first meet him is that he almost throttles Michael because he stood up to him. He becomes more and more of a dick as the game goes on. The only way to get revenge is if you Take The Third Option in the finale.
Devin Weston, an incredibly irritating and pathetic Smug Snake who never comes off as the least bit intimidating or Bad Ass, and he happens to be the last guy you kill in the game if you pick the C ending, and he barely even puts up a fight.
Dr. Friedlander, the Dr. Jerk who keeps scamming money out of Michael for his therapy sessions, and not even trying to hide the fact he wants to milk Michael's mental issues for all they're worth. Thank God you have the option to kill him.
Though she doesn't get much screentime, Tanisha has gotten on the wrong side of some people. On one hand, her concerns with Franklin and reasons for not staying in a relationship with him are well founded, and she's one of the few characters with a greater sense of morality and a desire for a legitimate, law abiding lifestyle. On the other hand, her fiancee (i.e. the man she ditched Franklin for) just happens to be a doctor, giving one the impression that Tanisha's method toward gaining said legitimate lifestyle is to marry out to someone legitimate, law abiding (supposedly at least - this is GTA after all) and in the higher income bracket. Say what you will about Franklin, but at least he had to work and work hard in order to get out of the hoodnote and not just through criminal acts, as Franklin confesses to Jimmy during "Father/Son" that he has attempted to gain lawful employment several times, whereas Tanisha (of what little we see of her) gives the impression that she only got out by proxy and only holds the moral high ground because she can literally afford to. And yet she's the one claiming Franklin's taking all the easy ways out, and later on preaches on the subject of friendship and loyalty?
She also comes across as a massive Hypocrite on multiple angles. When Franklin expresses frustration with Lamar and seems unwilling to go and save him from trouble he got himself into again, Tanisha calls him out on it by giving him the previously stated lecture on how he will never change and he thus has to remain loyal to his friends in the hood, when she herself has largely stopped communicating with them as well. Furthermore, she calls Franklin a murderer to his face, criticizes him for being a criminal gangbanger...and immediately tells him to go save Lamar in a mission that will inevitably involve committing more acts of violence. Further searching proves that Tanisha's husband to be is less that moral as she'd like Franklin to believe, and hints at marrying Tanisha for the token trophy status that she would bring.
Properties do not give you a very good return-on-investment. Spend millions for something that gets you thousands, maybe hundreds, an in-game week. Missions do not give you very much money at all. Freaks and Strangers missions typically don't give you anything whatsoever other than a short mission working for a weirdo. Where are you expected to get money from, then? The stock market! Which is, if you're not careful, a complete and total money sink that gives nothing back. Income management is very difficult in this game, and there's not a lot to get excited about for what to spend it on either.
There are stable ways for players to make money, at least for Franklin and Trevor. Franklin is able to take part in street races, and with the ease of which you can steal a high performing car and Franklin's special ability, winning these should be no problem. Trevor meanwhile can buy an airfield, which gives him access to gun-running missions. The plane ones in particular are quite easy, generally boiling down to "Fly plane to this location, drop weapons package/bomb, repeat a few times, land." Both these examples net the player several thousand dollars each go. However, these won't help much towards actually buying other properties, which is where most of your money is probably going to go.
There's also the game's tendency to force characters into roles they aren't optimized for; forcing Trevor or Michael to drive while Franklin shoots.
Flying, especially with choppers. Due to very sensitive camera mechanics, flying can be incredibly difficult to get use to. It doesn't help that flight school, which teaches players how to fly, isn't made available until after the first flying mission.
The heritage system used to create your online character has it's fair share of detractors. Rather than craft your criminals from scratch their features are based on choosing who their parents and grandparents were. Fans looking forward to a deep character creator or making a digital likeness of themselves were left disappointed.
There has also been criticism of online play getting things that single player didn't, like the expanded property buying system, a personal mechanic that delivers cars, the ability to take showers, increased customization, vehicle tracker, interaction menu (which allows you to do things like take off glasses and masks on the fly) and just an overwhelming feeling like they packed it with more options than single player mode.
Losing the cops in online play... doesn't actually lose the cops. At least not if you're in a stolen vehicle. Even if you've completely gotten rid of that wanted level, the next patrol car you pass will light up and chase you down. This can be fixed by going to a shop and having the car resprayed. Thankfully, patrol cars are very rarely seen unless you happen to run into another player being chased by cops.
One of the new features in GTA Online is the ability to set bounties on other players for a minimal fee. Whoever kills the target gets up to $1000-$9000 for themselves. Doesn't sound like a bad idea... until you realize that random NPCs in the game world can set bounties on you without warning if you do so much as steal a car or accidentally front-end someone during a police chase. Have fun trying to deliver that high-value Import/Export vehicle to Simeon in perfect condition while being shot at by every player you see! Oh, and bounties don't go away when joining a new session, either, so you're never safe.note On the other hand, if you manage to avoid the bounty hunters for an in-game day(48 minutes), which if nothing else is easily doable by simply hanging out in your apartment, then you collect the bounty yourself. Also, there's an award and tattoo for collecting enough bounties; it's likely this feature was put in so that players after said award didn't have to wait on the whims of other players to work towards it.
The ATM system. When detailed in previews, players were presented with the ever present fear of being robbed of their hard earned income, and to rush to ATM's to deposit this cash, while facing the risk of catching two to the back of the head, leaving a constant vulnerable state. This mechanic was quickly proven to be pointless, as players were able to deposit their cash straight from their cell phones, which nullifies the risk of being robbed since the general player immediately deposits after any mission/activity.
Passive mode was promised as a means for players to safely explore and interact within GTA Online without the fear of endlessly being killed, at the cost of being unable to shoot at players and NPC so long as they are in this mode. While a safe idea, in practice the mode is easily circumvented as players within this mode are still vulnerable, removing only ONE form of possible death. Players within vehicles are still able to be shot to death by players, or become the target of hostile NPC's, while players that are on foot can be instead killed by automobiles or environment manipulations. Rockstar eventually rectified this by forcing non-passive players who somehow kill a passive player to pay for their kill's medical fees, much like how players who destroy an insured personal vehicle must pay for the damages. Likewise, passive players who somehow kill another player will also be forced to pay.
The unarmed combat system is glitchy as all hell. While it works perfectly well in single player where npc's follow a predictable pattern, in online mode, against live opponents, it's purely based on luck. The targeting is faulty, the relationship between when an attack connects and when it's animation connects is non-existent, and it's horribly unresponsive, with your character often refusing to attack for no apparent reason. There's also no ability to control what sort of attack your character makes, so you'll often go for a powerful haymaker when you want to jab, leaving yourself open, or a short attack when you want reach. It works marginally better with melee weapons, but not much. Never the less, unarmed and melee weapon only death matches are extremely popular, as they don't involve any costs as regards to ammo.
Trevor's constant carping about how the crew doesn't need Lester and they should just save the 20% by planning the heists themselves is meant to be just more evidence of what a dick he is. Except...both he and Michael demonstrate, in "The Merryweather Heist" and "Blitz Play," that they are perfectly capable of planning their own scores without Lester's help. Sure, they don't get paid for either job, but not because they were poorly planned. In fairness, when the crew does make a score that isn't money Lester's the only one who can fence the stolen goods without drawing attention. This is mentioned as pretty much the only reason Trevor can't make off with the portion of gold he carries in the big score even though he wants to.
At the end of "Lamar Down," one of Lamar's litany of (otherwise completely spurious) complaints is that Franklin never cuts him in on any of the big jobs he does with Michael and Trevor. He's right, and he's easily as qualified to do those job as the lower-quality drivers and gunmen available are. Furthermore, in order to mollify him, Franklin promises that he'll cut Lamar in on the next big job he does. He never keeps that promise and, to add insult to injury, the next job is the biggest heist of the game.
That One Level: Consensus seems to indicate "Driller" falls into this category, at least for those looking for "gold" standing. Made more frustrating by the fact video walkthroughs no longer seem to work as the AI guards appear to have been reprogrammed so the timing no longer works out.
The Epsilon chain as a whole. It's notoriously buggy, with some missions not appearing on the map when they're supposed to.
There's also one mission which requires you to deliver five specific vehicles. Sometimes the vehicles will rarely spawn while you're looking for them, and there's a possible glitch where if you save anywhere in the middle of it, then the mission will no longer register and the entire chain will be impossible to finish.
One of the Epsilon missions requires Michael to run a total five miles in the desert while wearing the robes. It can take at least 20 minutes and is very tedious, and your thumb will quickly grow sore from mashing the Sprint button repeatedly, most players deal with this mission by strapping a rubber band over the Analog stock and sprint button and hoping they don't get eaten by a mountain lion. Rockstar themselves must have realized how much players would hate it, as it's one of the only missions in the game which has no gold medal requirements.
The Coyote Cross Country Triathlon has a similar problem. It is a thirty minute long button mash through swimming, cycling and running with no reward.
Some of the item collecting can be this as well, the nuclear barrels are the worst, even with the sonar app it can be tough to find all 30 as some can be miles apart, if you try to get them all in one run, good luck doing it in less then 2 hours, as the submarine is painfully slow and awkward to control.
The nuclear barrels at least give you a good amount of money. The mission to search for submarine parts only gives you $5.
One of Franklin's Freaks and Strangers missions requires him to collect 50 spaceship parts, most are fairly easy to get, but a few are tough. One is high on the cliffs and can be tough to get to it due to the slippery slopes you have to climb up to get to it. The most annoying one is on top of a girder that's directly underneath a bridge, you can't climb to it at all, the only way to get it is to somehow land a helicopter directly on the girder without it falling off and carefully walk over to it(or try and bail out of the helicopter and parachute on top of the girder), easier said then done as the space you have to land on is very narrow even for the smallest chopper and it's way too easy to accidentally smack the blades into the girder and damage the helicopter to the point where it's unusable, suffice to say you'll be using quick save a lot just to get that one part.
The gunrunning missions where Trevor has to fly a plane. No checkpoints, at all, ever. If you screw up in any way, you have to do the entire mission over again. Miss with one drop too many? Do the mission over again. Get shot too many times by the guys you're trying to bomb? Do the mission over again. Smack the wing of the plane into something on the airstrip as you are taxiing in for a landing, with literally 15 seconds to go before you're done? Do the entire mission over again. And again. And again!
Some of the more difficult and time-consuming multiplayer missions can generate a lot of frustration there are no mid-mission checkpoints in online. Failure will result in having to start the mission completely over.
Visual Effects of Awesome: Grand Theft Auto V is a good looking game, period. But when you also take into consideration the sheer scale and scope of that detail in such a massive game world, it's an astounding display of graphical prowess.
Wangst: Some players get sick of Michael and/or Trevor angsting about their various problems, especially near the end, when just about everything they say to each other is argumentative. Even within the game Franklin gets pretty tired of it, and delivers a few monologues calling them out on their behavior
Jimmy. Trying to sell your father's BOAT?! Really...? Even if the guys "buying" weren't just thieves, you think your dad would just let the loss of that boat slide?
Most of Franklin's friends, but particularly Lamar and Tonya. It never occurred to Lamar that the deal he made the Ballas gangster he kidnapped earlier in an abandoned warehouse was an ambush.
Michael in a variation of the ending in which he dies. No matter what you do, whether you choose to kill him or save him - pull him up, and he'll just headbutt you on your forehead and cause you to drop him anyway; his pride caused his own undoing.
In an earlier mission, Michael has a more traditional case of this when he chases after the "tennis coach" having sex with Amandaon top of charging thousands for his "tennis lessons". Chasing after the guy is understandable, but when he sees that he's hiding in a multi-million dream mansion on the side of Rockford Hills, he doesn't exactly question how a "tennis coach" could have all the money to buy and maintain one of these houses. Rather than question if somebody else owned the hill-side mansion, or at least go up and sort out his problems with the tennis coach "personally" he destroys the whole mansion by tearing out a support beam. And, sure enough, it didn't belong to the tennis coach, and now Michael owes a $2.5 million tab to Martin Madrazzo, the ruthless head of one of the most powerful drug cartels in San Andreas.
Wade's clearly not...all there in the head. Having him spend his time hanging around an abusive psychopath like Trevor really makes you feel sorry for the guy. At least until Trevor takes over the Vanilla Unicorn and he appears to reward Wade's loyalty by getting two strippers to lavish attention on the guy.
His cousin Floyd takes it even further, making the fact that he was brutally murdered by Trevor for standing up for himself even more tragic.
Mr. K., the poor bastard you have to torture to get information from. He seemed like a normal guy with a family, and he receives one of the most visceral beatings in the franchises history.
He also has little to no hope of seeing his family again; he's left at an airport without a passport or identification, not that either would do much other than get him taken into custody again. And that's assuming he didn't die of his wounds or when he fell down the stairs.
Molly Schultz. Especially knowing that her affection toward Weston, her attempt at getting Michael's movie back, and her subsequent death, were all for nothing.
Jerkass Woobie: Michael is seen as this by some fans when he actually trying to be a good father despite his questionable actions and criminal activity. Especially later parts of the game and his missions. The fact that his family (especially Jimmy) responds to all of his early attempts to be a good father by flinging insults at him and rubbing his face in his criminal past doesn't help.
Michael's family as well, sure they may act like jerks a lot of the time, but he isn't exactly nice to them either and considering that he's a career criminal, you can't help but feel somewhat sorry for them for having put up with Michael's issues for so many years.
Heck, even Trevor gets a bit of this mostly due to implications that he suffers through abandonment issues and just having Michael's fake death making this even worse for him.