There’s a lot of shooting and driving in Grand Theft Auto missions, they’re kind of your main verbs in the game. You drive, shoot, and drive some more with the possibility of shooting again. They’re not very dynamic as a wireframe, so it’s a good thing that Rockstar leads the industry in storytelling, character, and satire.
Missions burst with thematic meaning, every second an opportunity to push someone forward or revel in gags. It doesn’t really matter what you do. In GTA, a mission that largely consists of buying cargo shorts against your will can rival casino heists, mid-air hijackings, and all-out urban warfare.
Friend Request is an early storyline mission in Grand Theft Auto V. Tutorials are behind us but Trevor has yet to join the team. Retired crook Michael De Santa is in deep trouble, so he turns to his old accomplice Lester for help. The free-as-in-speech-not-as-in-beer software enthusiast seems willing to set up a new job, but first he needs Michael to blow open the walled garden that is Jay Norris’s skull.
The CEO of LifeInvader, a clear stand-in for Facebook, is about to unveil his new surveillance nightmare: a prototype smartphone designed to “dock” with every single aspect of your existence. It’s one intrusion too far for a reclusive crank like Lester, so he tasks us with sabotaging it in a mission so linear it makes Marvel’s Wolverine look like Morrowind.
Part 1: What You Do
Not a whole lot! Many GTA missions stray from the shoot-em-up template, exploring the mundanity of the contemporary life that Rockstar aims to emulate. Some of our fondest GTA memories involve doing yoga and winning danceoffs, but Friend Request is uneventful even by those standards. Your first task is to go shopping, swinging by the ersatz Urban Outfitters for some techy threads.
Rockstar’s reputation for railroaded, handholdy missions is notorious and not entirely unearned, and here it’s at its most egregious. During the short trip to SubUrban, Michael is free to shoot guns and cause trouble despite the hefty Jansport slung jauntily over his shoulder. You’ll have to lose your wanted level to continue, which is reasonable enough.
Your options dwindle as soon as you enter the store. You must buy a vest and shorts. Choose a festive Aloha shirt or a comfy flannel and the shopkeeper will bar your progression and roast you with a frankly unwarranted “what are those?”
Once you’re in disguise, you can equip guns but can’t fire them without triggering a failure state. You can approach the LifeInvader office, but the front door won’t open, and trying to blow your way in will force a restart. Drop a sticky bomb and its fission mailed before it even hits the ground.
You have to pose as an IT temp, share a cig with this guy Rickie, and follow the overpaid programmer through the open plan office. You’ve now lost the ability to sprint, and besides an unlocked basement, all of the conference rooms with cutesy names are inaccessible. You can only observe until it’s time to close some pop-ups.
This is probably the most “gameplay” in Friend Request, if you consider clicking to be ludologically satisfying, and even here you’re limited. You can’t click any of the websites, not that you’d want to, you sicko, nor can you open any of the enticing folders and hard drives that are just sitting on the desktop begging to be file-explored.
Once you clean up Rickie’s infested computer you can access the LifeInvader phone prototype in an unguarded room. There’s no need to be sneaky, no one can see you and there’s literally nothing you can do to draw their attention as you fit the device with a miniature explosive. Once the job is done, you have no option but to politely leave. You can’t play the arcade games, avail yourself of productivity-enhancing snacks, or even follow this guy into his job interview. He’ll just wait there, clutching his resume, “#OpenToWork” eternally circling his LinkedIn profile years before the green frame of shame was invented.
Time to go home. You still can’t shoot, though you can use your fists and engage in enough vehicular carnage to earn a police response. Once you arrive, you must kick Tracey off the couch and tune in to Jay Norris, live from the Vinewood Bowl.
While the wunderkind tech giant preaches to a choir of sycophantic fans, Michael places a call to the sabotaged smartphone and blasts Norris’s head off. You can choose not to hit send, but if you miss the mark the event is over in seconds and you fail the mission. There isn’t even any amusing dillydallying in the scene to reward your curiosity. Either hit the mission complete button or don’t. Do it in eight and a half minutes for a gold medal.
On paper, it’s the opposite of exciting. You go shopping and go to work. It’s not hard to imagine how Agent 47 would have handled the whole ordeal, infiltrating the glass-walled workplace and inserting himself into all kinds of startup office drama amidst a clockwork Hitman level. The end result would have been the same though, so maybe it wouldn’t have mattered how we got there. The important stuff is what you see on the way.
Part 2: What You See
Within the sandbox of GTA’s open worlds are palaces purpose-built for spectacular cinematic setpieces. A suspiciously detailed museum, or a motel with chest-high walls, maybe. Busy seaports and concrete canals. These bespoke and intentional spaces exist to demonstrate Rockstar’s technical mastery and excellence in encounter design. The folks in Edinburgh like to flex their muscles, and a mission like Friend Request is just a different way of showing off.
It’s the signature satirical moment of GTA 5, a provocative piss-take ripped from the headlines as well as from the third-best Gerard Butler movie. Friend Request is a showcase for Rockstar’s edgy bravado packed into a bite-sized breather mission with more jokes-per-minute than a whole season of 30 Rock.
If Rockstar’s railroading has an upside, it’s making sure the stuff they’re forcing you to see is highly-concentrated entertainment in bulk. With our hand fully in the designer’s grasp, we’re led through a slice of life diorama dense with gags and observations, like an EPCOT exhibit that transports us to the early 2010s.
It was a time of economic exuberance, when a couple of` guys with a crazy dream could open a restaurant where appetizers are called “shareables.” Tech startups emerged aggressively as the iPhone revolution took hold, with low interest rates enabling lavish offsites and office perks like matcha on tap and unlimited fig bars. LifeInvader’s workplace obsession with air guitar echoes entire Agile squads doing the Harlem Shake, all for the Vine.
Friend Request captures this earnest arrogance with a field researcher’s eye, no doubt informed by the observations of Rockstar creatives throughout their global network of office spaces where they spent a lot of time. Whiteboards are plastered with mission statements and sprint roadmaps, while the workers in conformist techvests and khakis engage in mindless chatter and awkward standup meetings. It’s a cathartic experience for anyone who’s ever had to book a pod via a glitchy tablet or wait for the water cooler to complete a firmware update. We didn’t know how good we had it.
Any “modern” satire risks aging immediately upon release. Games take a long time to make, and the targets of their pointed barbs might be old news by the time anyone gets to play them, forgotten like Foursquare and Klout. The tech industry is different now.
It traded bright and beachy millennial optimism for apocalyptic AI-pilled doom, with cold-pressed kombucha replaced by nicotine pouches and black market peptides. The Jay Norris of our current hellscape wouldn’t be wearing a “gillet,” whatever that is, but instead rocking a dainty chain and a $3,000 t-shirt that’s too big. His rhetoric, however, probably wouldn’t change all that much.
American culture has been stuck in a rut for a while. You could travel back in time to 2013 wearing exactly what you are now and no one would bat an eye, though they probably won’t believe your warning about the Costco Guys. The memes might be different and the pivot to video is vertical, but otherwise we’re still very much living in the surveillance economy Friend Request predicted, our anxieties around social media and privacy exacerbated even more by glasses that record our every move and ugly pendants that are always listening.
Rockstar’s world is no longer the one outside your window, but it’s illustrative of how we got here. Its problems seem quaint in comparison, when corporations still had to earn your phone addiction and were more interested in selling your private info than building data centers in your backyard. Friend Request almost makes you miss the good old days, a feeling with which Michael De Santa is painfully familiar.
Part 3: What It Means
Michael is chopped. Michael is unc. Michael is miserable. After faking his death in the disastrous North Yankton job, the master criminal is “angrily decomposing” in his stately Los Santos manor, trapped in a world he never made with a family who doesn’t respect him. This is supposed to be the good life, a cushy retirement earned from years of risk and hard work, but Michael has never felt more hollow.
If the surface goal of Friend Request was to mock trends in tech and social media, the mission’s underlying purpose is to highlight Michael’s obsolescence, and in true Rockstar fashion, it’s not exactly subtle about it. Nearly every line of dialogue is a surgical strike on Michael’s self-worth.
He practically begs Lester to spin up a classic guns and ski-masks heist for old-time’s sake, only to be shot down in favor of sophisticated corporate espionage. He’s forced to buy lame clothes he doesn’t understand and suffers the shopgirl’s scornful side-eye. The fresh-faced peons at LifeInvader waiting for their shares to vest barely even register the middle-aged technician in their midst, even though they’re helpless to fix their computers without his expert clicking skills.
The dialogue makes the theme plain, but the lack of gameplay agency within the mission, while a Rockstar trope, also feeds the theme of Michael’s sense of inadequacy. Friend Request is built to shrink Michael, to heighten his midlife crisis and draw a contrast between the ambitious young Franklin and the unrepentant Trevor. He can’t sprint, shoot, or cause any overt trouble. He must play by this new society’s rules while gritting his teeth through the humiliation rituals of a future that’s left him behind.
Call Lester after leaving LifeInvader and the mastermind brags about his K/D/R in a violent shooter. Michael brushes it off, revealing his fondness for dusty Vinewood cinema instead, but it still stings a little. The man who sent us on the quest gets to actually have fun playing a video game while Michael is on a much-derided walk and follow mission, maybe the most hated archetype outside of escorting NPCs. Way to twist the knife!
The only catharsis for Michael comes at the very end of Friend Request, when his big man-of-action moment is reduced to pressing a button on his smartphone. The power in that single tap seems to rattle Michael, and the result of his fateful phone call reverberates throughout the game. LifeInvader stock plummets and never recovers, while a slate of optional assassinations allows players to further manipulate the economy and outright break it in their favor. Friend Request is the first step toward making money a complete non-issue in GTA V, and it’s still not as satisfying as cracking open a vault and making a run for it. That will come soon enough.
It can be cope to defend something as intentionally boring, but it’s pretty clearly the case here. Missions that top the tier list feel like blockbuster action movies, but for every Die Hard there’s a delicious dull My Dinner With Andre. GTA’s legendary, long campaigns demand frequent changes of pace, and cooldown character studies like Friend Request offer exploration of a different kind than open-world adventure. Trekking through trauma, wandering through wounded pride, we’re given space to dig beneath the skin of the people we embody and understand what drives them.
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