There were a number of sites declaring Grand Theft Auto IV to be a 10/10 
game.  It's good, I'll agree.  I would not rate it quite that high though.  
(And keep in mind, I played it on the PC.)
So how does GTA4 differ from previous iterations of the series?
We'll start with driving.  There's no mouse control of the cars, 
which sucks.  It takes some getting used to, controlling only with the 
keyboard.  The reason you can't drive with the mouse is they added the 
ability to aim fire while driving.  I know that in Vice City you could 
only shoot directly left or right and I can't remember now how San Andreas 
did it.  The shooting is definitely much more convenient, with almost 360 
degrees of aiming.  Of course, your choice of weapons is limited (no 
assault rifles or rocket launchers from the driver's seat).
Cars in GTA4 have far too little traction, and the real beaters and crappy 
cars can drive as if their tires are made from congealed cooking fat.  
High-end cars are much better at gripping the road.  The emergency brake, 
necessary to get some good sideways slides and fast turns, will 
temporarily disable both your ability to steer (to some degree) and to 
accelerate.  While in a sideways slide, your spinning drive wheels won't 
give any traction at all until you slow down.  Kind of annoying, I wish it 
felt more authentic.
Combat and weapons work pretty well.  Right mouse button puts you 
into aim mode, left button shoots.  Melee weapons and hand-to-hand combat 
use a lock-on system, where your right mouse button locks onto a 
particular target and then when you move, it's in relation to your target, 
and when you swing, stab, or punch, it's at that target only.  The mouse 
controls here were a bit twitchy.  The game (a console port) did not quite 
recognize very very minute mouse movements, so if you try to aim 
too precisely, your mouse won't move at all.  GTA4 also has a cover 
system, whereby you hit a key to take cover behind a wall or barrier, then 
you can pop out and fire or shoot blindly.  It's pretty useful, especially 
the blind-fire.  I just wish it was more reliable.  Sometimes you'll be 
rapidly sliding the mouse to move your crosshairs and it just won't react.  
This only happened with using cover.  So other than the flakiness with the 
cover system, combat in GTA4 (at least on the PC) is pretty solid.
Ever since GTA3 came out, Rockstar has been trying to incorporate more of 
a story into the GTA games.  And they've all, more or less, 
revolved around organized crime.  This seems to be the easiest way to 
weave a narrative around a sandbox game where you can run people over 
without a second look from the cops.  The character's personality is far 
more defined here than in GTA3, where your silent protagonist was a blank 
slate for whatever the player wanted to bring.  In GTA4, the problems 
arise when the actions of your main character (Niko) are completely at 
odds with what he says.
GTA4 is two games at war.  One, a sandbox game where the player can wreck 
havoc on an unsuspecting metropolis, go on grand crime sprees, and indulge 
in epic shootouts with police.  The other game is a wannabe-Scorsese mafia 
drama told through cut scenes, with nearly as many betrayals as it has 
characters.  It's a bit self-indulgent and long-winded and takes itself 
far more seriously than it should.  And when the two games interact, 
problems arise.  The cut scenes and dialog are all laid out in advance, 
with little flexibility or openness to player choice.  Thus the game 
easily presents situations where Niko in a cut scene expresses reluctance 
to perform violence, just after finishing up a mass murder spree.  Or if 
you don't make the choice to hang out with certain characters outside of 
the story missions, you'll be left wondering scratching your head at some 
of the character dynamics in cut scenes.
What most impresses people is the realizing of the city.  The 
game's setting of Liberty City is a scaled down rendition of New York City 
with a bit of Jersey City.  The illusion is very impressive.  You can get 
around by car, taxi, subway, and there are bridges and tunnels connecting 
the islands.  The architecture of the buildings reflect their location 
(skyscrapers in their version of Manhattan, industrial buildings along the 
harbors).  The smallest prying reveals the illusion right away, of course.  
While many of the buildings will have stairs or ladders that let you 
access the roof, the insides can't be reached because the majority of the 
doors are fake.  There are a few stores that can be entered (clothing 
only), some bars, a few restaurants, a couple of strip clubs.  Everything 
else is a mirage.  Now I'm not saying that Rockstar should have created a 
fully interactive model of New York City!  That would be a ridiculous 
task, at least for a game like this.  It's just that people need to 
realize what you can and can't do before jumping into the game with false 
impressions.  Liberty City can give you a great sense of immersion, but as 
soon as you try to do anything, you're reminded of the fact that it's just 
window dressing.
As you encounter more and more characters in the progressing storyline, 
many of them will go into your phone as contacts.  Some of them you'll be 
able to call up and go do social activies with, like bowling, darts, 
drinking, that kind of thing.  These are your friends.  The game 
tracks how much they like you and for some of them if their appreciation 
gets high enough, they'll offer to do special favors for you.  One girl 
had the ability to give me health over the phone if I called her.  Another 
was able to get police to stop chasing me (as long as my offenses weren't 
too egregious).  The irritating side to friends is that you have to 
keep doing crap with them or you'll lose their approval.  Then the favors 
stop.  Sometimes they'll call you in the middle of some goings-on and nag 
about how you never hang out anymore.  Turn them down and their approval 
drops.  A nice idea, but poorly implemented.
Grand Theft Auto games are famous for having sandbox environments, 
with near total freedom to go and do as you please.  GTA4 is no different, 
with an even bigger city than ever before.  And without the need to drive 
through along boring country roads to get from one area to another, as 
they did with San Andreas.  Some aspects of the sandbox will only get 
unlocked as you progress through the story missions, however.  There are 
locations around the city where you can find weapons; except these only 
start appearing after certain missions make them available.  So you cannot 
ignore the missions and expect to get the full experience of the sandbox 
(especially since the other islands are closed to you initially).
With all the moves forward with GTA4, what were the steps back?  In 
their drive to make a more serious story-based experience, Rockstar tossed 
out a number of game aspects that I really enjoyed.  There's no buying or 
controlling property now.  You get a few safehouses as you progress 
through the missions; they're just places to safe your game and change 
your clothes.  (You can also watch TV there, if you're so inclined.)  A 
safehouse has a parking area out front where you can stash cars so that 
they'll persist if you leave or load a game.  This area's pretty small 
though: you can only park 2 large cars in it.  It's not as nice or 
reliable as the garages you'd get in Vice City though.  And the safehouses 
are far apart, so if you find your have no room to park, it's a hell of a 
drive to get to the next one.
So there's no owning property the brings you income or gives you access to 
cars.  The money thing doesn't bother me.  I do hate having to hunt around 
for nice cars though.  (As I said before, the crappier cars can't drive 
worth shit.)  Your properties won't have weapons readily available at them 
either.  It used to be that you'd find "packages" around the city and as 
you grabbed them, you'd unlock various stuff at your safehouses.  Not in 
GTA4.  Instead, you hunt pigeons (flying rats) and you have to exterminate 
all 200 of them before you get anything.  And even then, 
it's 1 thing: a military helicopter placed the top of a single building (I 
have not yet unlocked this).
They dropped the chop shop part of San Andreas.  No more customizing a car 
you're really fond of (with the tiny parking spots, you probably wouldn't 
have anywhere to put it anyway.)  GTA4 has nicer 60s American muscle cars 
than San Andreas did; a shame the most common ones -- the Dukes (a '69 
Charger) and  the Stallion ('68 Cutlass) -- are two of the worst handling 
cars in the game.  The Sabre GT is a blast to drive though and looks 
great, much like the Sabre Turbo in Vice City (my favorite of that game).  
There are a few specialized vehicles in the game that have parts that look 
like they should function (forklift, car-carrier with ramp) except that 
there's no apparent way to work them.
They did away with some staples of the series: while you can still hunt 
criminals from a cop car with the help of the police computer, there are 
no taxi missions, no ambulance missions, no firetruck missions.  This is 
the biggest deficiency of the game.  The sandbox nature of GTA is really 
crippled when you take away the most popular alternatives to the main 
missions.  So what do you do in the game without them?  Drive and cause 
mayhem.  There's side mission to collect cars for a shadowy Stevie 
character.  Go bowling?  Play darts?  They're fairly shallow mini-games 
with (IMO) poorly implemented controls.  And I still haven't gotten the 
handling of putting spin on my ball when I bowl.
I'm kind of frustrated that Rockstar seems to have a habit of taking one 
step back for every two steps forward when it comes to the GTA games.  
Somewhere there has a vision of what the games should be and it just 
doesn't seem to match mine.  They want to turn it into a serious vehicle 
for crime dramas, no matter how at odds that may be with the gameplay 
mechanics.  Even so, it's a really good game, especially for a console 
port.  And it didn't hurt that I only paid $7 during the Steam holiday 
sale for it.