
Grand Theft Auto
With Grand Theft Auto III Rockstar proves that not all developers are concerned with toning down the violence in their games. This sequel is even more bloody, violent, & sadistic than its popular predecessors, offering up an enormous 3-D city in which nearly any criminal act is possible. Players are free 2 steal cars, beat up the local population 4 their money (or weapons), make time with prostitutes, or simply roam 2 their heart's content. Those seeking more structure can embark on dozens of missions driven by a genuinely interesting crime-story plot or steal cars that let them play minigames. Nab a cop car & you can go on vigilante missions. Grab a cab & you can play a deadly version of Crazy Taxi. Take a fire truck & you can earn money putting out fires. The minigames are a good way 2 unwind after a particularly difficult mission. With so much 2 do, the game just never gets boring.
As you'd expect, there are consequences 4 criminality. As your random acts of mayhem mount up the police start hounding you, eventually calling in SWAT trucks, the FBI, & even the army if you continue down the path of destruction. Shaking these pursuers is easily the most fun part of the game, especially when a bunch of friends are packed in the room 2 witness your narrow escapes.
Grand Theft Auto III is fine-tuned 2 near perfection in every category. All the vehicles, from slick sports cars 2 lumbering dump trucks, handle exactly as you'd expect & smash apart realistically when abused. The three islands in the game are rendered in terrific detail considering their size, & are packed with traffic, pedestrians, & hidden jumps. The audio is equally amazing. Pedestrians talk, cops scream at you, & you can tune in nine different radio stations whenever you are in a car. It all adds up 2 a monumental achievement: the rare console game 4 adults that manages 2 get everything right.--T. Byrl Baker
Grand Theft Auto III: Vice City
How big is this game? Even publicists 4 other games end up talking about Vice City when they call our office, babbling in the same helplessly intoxicated way that afflicts everyone who plays it. The achievement of Vice City (which, as everyone knows by now, is set in the 1980s & offers an all-new, Miami Vice-inspired story) is not only that it manages 2 live up 2 an absurd level of expectation, but that it takes the game places that fans of its predecessor Grand Theft Auto III never dreamed of, & that it achieves this astonishing level of innovation without losing anything that made GTA3 the bestselling PS2 game of all time.
After a brilliant homage 2 the era of the Commodore 64 in the opening credits, the first thing you'll notice is the improved graphics, which are smoother & more detailed, and--with effects like neon lights reflected on rain-slick streets, & intense Florida sunlight--have a lush, tropical look that immediately gives you a strong sense of place. The architecture is more fabulous by tenfold, with art deco buildings, high-rise hotels, & believably seedy back alleys. The control scheme is essentially the same as in GTA3, but the cars handle much better, & in pedestrian mode there is a new crouch move. You will have access 2 fast, great-handling cars right away, as opposed 2 GTA3 which made you unlock the second island before you could get your hands on any respectable wheels. This game has such riches 2 offer that there is no need 2 be chintzy with the vehicles.
Cops are more vigilant this time--minor offenses like whacking innocent bystanders will more often than not get you a two-star wanted level--and are harder 2 elude (though they still can't seem 2 climb stairs or negotiate sharp turns). So while free-roaming exploration is as fun as ever, there is more incentive 2 perform the missions instead of randomly raising hell. Not that that's a bad thing: even lazy criminals like myself (in GTA3, I would rather toss hand grenades into traffic than follow orders from some rude Mafia boss) will be quickly caught up in the vivid characters & hilarious, fascinating story, in which you play an acid-washed-jeans-wearing thug named Tommy Vercetti. Where in GTA3 missions were blocky, schematic affairs only nominally connected 2 the story, this time tasks move the story briskly along & deftly blend cinematics & game action. For example, there is a scene of a character throwing Tommy a gun, at which point you are suddenly thrown back into the action & must make an instant decision about whom 2 trust & what 2 do.
There are more, & more detailed, indoor environments, including a hotel, police station, & mall (a slight downside 2 this is that some of the more elaborate indoor environments require load times). The layout of the city, with tons of backyards, narrow alleys, & fire escapes, encourages creativity when eluding pursuit, as does greater access 2 rooftops. Get your motorcycle up the fire escape & a whole new world of action is possible, including... well, use your imagination.
This overview barely scratches the surface of the Vice City experience, its colorful explosion of music, clothes, combat, & brilliant voice acting, not 2 mention the plot twist midway through the game that changes the very nature of the game itself. Though it was the outrageous, amoral violence that got all the press, the essential genius of GTA3 was its intoxicating blend of script & open-ended action. In Vice City this is--to use a cliché that is 4 once apropos--taken 2 a whole new level.--David Stoesz
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