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Grand Theft Auto: San Andreas Review

PlayStation 2 Review by Kristan Reed

29 October, 2004

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At a time like this when you've got a game with such massive expectations heaped upon it, it's almost futile trying to offer anything but the most positive comments you can possibly come up with. With Grand Theft Auto: San Andreas, where we've been fed more pre-release information and preview opportunities than just about any game in history, it seemed impossible that the game couldn't be anything other than absolute mind blowing genius. Everything we'd seen, read and heard spelt out that this was a title so far ahead of the sorry pretenders that there simply could be no other game out there worth playing. The game of the generation. The game to end all games. Technically advanced, bigger, better, even more controversial. But you all know how it works. They would say that wouldn't they? The first commandment in the law of games is 'Thou shalt hype'.

Back in the hood

'Grand Theft Auto: San Andreas' Screenshot 1

But it was not always like this. GTA III slipped out to zero fanfare, and worried PR types pleaded with journalists to not mention the violent aspects of the game, lest the British tabloids pick up on it and demand to have this 'sick filth' banned (only three years late, eh?). Even Vice City emerged a healthy shade of pink, with a mere handful of screenshots to tease us with in the run up to release. The same deal with Manhunt. And then suddenly Rockstar decided to go from one extreme to the other, literally bombarding our mail box with new shots, exhaustive documents going into meticulous detail about the various new features that have been shoehorned into the game. Then followed three preview events, but yet not one opportunity to wrestle the joypad off them; and no opportunity to review the game until the finished boxed copy was finally delivered just three days ago. It was akin to a starving man being forced to watch a culinary dish being prepared, cooked, tasted and savoured in front of him. "Look, smell, but don't taste. We'll give it to you when we're good and ready." Oh the agony.

Somehow we preferred the enigmatic media blackout of old. Leave the surprises to be discovered. Let the word of mouth spread the game's gospel. That's how the last two worked; did Rockstar really need to go to such lengths to effectively spoil a lot of the game's surprises? The game could have hit the shelves today with zero advertising and no reviews and still sold out. It's that type of game. The less we know about it, the more we want to find out what's in there. The pre-release media splurge was a novelty; we thirsted for every morsel to begin with. Of course we did. Everyone did. Towards the end of the campaign, though, we actually couldn't believe quite how much Rockstar was prepared to spill and we politely declined to attend the final preview event for fear of spoiling it for ourselves, never mind everyone else. The very charm of the GTA games was the element of surprise; the exploration factor. Ringing your mates up excitedly reporting on your progress and all the craziness you've come across. Comparing notes. Playing through San Andreas did reveal a few surprises, nevertheless. It's that sort of game. You could write an entire book on the game and still only find yourself skimming over certain elements of it.

Big is better

'Grand Theft Auto: San Andreas' Screenshot 2

But we're not here to exhaustively run through the myriad of things you can do in the game, but more whether they're actually fun and whether the game's really what it's cracked up to be. The first thing that cannot be overstated is that Rockstar really weren't making it up when they said it was a big game. It positively redefines the concept of what constitutes an epic game. There is absolutely no question that San Andreas is in the region of twice as big as previous GTAs. Maybe even three times, depending on what lengths you'll go to. To even work your way through half of the missions alone would take more time than it would normally take to finish two average sized action-adventures. In value for money terms it's hard to imagine another game like it.

Pile on the extras and it's almost too much to comprehend. Pimping missions, Trucking, Driving school, Ammu-Nation challenges, Dating, Territory occupations, and more join the usual distractions on offer such as Taxi driving, Vigilante, Ambulance, Fire fighting and the ongoing quest to find hidden items; in San Andreas' case they're not as prevalent as you'd expect, but seek and you shall find.

As veterans of previous campaigns it's easy to come to hasty conclusions about San Andreas. Your expectations really don't help. What we perhaps expected was more of the same. Much more of the same, with tweaks, technical improvements and the benefit of an entirely contrasting set of scenarios, characters and, naturally for a game set in 1992, the soundtrack. What you don't expect or even particularly acknowledge at the time is how the game lurches dramatically in different directions, often throwing you completely off balance into the bargain, and not always in a positive sense.

From the streets

'Grand Theft Auto: San Andreas' Screenshot 3

You start out, of course, in Los Santos as Carl Johnson - a twentysomething former Grove Street gang member returning to a less than enthusiastic welcome after five years in Liberty City exile. Soon it becomes apparent the game's much less of a clichéd GTA; it's about a low-down bum working his way up the crime tree, and far more focused on the ins and outs of gang culture, the relationships between the 'family' and restoring the gang pride of old. Soon, of course, stamping your authority on the immediate vicinity and taking out frustrations on the rival Ballas gang becomes the priority.

Ruling Los Santos proves to be an early highlight, and immediately sets the game apart from the other GTAs by virtue of its focus on dialogue, narrative and constantly going that extra mile to set the scene - not just via the between-mission cut-scenes, but through regular colourful exchanges as you're driving, and all manner of banter during each mission. As a cinematic experience it goes to inordinate lengths to get things right, with a quite staggering attention to detail providing endless opportunities to truly immerse the player in a convincing environment where every character, every pedestrian feels as part of the day to day life as you are. Check out the huge roll call for the pedestrian voice actors to see the crazy lengths Rockstar has gone to make sure the ambience of the environment matches up to the quality on show elsewhere.

Once again the voice acting and radio stations are simply incomparable to any other game out there. If anything, the musical variety is even greater than before, drawing on a greater diversity of genres, ramping up the DJ humour to almost genius levels of parody and providing an excellent template for the game that no other game has yet to come anywhere near close to matching. Even after 40, 50 hours, you're still hearing fragments of dialogue, spoof adverts and songs that you've somehow never heard. It's the sort of thing you'd be happy to pay money for on its own; that it's such a throwaway part of the game just goes to show how far Rockstar is willing to run with this excellent concept. Sure, the music won't always be to your taste, but somehow in the context of what you're doing it all fits, so you don't mind while the truly cringeworthy "All My Exes Live In Texas" or "Queen Of Hearts" play for the third time that evening, or, if you do, flicking to another of the ten stations is but a mere D-pad nudge away.

Pulp interaction

'Grand Theft Auto: San Andreas' Screenshot 4

And as if the pedestrian voices and DJ scripts aren't enough, you get hit by the likes of Samuel L Jackson and Chris Penn making you realise just how good and how compelling gaming narrative can be when you're prepared to hire the right talent for the right price. The constant swearing might not be to everyone's taste, but when you've got a Rockstar game about hardcore gangsters, what does the audience really expect? In truth, some of it does veer a little into the realms of shock for the sake of it, and the way certain characters flit in and out of the storyline doesn't always make for a coherent, logical plotline, but for the most part they're enjoyable, amusing, and energetic, and a lesson to many publishers as to not only use as a plot device, but for pure entertainment and reward for the efforts you've put into playing some often intensely challenging missions.

Perhaps when we say challenging, we mean fascist, as it has to be said that certain areas of San Andreas will have even the most committed fan tearing their hair out to move on from. It's a series complaint, really, that has yet to be addressed. The odd tough mission here and there is fine, too - so long as the player doesn't have to play more than about 10 times. After that, the whole thing becomes a chore and you just want to give up. Worse still is the fact that some of the toughest missions in the entire game are held up as immovable barriers - parts of a linear obstacle course that must be overcome before anything else can move on.

Naming and shaming the countryside segment in particular, more or less all of these missions must be completed in order, and culminate in two particularly nasty point-to-point races one after the other; both set on twisting parthways on the side of a hill. The AI is fairly gentle, if truth be told, but actually not plummeting down into a ravine or into a stream proves a lot harder than many of you will have patience for. What adds to the growing frustration at the point of failure is the realisation that you'll not only have to drive back to the mission start, but if you've wiped out your car, finding another one of similar spec suddenly proves impossible without driving back into Los Santos. While Rockstar intermittently aids players with a 'Trip Skip' feature to avoid constantly replaying earlier sections of a mission, it's less useful than you think, given that most of the time you've lost all your weapons through dying, or, worse, you've got to spend several minutes getting back to the mission start. It's during this second portion of the game in the countryside that you really start wishing Rockstar could simply offer a mission-retry option. To not include such an option gives rise to enormous resentment, boredom, frustration and injury to inanimate objects. No-one really wants to waste so much time when playing a videogame, but Rockstar positively revels in forcing you to go though hoops to do the simplest things.

Falling down

'Grand Theft Auto: San Andreas' Screenshot 5

It's somewhat fortunate then that after only ten missions of cross-country tedium you're back in the somewhat more familiar surrounding of San Fierro. Without wishing to drop any spoilers, the game really starts to go back to its roots, feeling much more like GTA III in structure and purpose after the fairly radical opening two sections. With its undulating terrain and the types of mission you'll have to perform, San Andreas marks itself out as very much an ever-changing game - a game that's almost impossible to judge prematurely because you never quite know where it's going to go next. Sometimes, though, even when you're admiring the brilliance on show, there are some terrifyingly badly designed missions to rile you up again. A special mention has to go out to the sadistic souls that designed the Zero remote control/shooting missions, which were neither fun nor playable in the traditional sense, unless you delight in having to learn entirely new and unwieldy control systems for things that have been more than adequately represented in other games.

Sometimes, though, the faults in San Andreas come down to pure technical issues. While it's true that the visuals are an improvement on Vice City, with far better animation and detail levels, the issue of sluggish frame rate regularly reared its ugly head in the middle of an intense battle or - in particular - fast driving in congested areas. It may well be pushing the PS2 for all its worth, but it comes at quite a heavy price and Xbox and PC owners will be looking forward to seeing such problems eliminated when their respective versions emerge next year - assuming Rockstar 'surprises' us with an Xbox announcement in the coming months, anyway. The age-old issue of targeting still hasn't been solved satisfactorily; although it's a massive improvement over previous versions, the auto-lock constantly fails to engage a nearby target, causing the player to suddenly be twisted 45 degrees away from their intended target for reasons we still can't work out.

Ten million? Easy.

'Grand Theft Auto: San Andreas' Screenshot 6

That said, some of the new additional effects are superb, and the layer of polish addresses many of the concerns over what is underneath quite creaking technology at this point. Just leaving the joypad alone for 30 seconds or so is worth it, just to admire the view as pedestrians go about their business and the camera pans appreciatively - with a huge amount of crime kicking off at all times, rather worryingly...

Pulling it all together, there's no sense in glossing over San Andreas' flaws. There's a sense that some gamers are happy with more, whatever that extra content actually turns out to be. In this case, much of San Andreas' 'more' is padding that frankly we could have done without. The countryside section, for example, was a mistake. Some of the missions elsewhere are simply ill-conceived, and in extreme cases just bar players' progress entirely. The decision to relentlessly persist in forcing players to backtrack often across vast sections of land in order to restart a mission is unquestionably bad game design that punishes the player for arbitrary reasons. Combining these issues with some flawed missions takes the shine off an otherwise amazing package, and, for us at least, means it stops short of being the complete package that was promised.

All round it's still an incredible achievement for Rockstar, and it deserves all the success it's sure to get from this release; but like a band at the peak of its powers that releases an ambitious double album with 30 songs on it, less often turns out to be more. There may be some classic moments on it, but you have to wade through the self-indulgent bits first, and for all San Andreas' pomp and ambition it's not a Be Here Now, but it's almost certainly Rockstar's White Album. Ultimately, if I had a penny for every time someone asked this week 'what score are you going to give San Andreas then?' I'd probably have almost ten pence. Probably nearer 9.9.

9/10

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Comments: 1-50 of 133 in total | next 50 »

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ssuellid
29/10/04 @ 14:32
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The 'Whats News' led me expect an 8.
ssuellid
29/10/04 @ 14:33
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lol, one second apart.
statix101
29/10/04 @ 14:34
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Still gonna wait for the pc version, as i simply cannot play this type of game with the ps2 dual shock....broke 2 of them throwing them against the wall playing vice city because of the awkard handling and control method...mouse and keyboard is so much more civillised...besides Half life 2 and Halo 2 are gonna be takin all my time up for the next 2mths...
Edited 1 times, most recently on 29/10/04 @ 15:36
countlippe
29/10/04 @ 14:41
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UNLEASH THE TARDS!!!!!!!
tiddles
29/10/04 @ 14:42
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broke 2 of them throwing them against the wall playing vice city because of the awkard handling and control method

Top Tip... Set up some cushions on a nearby chair or sofa... then, when you're suitably enraged, you can fling your controller into this waiting landing pad with the full force of your rage, and save yourself a few quid.
prettyboytim
29/10/04 @ 14:44
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Hmm. I wasn't going to get this, and then as I started reading the review I started getting excited about it again, but with the huge difficulty spikes, I think I'll give it a miss for now. Maybe I'll get it later, once it's come out on Xbox and I've got a bit more spare time to play games...
dose
29/10/04 @ 14:45
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So... now you say there's no 60Hz mode?!? Make your mind up....
elchuppa
29/10/04 @ 14:47
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question: I played around 3 missions of Vice City before I decided that I couldn't be bothered with the shitty controls. What are the odds that I would do the same with San Andreas?

groovychainsaw
29/10/04 @ 14:47
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fair review, methinks.... been playing for about eight hours and feel like ive only scratched the surface....
prettyboytim
29/10/04 @ 14:47
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tiddles: Top Tip... Set up some cushions on a nearby chair or sofa... then, when you're suitably enraged, you can fling your controller into this waiting landing pad with the full force of your rage, and save yourself a few quid.

Yes. Yes, that's exactly what I thought when I was playing GTA:VC - However, the combination of my rage and the fact that the controller was still tethered to the PS2 when I threw it meant that I narrowly missed my sofa and hit the wall just above it...

Suddenly Tommy Vercetti could only walk in circles...
Blerk
29/10/04 @ 14:49
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Excellent review! Finally, someone has the balls to talk about the niggles instead of repeating the press releases verbatim. I very much hope this is sitting on the doormat when I get home. :-)

Anyone who's already played care to comment on the 16:9 mode? Does it still stretch the bitmaps in a nasty way, or have they fixed that since Vice City?
Big Swiss
29/10/04 @ 14:50
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Finally! I love it! I need it! gimme gimme gimme!

too bad, here it isn't available yet, not even the preorders arived yet at any of my friends house. Tomorrow they say, thats what we get for living in the middle of mountains!!!

I really can't wait to play this!!!
mash the x button
29/10/04 @ 14:51
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I don't want to start the fanboy slanging match again but x-box bods please note:
Sony does have rival/bigger games than Halo, and they know when to release them as well. Halo this Halo that, GTA will sell just as many for sure. I doubt I'll play it though, not my style:)
Machiavel
29/10/04 @ 14:52
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I'll wait as well - will go home and carry on playing Vice City at the point where I got bored (all the property and aimless job crap) - on the Xbox version. Till next year, San Andreas!

(Spelling pedant: parthways ;))
Feanor
29/10/04 @ 14:53
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I could die a happy man if someone from Rockstar could give a decent explanation of why there is no Mission Restart option. The one thing I cannot stand in videogames anymore is having to waste my time because of a dopey designer decision. It's one thing to have to do a mission over and over because it's tough. It's quite another to force the player to f**k around, wasting their life, just to have the privilege of restarting the mission.
Edited 1 times, most recently on 29/10/04 @ 15:57
oneiros
29/10/04 @ 14:54
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Y'know, if I hadn't immediately scrolled down to the bottom of the page, I'd have been surprised by that 9 - the review makes it sound like a 7 or 8...

No matter; GTA's really not my thang.
Edited 2 times, most recently on 29/10/04 @ 16:05
krudster [mod]
29/10/04 @ 14:55
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Yes, please - a reasonable explanation for that would be really great.
UncleLou
29/10/04 @ 14:56
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Oh, alright, thanks for the heads-up, the "backtrack to restart missions" and difficulty level kills it for me.
pjmaybe
29/10/04 @ 14:56
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Bizarre...!

A strange review sort of almost trying to put across that it's too damned frustrating to be fun, but from sheer scale alone deserves a 9...

Er, OK - As Tom said though, doesn't matter - we're all sat here with a copy in our bags or sitting in our PS2s at home - and if the chart next week doesn't reflect this, then I really will be incredibly shocked.

Peej
krudster [mod]
29/10/04 @ 15:00
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There are some genius moments in there that we plan to elaborate on in a mission by mission breakdown later on. For now it's a great game with issues that few people are seemingly brave enough to mention even exist. God forbid that there might actually be *things wrong with San Andreas*! Some way down the line when everyone's had a chance to play it, we might have a reasoned discussion about this.

I actually stayed up all last night playing this, incidentally.
Edited 2 times, most recently on 29/10/04 @ 16:03
valli
29/10/04 @ 15:01
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If you die or get caught during a mission, a taxi will wait for you and take you back to the mission start point. That's how it worked in "Vice City" anyway.

Blerk: all bitmaps get stretched when in 16:9, just like before. :(
tengu
29/10/04 @ 15:01
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It seems fine to me from the brief play I've given it thus far, not really any better or worse than Vice City. But it has the added bonus of Samuel L Jackson! That cat is just cool on legs!
cubbymoore
29/10/04 @ 15:03
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I've played about three hours of it, and I've managed to do THREE missions, even the beginning bits are bewildering for me. And I completed Vice City in about 25 hours, which I hear is pretty quick. I've got a feeling this could be more difficult than I anticipated.
Feanor
29/10/04 @ 15:03
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"like a band at the peak of its powers that releases an ambitious double album with 30 songs on it, less often turns out to be more."

Sounds a lot like The Smashing Pumpkins double album Mellon Collie and the Infinite Sadness, except more was more in that case.

I think when I was younger (I'm 26 now) I would put up with games that wasted my time without being so worried about it. But now when I'm in an unneccesary, time-wasting part of a game I always start thinking - there must be something more fun or productive I could be doing instead of this. I still got enraged sometimes by how difficult the missions in Midnight Club 2 were, but because that game let you restart any level in two seconds I persevered and managed to get to 100% complete. I never would have bothered doing that if restarting wasn't very quick and easy to do.

And I would imagine that games that waste your time unnecessarily must be far more annoying for games reviewers who have deadlines to meet and reviews to write.
Edited 1 times, most recently on 29/10/04 @ 16:10
markypants
29/10/04 @ 15:03
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The bits I've aloud myself to read are good. 9/10 seems like the general review for this game.

Good stuff guys. I particularly liked the way you broke it down into 2 opinions. That is a really helpful device when reading game reviews.

Now. If only Simply Games had delivered today I could be playing this already!!!
krudster [mod]
29/10/04 @ 15:04
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Unless we've really overlooked this, there is no longer a taxi ride back to your missions. Why take it out R*?
Mr Sleep
29/10/04 @ 15:04
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Hopefully they will have corrected a lot of those problems by the time it gets to the PC. I hope they get the conversion right like they (mostly) did with Vice City.

I am almost tempted to buy a PS2 for this but nothing is worth that much devotion...apart from upgrading my PC more and more and more and more until it runs a small african country.

Good review too.
Edited 1 times, most recently on 29/10/04 @ 16:06
cubbymoore
29/10/04 @ 15:05
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/also ignores THATinkjar
cubbymoore
29/10/04 @ 15:06
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Yeah I died on the first bike mission and searched for about five minutes everywhere for a taxi :S
pjmaybe
29/10/04 @ 15:08
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"Some way down the line when everyone's had a chance to play it, we might have a reasoned discussion about this."

Now THAT'S a good call Kristan. I managed about 2 hours on this and couldn't even begin to feel qualified enough to say "it's the best game ever" or "it's a pile of cash-in shite" - there's simply way too much in there to snap-review it - so when did you guys get your review copies if it's not too rude a question?

Peej

Blerk
29/10/04 @ 15:08
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Blerk: all bitmaps get stretched when in 16:9, just like before. :(

Argh! Arse biscuits!

The 'taxi' to take you back to the start of the missions in VC was almost entirely useless. What's the point of being taken directly to the start of a mission if you've just died and have lost your good car, all your weapons, your bullet-proof vest, etc.? You ended up buggering off to get all that stuff again anyway. I never used it.
Tipsy
29/10/04 @ 15:11
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I tend to save a fair bit then just go back to a previous save if I fail a mission or die - I guess the lack of a retry is something I've got used to.
mcmonkeyplc
29/10/04 @ 15:12
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Ah this means Halo 2 will get 8 then :P

/Waits for xbox version

/Still hasn't finished vice city

krudster [mod]
29/10/04 @ 15:12
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The US boxed copy turned up tuesday morning. Have done very little other than play it since...
Feanor
29/10/04 @ 15:14
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It's funny, Blerk. If the game is going to let you come back from the dead, why doesn't it let you come back from the dead with all your good stuff at the start of the mission you just failed? Maybe Rockstar live in a fantasy world where everyone has 10 hours of free time per day and nothing better to do than slog thru their games!
tengu
29/10/04 @ 15:15
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Hey, inkjar, what have you said to piss everyone off then?
Blerk
29/10/04 @ 15:20
#37
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I reckon abusing the staff and accusing them of not actually playing the game they're reviewing is probably a pretty good way of getting your post deleted, tbh. :-)
valli
29/10/04 @ 15:27
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What's the point of being taken directly to the start of a mission if you've just died and have lost your good car, all your weapons, your bullet-proof vest, etc.? You ended up buggering off to get all that stuff again anyway. I never used it. Indeed, worthless feature.

Again, the taxi showed up in VC in front of the hospital OR the police station. It had a huge pink arrow on top of it, hard to miss.
tiddles
29/10/04 @ 15:37
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Yes. Yes, that's exactly what I thought when I was playing GTA:VC - However, the combination of my rage and the fact that the controller was still tethered to the PS2 when I threw it meant that I narrowly missed my sofa and hit the wall just above it...

Now THAT'S why the Xbox is plainly superior to the PS2... those little plugs near the ends of the cables neatly pop free, allowing the hurled controller to sail perfectly towards its landing zone...
TheDifficult3rdAlbum
29/10/04 @ 15:37
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> Who here thinks 'THATinkjar' has a business card on it with a Rockstar logo on it..?

Turns out he has a business card with a Future Publishing logo on it.
Pac
29/10/04 @ 15:41
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I tend to save a fair bit then just go back to a previous save if I fail a mission or die - I guess the lack of a retry is something I've got used to.

Same here, that way you end up with a stupid amount of weapons. And you're next to the garage where you hopefully stashed a decent mode of transport.

What really got me in Vice City was the difficulty level in one car race towards the end which I tried about 50 times. What a pain in the arse.
Edited 1 times, most recently on 29/10/04 @ 16:42
Killerbee
29/10/04 @ 15:48
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Great reviews. I will definitely be getting this game - just not until I've finished Vice City. :)

I'm disappointed to hear about the difficulty spikes and the endless trawling around. Shame they've binned the post-arrest/death taxis because they were a great idea that only needed tweaking so you could stop off at the nearest Ammu-nation on your way to the mission. Or alternatively, why not have the cabbie sell you stuff?
BlankOBlank!
29/10/04 @ 15:55
#43
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I'd guess that the decision to not allow mission restarts is because they'd have to save far too much data.
sir_tripod
29/10/04 @ 16:08
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I recently sold my PS2 along with my GTA3 + VC. I loaded up VC (which I didn't complete on the PS2) for the PC. With a resolution of 1280x1024x32, better graphics, minimal loading times, no slowdown, no "fog" (unless it's foggy weather) and custom audio tracks, the PC version is the mutt's nutts.

Sure the PS2 version is out now but I think I can wait for the new version next year. Still, ask me again in a week... d;-)
Sid Nice
29/10/04 @ 16:13
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Blerk I've played it on a 42" widescreen and it looks absolute shite. The collision is piss poor, I was on a BMX traveling about 5 mph up hill brushed past a lamp post and down it went. I'm not impressed, if the game wasn't a Christmas present for my son, then it would be going back. Not only did I have to buy the game but I also had to purchase a new PS2 as my eldest son the PES man, took our other PS2 to his flat. I just can't get into this version of GTA, I wouldn't bat an eyelid if I never played this again.
Mr Sleep
29/10/04 @ 16:25
#46
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"http://www.btinternet.com/~mr_sleep/eurogamertotals.xls"

Did I host that, I completely forgot about that, I am surprised it is still working.
WriterUK
29/10/04 @ 16:26
#47
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Kristan's review got me a little down, but Tom's perked me right up.

Either way, it's still going in the PS2 when I get home. Trust Amazon, folks, that's all I can say.... :)
hp_on_toast
29/10/04 @ 16:27
#48
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It seems like people are finally getting wound up with naff controls and framerate - I know I wouldnt mind rockstar keeping the draw distance the same as VC and doubling the framerate rather than just doubling the draw distance (couldnt we have g police draw distance sliders).

A couple of Q's for anyone who has played this - the screenshots show roads and pavement less populated than in GTA3/VC- is this really a driver/getaway ghost town experience? And also, has the cop/wanted system changed / made more detailed - a few screens ive seen have shown "police arriving" countdowns and I was wondering if that was normal or some mission specific section?

BTW, roll on GTA: Sherwood Forest

word has it it'll have h05r35 in it...
Sid Nice
29/10/04 @ 16:28
#49
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Rebus
29-Oct-04 16:23:50 I do hope your son is over 18 anyway, Sid.

No he's nearly 10. :)
Stevas mkII
29/10/04 @ 16:28
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Yeah, Sid, Rebus is right: I hope the son you got the game for is over 18.

Otherwise you know what might happen - impressionable youth, and all that.

He'll be out there trying to knock over lamposts with his BMX in no time.

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