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Grand Theft Auto V
Developer(s)Rockstar North[a]
Publisher(s)Rockstar Games
Producer(s)
Designer(s)
  • Leslie Benzies
  • Imran Sarwar
Programmer(s)Adam Fowler
Artist(s)Aaron Garbut
Writer(s)
Composer(s)
SeriesGrand Theft Auto
EngineRAGE
Platform(s)
Release
  • PlayStation 3, Xbox 360
  • 17 September 2013
  • PlayStation 4, Xbox One
  • 18 November 2014
  • Microsoft Windows
  • 14 April 2015
Genre(s)Action-adventure
Mode(s)Single-player, multiplayer

Grand Theft Auto V is an action-adventure video game developed by Rockstar North and published by Rockstar Games. It was released in September 2013 for PlayStation 3 and Xbox 360, in November 2014 for PlayStation 4 and Xbox One, and in April 2015 for Microsoft Windows. It is the first main entry in the Grand Theft Auto series since 2008's Grand Theft Auto IV. Set within the fictional state of San Andreas, based on Southern California, the single-player story follows three criminals and their efforts to commit heists while under pressure from a government agency. The open world design lets players freely roam San Andreas' open countryside and the fictional city of Los Santos, based on Los Angeles.

The game is played from either a third-person or first-person perspective and its world is navigated on foot or by vehicle. Players control the three lead protagonists throughout single-player and switch between them both during and outside missions. The story is centred on the heist sequences, and many missions involve shooting and driving gameplay. A 'wanted' system governs the aggression of law enforcement response to players who commit crimes. Grand Theft Auto Online, the game's online multiplayer mode, lets up to 30 players engage in a variety of different cooperative and competitive game modes.

The game's development began soon after Grand Theft Auto IV's release and was shared between many of Rockstar's studios worldwide. The development team drew influence from many of their previous projects such as Red Dead Redemption and Max Payne 3 and designed the game around three lead protagonists to innovate on the core structure of its predecessors. Much of the development work constituted the open world's creation, and several team members conducted field research around California to capture footage for the design team. The game's soundtrack features an original score composed by a team of producers who collaborated over several years.

Extensively marketed and widely anticipated, the game broke industry sales records and became the fastest-selling entertainment product in history, earning $800 million in its first day and $1 billion in its first three days. It received widespread critical acclaim, with praise directed at its multiple protagonist design, open world, presentation and gameplay. However, it caused controversies related to its depiction of violence and women. Considered one of seventh and eighth generation console gaming's most significant titles and among the best video games ever made, it won year-end accolades including Game of the Year awards from several gaming publications. It is the third best-selling video game of all time with over 110million copies shipped and one of the most financially successful entertainment products of all time, with about $6 billion in worldwide revenue.

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  • 4Reception

Gameplay

Grand Theft Auto V is an action-adventure game[2] played from either a third-person[3] or first-person perspective.[4][b] Players complete missions—linear scenarios with set objectives—to progress through the story.[5] Outside of the missions, players may freely roam the open world. Composed of the San Andreas open countryside area, including the fictional Blaine County, and the fictional city of Los Santos, the world is much larger in area than earlier entries in the series.[6][c] It may be fully explored after the game's beginning without restriction, although story progress unlocks more gameplay content.[8]

Players may take cover behind objects during firefights to avoid taking damage from enemies.

Players use melee attacks, firearms and explosives to fight enemies,[d] and may run, jump, swim or use vehicles to navigate the world.[e] To accommodate the map's size, the game introduces vehicle types absent in its predecessor Grand Theft Auto IV, such as fixed-wing aircraft.[11] In combat, auto-aim and a cover system may be used as assistance against enemies.[12] Should players take damage, their health meter will gradually regenerate to its halfway point.[f] Players respawn at hospitals when their health depletes.[10] If players commit crimes, law enforcement agencies may respond as indicated by a 'wanted' meter in the head-up display (HUD).[13] Stars displayed on the meter indicate the current wanted level (for example, at the maximum five-star level, police helicopters and SWAT teams swarm to lethally dispatch players).[14][g] Law enforcement officers will search for players who leave the wanted vicinity. The meter enters a cool-down mode and eventually recedes when players are hidden from the officers' line of sight that displays on the mini-map.[16][h]

The single-player mode lets players control three characters: Michael De Santa, Trevor Philips and Franklin Clinton—criminals whose stories interconnect as they complete missions. Some missions are completed with only one character and others feature two or three.[18] Outside the missions, players may switch between characters at will by a directional compass on the HUD. The game may switch characters automatically during missions to complete certain objectives. A character's compass avatar will flash red if he is in danger and needs help, and flash white if he has a strategic advantage.[19] Though players complete missions as any of the three protagonists, the more difficult heist missions require aid from AI-controlled accomplices with unique skill sets like computer hacking and driving. If an accomplice survives a successful heist, they take a cut from the cash reward[20] and may be available for later missions with improvements to their unique skills.[21] Some heists afford multiple strategies; in a holdup mission, players may either stealthily subdue civilians with an incapacitating agent or conspicuously storm the venue with guns drawn.[22]

Each character has a set of eight skills that represent their ability in certain areas such as shooting and driving. Though skills improve through play, each character has a skill with expertise by default (e.g. Trevor's flying skill).[23] The eighth 'special' skill determines the effectiveness in performing an ability that is unique to each respective character. Michael enters bullet time in combat, Franklin slows down time while driving, and Trevor deals twice as much damage to enemies while taking half as much in combat.[24] A meter on each character's HUD depletes when an ability is being used and regenerates when players perform skilful actions (for example, drifting in vehicles as Franklin or performing headshots as Michael).[25]

While free roaming the game world, players may engage in context-specific activities such as scuba diving and BASE jumping. Each character has a smartphone for contacting friends, starting activities and accessing an in-game Internet.[26] The Internet lets players trade in stocks via a stock market.[27] Players may purchase properties such as garages and businesses, upgrade the weapons and vehicles in each character's arsenal. Players may also visit places such as cinemas and strip clubs. Player can also customise their appearance by purchasing outfits, haircuts and tattoos.[28]

Plot

Michael Townley, Trevor Philips, and Brad Snider partake in a botched robbery in Ludendorff, North Yankton. Nine years later, Michael is living under witness protection with his family in Los Santos, under the alias Michael De Santa. Across town, gangbanger Franklin Clinton is working for a corrupt Armenian car salesman and meets Michael while attempting to fraudulently repossess his son's car; the two later become friends. When Michael finds his wife Amanda sleeping with her tennis coach, he and Franklin chase the coach to a mansion, which Michael destroys in anger. The owner turns out to be the girlfriend of Martin Madrazo, a Mexican drug lord who demands compensation to avoid further violence. Michael returns to a life of crime to obtain the money, enlisting Franklin as an accomplice. With the help of Michael's old friend Lester Crest, a disabled hacker, they perform a jewellery shop heist to pay off the debt. Trevor, who now lives in a trailer park on the outskirts of Los Santos, hears of the heist and realises that it was Michael's handiwork; Trevor had believed that Michael was killed in their botched robbery nine years ago. Trevor surprises Michael and reunites with him, after tracking down his home.

As time goes on, the personal lives of the protagonists begin to spiral out of control. Michael's increasingly erratic behaviour prompts his family to leave him. When he becomes a movie producer at film studio Richards Majestic, Michael comes into conflict with Devin Weston, a self-made billionaire venture capitalist and corporate raider, who vows revenge after his attempts to shut down the studio are thwarted by him. Franklin, meanwhile, rescues his friend Lamar Davis from gangster and former friend Harold 'Stretch' Joseph, who repeatedly attempts to kill Lamar to prove himself to his new brethren. At the same time, Trevor's reckless efforts to consolidate his control over various black markets in Blaine County see him waging war against The Lost outlaw motorcycle club, several Latin American street gangs, rival meth dealers, hillbillies, private security firm Merryweather, and Triad kingpin Wei Cheng.

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Federal Investigation Bureau (FIB) agents Dave Norton and Steve Haines contact Michael and demand that he perform a series of operations to undermine a rival agency, the International Affairs Agency (IAA).[i] Under Steve's direction and with Lester's help, they attack an armoured convoy carrying funds intended for the IAA, and steal an experimental chemical weapon from an IAA-controlled lab. As Steve comes under increasing scrutiny, he forces Michael and Franklin to erase any evidence being used against him from the FIB servers. Michael takes the opportunity to wipe the data on his own activities, destroying Steve's leverage over him.

Eventually, Michael, Trevor, Franklin, and Lester start planning their most daring feat ever: raiding the Union Depository's gold bullion reserve. By this time, Michael reconciles with his family. However, Trevor discovers that Brad was not imprisoned as led to believe, but killed during the Ludendorff heist and buried in the grave marked for Michael. Trevor's feelings of betrayal cause friction within the group and threaten to undermine their Union Depository plans. When Michael and Dave are betrayed by Steve and become caught in a Mexican standoff between the FIB, IAA, and Merryweather, Trevor, feeling that he is the only one that has the right to kill Michael, comes to their aid. Despite not forgiving Michael, Trevor agrees to perform the Union Depository heist and part ways with him afterwards.

The heist is completed successfully, but Franklin is then approached separately by Steve and Dave, who contend that Trevor is a liability, and Devin, who wants retribution for Michael's betrayal. Franklin has three choices: kill Trevor, kill Michael, or attempt to save both in a suicide mission. Should Franklin choose to kill either Michael or Trevor, he ceases contact with the man he spares and returns to his old life.[30][31] Otherwise, the trio withstands an onslaught from the FIB and Merryweather before going on to kill Steve, Stretch, Wei, and Devin. Michael and Trevor reconcile, and the three cease working together but remain friends.[32]

Development

Rockstar North began to develop Grand Theft Auto V in 2008, following Grand Theft Auto IV's release.[33] Development was conducted by a team of more than 1,000 people, including Rockstar North's core team and staff from parent company Rockstar Games' studios around the world.[34] The proprietary Rockstar Advanced Game Engine (RAGE) was overhauled for the game to improve its draw distance rendering capabilities.[35] The Euphoria and Bullet software handle additional animation and rendering tasks.[36] Having become familiar with the PlayStation 3 and Xbox 360 hardware over time, Rockstar found they were able to push the consoles' graphical capabilities further than in previous games.[37] Analyst estimations place the game's combined development and marketing budget at more than GB£170 million (US$265 million), which would make it the most expensive game ever made at that time.[38][j]

The open world was modelled on Southern California and Los Angeles,[40] and its design and in-game render constituted much of the game's early work.[41] Key members of the game world production team took field research trips throughout the region and documented their research with photo and video footage.[37]Google Maps projections of Los Angeles were used by the team to help design Los Santos' road networks.[42][43] To reflect and reproduce Los Angeles' demographic spread, the developers studied census data and watched documentaries about the city.[35] The team considered creating the open world the most technically demanding aspect of the game's production.[33]

San

A fundamental design goal from the outset was to innovate on the series core structure by giving players control of three lead protagonists instead of one.[41] The idea was first raised during Grand Theft Auto: San Andreas' development, but contemporaneous hardware restrictions made it infeasible.[44] Having developed two Grand Theft Auto IV episodic expansion packs featuring new protagonists in 2009, the team wanted to base Grand Theft Auto V around three simultaneously controlled protagonists.[11] The team viewed it as a spiritual successor to many of their previous games (such as Grand Theft Auto IV, Red Dead Redemption and Max Payne 3), and designed it to improve upon their gameplay mechanics.[19][45] They sought to improve the action gameplay by refining the shooting mechanics and cover system[46] and reworked the driving mechanics to correct Grand Theft Auto IV's difficult vehicle controls.[47]

After an audition process, Ned Luke, Shawn Fonteno and Steven Ogg were selected to portray Michael, Franklin and Trevor, respectively.[48] Their performances were mostly recorded using motion capture technology,[49] but dialogue for scenes with characters seated in vehicles was recorded in studios instead.[50] The game is the first in its series to feature an original score, composed by a team of producers collaborating with each other over several years.[51] Licensed music provided by an in-game radio is also used.[52] The team licensed more than 241 tracks shared between fifteen radio stations, with an additional two stations providing talk radio.[k] Some of the tracks were written specifically for the game, such as rapper and producer Flying Lotus' original work composed for the FlyLo FM radio station he hosts.[54]

The game was first announced by Rockstar Games on 25 October 2011.[55] They released its debut trailer one week later,[56] with an official press release acknowledging its setting.[57] Journalists noted that the announcement ignited widespread anticipation within the gaming industry, which they owed to the cultural significance of the series.[58][59][60] The game missed its original projected Q2 2013 release date, pushed back to 17 September to allow for further polishing.[61] To spur pre-order game sales, Rockstar collaborated with several retail outlets to make a special edition with extra in-game features.[62] They ran a viral marketing strategy with a website for a fictional religious cult, 'The Epsilon Program', that offered users the chance to feature in the game as members of the cult.[63]

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A comparison of the PlayStation 4 (left) and PlayStation 3 (right) versions of the game. The enhanced re-release features greater draw distances and higher-resolution textures than the original versions.

A re-release of the game was announced for Microsoft Windows (PC), PlayStation 4 and Xbox One at E3 2014. This enhanced version features an increased draw distance, finer texture details, denser traffic, upgraded weather effects, and new wildlife and vegetation.[64] It includes a new on-foot first-person view option, which required the development team to overhaul the animation system to accommodate first-person gameplay.[4] The PlayStation 4 and Xbox One versions were released on 18 November 2014.[65] The PC version, initially scheduled for simultaneous release with the console versions,[64] was delayed until 14 April 2015.[66] According to Rockstar, it required extra development time for 'polish'.[67] The PC version is capable of 60 frames per second gameplay at 4K resolution, and the Rockstar Editor lets players capture and edit gameplay videos.[68] Plans to develop single-player downloadable content were later scrapped as the team focused resources on Grand Theft Auto Online and Red Dead Redemption 2.[69]

Reception

Initial release

Reception
Aggregate score
AggregatorScore
Metacritic97/100[70][71]
Review scores
PublicationScore
Edge10/10[72]
Eurogamer9/10[73]
Famitsu40/40[75]
Game Informer9.75/10[74]
GameSpot9/10[76]
GamesRadar+[77]
IGN10/10[78]
Joystiq[79]
Play97/100[80]
The Escapist[81]

Grand Theft Auto V was released to critical acclaim.[82]Metacritic, which assigns a normalised rating in the 0–100 range, calculated an average score of 97 out of 100 based on 50 reviews for the PlayStation 3 version[70] and 58 reviews for the Xbox 360 version.[71] The game is Metacritic's fifth-highest rated, tied with a number of others.[l] Reviewers liked the multiple lead character formula,[84][74][78] heist mission design[85][86][87] and presentation,[16][80][88] but some did not agree on the quality of the story and characters.[73][79][81][89]IGN's Keza MacDonald called Grand Theft Auto V 'one of the very best video games ever made',[78] and Play considered it 'generation-defining' and 'exceptional'.[80]Edge wrote that it is a 'remarkable achievement' in open world design and storytelling,[90] while The Daily Telegraph's Tom Hoggins declared it a 'colossal feat of technical engineering'.[91] It became only the second ever western developed game to be awarded a perfect score from the Japanese video game magazine Famitsu.[92]CNET's Jeff Bakalar felt that the game encouraged players to engage with all three characters.[93]Edge found that switching players was helpful for avoiding long travel times to mission start points.[84] Because of the switching mechanic, Game Informer's Matt Bertz noted that players are kept 'in the thick of the action' during shootouts.[74]Eurogamer's Tom Bramwell wrote that switching added a tactical element to shootouts as characters set up in strategic outposts would cause fewer 'shooting gallery' situations than previous instalments.[73] IGN's MacDonald felt the switching feature gave players more choice in their approach and made missions less predictable.[78]

Giant Bomb's Jeff Gerstmann considered the heist missions a welcome deviation from series typical mission structure.[85]Eurogamer's Bramwell likened them to 'blockbuster set-pieces'[73] and GameSpot's Carolyn Petit cited the 1995 film Heat as a stylistic influence on their design.[76]Joystiq's Xav de Matos felt creativity and methodical approaches were encouraged.[79]Polygon's Chris Plante likened rapid character switching during heist missions to 'film editing, with the player serving as editor, switching rapidly to the most interesting perspective for any moment'.[86]Computer and Video Games' Andy Kelly felt that overall mission design was more diverse than and lacked the escort errands of its predecessors.[87]

Los Santos, the city featured in the game's open world. Reviewers praised its design and similarity to Los Angeles. The departure from Grand Theft Auto IV's Liberty City was also well received.

Edge praised the game's graphical fidelity and absence of load screens.[84]Play complimented the draw distances and weather and lighting systems.[80]Eurogamer's Bramwell considered the lighting system to be the game's biggest advancement.[73]Official Xbox Magazine (OXM)'s Mikel Reparaz thought that the game was 'probably the Xbox 360's greatest technical achievement', and was surprised that the open world could render on the console.[89] Reviewers lauded the open world's design, some further complimenting the game for streamlining Los Angeles' geography into a well-designed city space.[16][73]GameTrailers' Brandon Jones considered the Los Angeles emulation authentic and the open world 'full of voice and personality'.[94] IGN and PlayStation Official Magazine (OPM) made favourable comparisons between Los Santos and Grand Theft Auto IV's Liberty City.[78][88]OXM's Reparez felt Los Santos surpassed the 'grey and gritty' Liberty City.[89] Reviewers praised the world's satire of contemporary American culture[16][73][78][79][87]OPM's Joel Gregory opined that 'the scathing social commentary is, of course, present and correct'.[88]

Destructoid's Jim Sterling called the sound design 'impeccable' and praised the actors' performances, original soundtrack and licensed music use.[16] IGN and Giant Bomb commended the music selection and felt that the original score enhanced dramatic tension during missions.[78][85] GameSpot's Petit wrote that the score 'lends missions more cinematic flavour'.[76]Edge said that the licensed music enhanced the city's 'already remarkable sense of space' and that the original score improved the atmosphere of the gameplay. They summarised the game as 'a compendium of everything Rockstar has learnt about the power of game music in the past decade'.[95]

Many reviewers found the land-based vehicles more responsive and easier to control than in previous games.[90][76][80][88][89]Game Informer's Bertz explained that 'cars have a proper sense of weight, while retaining the agility necessary for navigating through traffic at high speeds'.[74] In addition to the vehicle handling, most reviewers noted the shooting mechanics were tighter than they had been in previous games,[74][76][78] but Destructoid's Sterling felt that in spite of the improvements, auto-aim was 'twitchy and unreliable' and cover mechanics 'still come off as dated and unwieldy'.[16] Some reviewers felt the game solved a continual problem by adding mid-mission checkpoints.[73][78][91]

The story and characters—particularly Trevor—polarised reviewers. Some felt that the narrative was not as well written as previous Rockstar games and cited Grand Theft Auto IV and Red Dead Redemption's plot strengths.[73][74][79][89] Others felt that the protagonists' contrasting personalities gave the narrative tighter pacing.[16][84][78][86]GamesRadar's Hollander Cooper thought the game negated inconsistencies in the story of previous entries, whose single lead protagonists had muddled morality.[77] GameSpot's Petit considered Trevor, in particular, a 'truly horrible, terrifying, psychotic human being—and a terrific character'.[76]Eurogamer's Bramwell found Trevor 'shallow and unconvincing', and felt that his eccentricities hurt the narrative and overshadowed Michael and Franklin's character development.[73] Joystiq's de Matos faulted the protagonists' lack of likability for him, and found the ambivalence between Michael and Trevor a tired plot device as their conflict grew into a 'seemingly endless cycle'.[79]The Escapist's Greg Tito had difficulty connecting with the characters' emotions since they acted out of greed with no sense of morality and thus gave players little reason to support them.[81]

Re-release

Re-release
Aggregate score
AggregatorScore
Metacritic(PC) 96/100[96]
(PS4) 97/100[97]
(XONE) 97/100[98]
Review scores
PublicationScore
Game Informer9.75/10[100]
GameSpot9/10[99]
IGN10/10[101][102]
PC Gamer (US)92%[103]
VideoGamer.com10/10[104][105]

Grand Theft Auto V's re-release, similarly, received critical acclaim. Metacritic calculated an average score of 97 out of 100 based on 66 reviews for the PlayStation 4 version[97] and 14 reviews for the Xbox One version,[98] and 96 out of 100 based on 48 reviews for the PC version.[96]Game Informer's Andrew Reiner considered the addition of first-person 'another significant breakthrough for the series' in the vein of Grand Theft Auto III's shift to third-person from Grand Theft Auto's bird's-eye view.[100] GameSpot's Mark Walton found that playing in first-person heightened the impact of Grand Theft Auto V's violence, which made him reflect on morality and character motivation more than before.[99] VideoGamer.com opined that players feel like inhabitants of the world, rather than 'guns attached to a floating camera'.[104] IGN's Dan Stapleton found the game more immersive in first-person, creating a 'surprisingly different experience'.[101] VideoGamer.com praised the 'finer details' in first-person animations like camera lean when players take corners on motorcycles, or the navigational instruments in plane cockpits.[104] Reviewers found playing the game more difficult in first-person,[99][101] but Game Informer's Reiner preferred the challenge.[100]

GameSpot's Walton thought the graphics improvements made the open world 'even more spectacular', especially because of improved spatial anti-aliasing. Of the first-person view, he said that 'at ground level everything looks bigger and more imposing' because of the improved graphics.[99] IGN's Stapleton favoured the PlayStation 4 version's graphics over the Xbox One but thought both consoles rendered the game well and maintained mostly consistent frame rates.[101] He praised the increased frame rate and graphics options offered in the PC version.[106] VideoGamer.com called the console version's frame rate so consistent it was 'scarcely believable',[104] although GameSpot's Walton cited occasional frame rate dips.[99] GameSpot's Peter Brown opined that the PC version let players 'witness the full extent of Rockstar's admirable handiwork', but noted that it 'retains evidence of its last-gen roots ... with simple geometry'.[99] VideoGamer.com praised the Rockstar Editor's accessibility on PC but criticised some of its limitations, such as camera angle restrictions.[105] IGN's Stapleton appreciated the PC version's customisable controls,[106] and GameSpot's Brown felt that constant switching between the mouse and keyboard and a gamepad was necessary for 'the best experience'.[99]PC Gamer's Chris Thursten called the game 'the most beautiful, expansive and generous' of the series.[103]

On the game's multiplayer, IGN's Stapleton reported low player counts in matches, long wait times in lobbies, server disconnection and occasional crashes. 'Because of that,' he wrote, 'I can't strongly recommend ... the multiplayer experience alone'.[101] VideoGamer.com found online character progression streamlined by comparison with the original version. According to them, the 'grind of just doing PvP until co-op Jobs arrive with regularity'[104] was lost, and newcomers would likely find multiplayer enjoyable and balanced. However, they wrote of frequent server disconnection, especially during load screens.[104] GameSpot's Walton thought that Grand Theft Auto Online 'still suffers from a lack of direction' for its open-ended and frenetic gameplay, but still is fun.[99]Game Informer's Reiner reported 'minimal lag or issues in the expanded firefights and races'.[100]

Accolades

Grand Theft Auto Vreceived multiple nominations and awards from gaming publications. Prior to its release, it received Most Anticipated Game at the 2012Spike Video Game Awards.[58] The game was review aggregators Metacritic and GameRankings' highest rated for the year 2013.[107][108] The game appeared on several year-end lists of 2013's best games, receiving wins from independent journalist Tom Chick,[109]CNET,[110]Edge,[111] the 31st Golden Joystick Awards,[112] the 5th Annual Inside Gaming Awards[113] the Spike VGX 2013 Awards,[114]Slant Magazine[115] and Time.[116] It was named the Best Xbox Game by Canada.com,[117] GameSpot,[118] and IGN,[119] and the Best Multiplatform Game by Destructoid.[120] Rockstar Games and Rockstar North won Best Studio and Best Developer from Edge,[121] and the BAFTA Academy Fellowship Award at the 10th British Academy Video Games Awards.[122]

Various in-game elements were recognised with awards. Two characters, Trevor Philips and Lamar Davis, received numerous nominations for Best Character, and Lamar won the award from Giant Bomb.[123] The music received awards from Spike VGX,[114]Hardcore Gamer[124] and The Daily Telegraph.[125]Grand Theft Auto Online won Best Multiplayer from GameTrailers[126] and BAFTA,[122] and Best Xbox 360 Multiplayer from IGN.[127]Online was also nominated for Biggest Disappointment by Game Revolution[128] and Hardcore Gamer.[129]Grand Theft Auto V won Best Technical Achievement in the Telegraph Video Game Awards,[125] and Best Technology at the 14th Annual Game Developers Choice Awards.[130] The graphical and artistic design received awards from IGN,[131]The Daily Telegraph[125] and BAFTA,[122] and a nomination at the Game Developers Choice Awards.[130]

The game received numerous other awards. It was awarded the title of Most Immersive Game at the Inside Gaming Awards.[113] The general public voted for the game to receive the User Choice Award at the PlayStation Awards 2013[132] and the Community Choice award from Destructoid.[133] The game received the Platinum Award at the PlayStation Awards[132] and was named the Best British Game from BAFTA.[122] At IGN's Best of 2013 Awards, it received multiple wins, including Best Xbox 360 Graphics,[131] Best Xbox 360 Sound,[134] and Best Action Game on Xbox 360,[119] PlayStation 3[135] and overall.[136]

Sales

Within 24 hours of its release, Grand Theft Auto V generated more than US$800 million in worldwide revenue, equating to approximately 11.21 million copies sold for Take-Two Interactive.[137][m] The numbers nearly doubled analysts' expectations for the title.[139][140] Three days after release, the game had surpassed one billion dollars in sales, making it the fastest selling entertainment product in history.[141][n] Six weeks after its release, Rockstar had shipped nearly 29 million copies of the game to retailers, exceeding the lifetime figures of Grand Theft Auto IV.[143] On 7 October 2013, the game became the best-selling digital release on PlayStation Store for PlayStation 3, breaking the previous record set by The Last of Us, though numerical sales figures were not disclosed.[144][145] It broke seven Guinness World Records on 8 October: best-selling video game in 24 hours, best-selling action-adventure video game in 24 hours, highest grossing video game in 24 hours, fastest entertainment property to gross US$1 billion, fastest video game to gross US$1 billion, highest revenue generated by an entertainment product in 24 hours, and most viewed trailer for an action-adventure video game.[2] A digital version was released on 18 October for the Xbox 360,[146] which went on to become the highest grossing day-one and week-one release on Xbox Live.[147] By May 2014, the game had generated nearly US$1.98 billion in revenue.[148] As of August 2014, the game has sold-in over 34 million units to retailers for the PlayStation 3 and Xbox 360.[149] By December 2014, the game had shipped 45 million copies, including 10 million copies of the re-released version.[150] By April 2018, the game had generated about $6 billion, making it one of the most profitable entertainment products of all time.[151][152] As of May 2019, the game has shipped over 110 million copies worldwide across all platforms.[153]

In the United Kingdom, the game became the all-time fastest-selling, selling more than 2.25 million copies in five days. This broke the record set by Call of Duty: Black Ops at two million copies over the same period. It broke the day one record by selling 1.57 million copies and generating £65 million.[154] In two weeks, the game sold more than 2.6 million copies and generated £90 million, which accounted for 52% of games sold in September 2013.[155] After three weeks on sale, it beat Grand Theft Auto IV's lifetime sales in the United Kingdom.[156] In its fourth week, it became the fastest-selling title to break the three million barrier in the UK, thus overtaking Black Ops II's lifetime sales.[157] In November 2014, the game became the best-selling game of all time in the UK, overtaking Black Ops.[158] The game was similarly successful in North America: it was the best selling game in September, representing over 50% of software sales[159] and boosting overall software sales by 52% compared to September 2012.[160]

Grand Theft Auto Online

Developed in tandem with the single-player mode, the online multiplayer mode Grand Theft Auto Online was conceived as a separate experience to be played in a continually evolving world.[161] Up to 30 players[o] freely roam across the game world and enter lobbies to complete jobs (story-driven competitive and cooperative modes).[162] The Content Creator toolset lets players create their own parameters for custom jobs, like racetracks and deathmatch weapon spawn points.[163] Players may band together in organised player teams called crews to complete jobs together. Rockstar Games Social Club extends crews formed in Max Payne 3's multiplayer mode to those of Grand Theft Auto Online. Players may create their own crews and join up to five total. Crews win multiplayer matches to earn experience points and climb online leaderboards.[164]

Grand Theft Auto Online launched on 1 October 2013, two weeks after Grand Theft Auto V's release.[165] Many players reported connection difficulties and game freezes during load screens.[166][167] Rockstar released a technical patch on 5 October in an effort to resolve the issues,[168] but problems persisted the second week following launch as some players reported their character progress as having disappeared.[169] Another technical patch was released on 10 October combating the issues[170] and Rockstar offered a GTA$500,000 (in-game currency) stimulus to the accounts of all players connected to Online since launch as recompense.[171] Because of the widespread technical issues present at launch, many reviewers bemoaned their Grand Theft Auto Online experience but generally recognised its open-ended exploration and dynamic content as strengths.[172][173][174][175][176]

Post-release content is continually added to Grand Theft Auto Online through free title updates. Some updates add new game modes and features,[177][178] and others feature themed gameplay content, such as the Independence Day Special update that added patriotic-themed content on 1 July 2014.[179] The widely anticipated[180][181] Online Heists update launched on 10 March 2015 and suffered some initial technical difficulties due to the increased user load.[182] Shortly after the game's PC release, some players reported being banned from Grand Theft Auto Online for using field of view and cosmetic mods in single-player.[183] Rockstar stated in their official blog that nobody had been banned from Online for using single-player mods, but that recent updates to the PC version had the 'unintentional effect' of making such mods unplayable. They stated that mods are unauthorised and may cause unforeseen technical problems and instabilities.[184]

Controversies

The game has generated several controversies related to its violence and depiction of women. A mission that requires players to use torture equipment in a hostage interrogation polarised reviewers, who noted its political commentary but felt that the torture sequence was in poor taste.[78][185] The mission also received criticism from politicians and anti-torture charity groups.[186] The game became subject to widespread online debate over its portrayal of women, particularly in the wake of the backlash against GameSpot journalist Carolyn Petit when she claimed the game was misogynistic in her review.[76][187] After Petit's review webpage received more than 20,000 largely negative comments, many journalists defended her right to an opinion and lamented the gaming community's defensiveness towards criticism.[188][189] Television personality Karen Gravano and actress Lindsay Lohan both filed lawsuits against Rockstar in allegation that characters in the game were based on their likenesses.[190][191] Their lawsuits were later dismissed.[192] Australian department store Target pulled the game from their 300 stores following a Change.org petition against depictions of violence towards women in the game.[193]

Legacy

Critics concurred that Grand Theft Auto V was among seventh generation console gaming's best[27] and a great closing title before the eighth generation's emergence.[194][195]Polygon's Plante observed that the game would 'bridge between games' present and the future', and declared it 'the closure of this generation, and the benchmark for the next'.[86] VideoGamer.com's Simon Miller considered it 'the ultimate swansong for this console cycle' that would 'cast a long shadow over the next'.[196] Three days after its release, the game ranked second on IGN's 'Top 25 Xbox 360 Games' list. Editor Ryan McCaffrey considered that the open world's scale and detail succeeded the majority of other Xbox 360 games. He called the game 'a triumph both for gamers and for the medium itself, and it deserves its runaway success'.[197] In November 2013, Hardcore Gamer placed the game third on their 'Top 100 Games of the Generation' list. They cited its improved shooting and driving mechanics over its predecessors, and considered the multiple protagonist design 'a welcome change of pace' that could become an eighth generation gaming benchmark.[198] In December, The Daily Telegraph listed the game among their '50 best games of the console generation'. They called it a 'cultural behemoth' that 'will be Rockstar's lasting legacy'.[199]

In January 2014, Computer and Video Games ranked the game fourth on their 'Games of the Generation 20–1' list.Editor Rob Crossley said that for the first time, Rockstar created an 'utterly beautiful' open world. He found that the game did away with Grand Theft Auto IV's repetitive mission design and focused instead on fun gameplay.[200] In May, IGN ranked it eighth on their 'Top 100 Games of a Generation' list and called it a 'huge, raucous, and wildly ambitious bridge towards the [eighth] generation of console gaming'.[201] The next month, it placed third on IGN's 'Games of a Generation: Your Top 100' list as voted by the site's readers.[202] In August, Game Informer ranked it third on their 'Top 10 Action Games Of The Generation' list. They compared the game's quality to that of its predecessor but thought that its ensemble character set-up, varied missions and multiplayer superseded Grand Theft Auto IV's placement on the list. They wrote of the story's absurd drama and the open world's vastness, and did not 'regret a single second' spent playing the game.[203] In November, Edge named it the fifth best game of its generation and commented that 'no other game studio is even daring to attempt an open world game in its tradition because there is simply no possibility of measuring up to [its] standards.'[204] In 2015, the publication rated it the second greatest video game of all time.[205] The game ranked high on several best game lists determined by the public; it featured eighth on Empire's '100 Greatest Video Games Of All Time' list, and fifth on Good Game's 'Top 100 Games' list, as voted by the magazine and programme's respective audiences.[206][207] It was the most tweeted game of 2015, despite being released over a year earlier.[208]

Notes

  1. ^Additional work by Rockstar San Diego, Rockstar Leeds, Rockstar Toronto, Rockstar New England and Rockstar London.[1]
  2. ^The first-person view is only available in the Microsoft Windows, PlayStation 4 and Xbox One versions of the game.[4]
  3. ^Art director Aaron Garbut estimated that it is large enough to fit the game worlds of Red Dead Redemption, Grand Theft Auto: San Andreas and Grand Theft Auto IV inside of it.[7]
  4. ^Accessed via a pop-up 'weapon wheel' that features eight slots corresponding to different weapon types.[9]
  5. ^Players can alternatively hail taxicabs that drive to specific destinations.[10]
  6. ^Health is fully replenished by using first aid kits or consuming food and drink.[10]
  7. ^Players arrested or killed by officers during missions may restart from the last checkpoint.[15]
  8. ^Players may take alternative evasive measures like respraying their vehicle at chop shops, which instantly erases the wanted level.[17]
  9. ^In Grand Theft Auto V, the FIB and IAA are fictionalised parodies of the Federal Bureau of Investigation (FBI) and Central Intelligence Agency (CIA), respectively.[29]
  10. ^Media analyst Arvind Bhatia estimated that the development budget exceeded US US$137 million.[39]The Scotsman reporter Marty McLaughlin estimated that the combined budget of the development and marketing efforts exceeded GB£170 million (US$265 million).[38]
  11. ^The Microsoft Windows, PlayStation 4 and Xbox One versions add another 162 tracks to the in-game radio.[53]
  12. ^Grand Theft Auto V shares its status as fifth-highest rated game on Metacritic with eleven others: there are four games rated higher.[83]
  13. ^The game's first-day sales record beat the previous record of US$500 million set by Call of Duty: Black Ops II.[138]
  14. ^The game's US$1 billion revenue broke the previous record set by Call of Duty: Black Ops II, which took 15 days to surpass US$1 billion in sales.[142]
  15. ^The PlayStation 3 and Xbox 360 versions of Grand Theft Auto Online allow up to 16 concurrent players,[162] while the PlayStation 4, Xbox One and Windows versions allow up to 30 concurrent players.[65]

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External links

Wikiquote has quotations related to: Grand Theft Auto V
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Retrieved from 'https://en.wikipedia.org/w/index.php?title=Grand_Theft_Auto_V&oldid=902240548'
(Redirected from Grand Theft Auto: Vice City Official Soundtrack Box Set)
Grand Theft Auto: Vice City
Developer(s)Rockstar North[a]
Publisher(s)Rockstar Games
Producer(s)Leslie Benzies
Programmer(s)
Artist(s)Aaron Garbut
Writer(s)
  • James Worrall
Composer(s)Lex Horton
SeriesGrand Theft Auto
EngineRenderWare
Platform(s)
Release
  • PlayStation 2
    • NA: 29 October 2002
    • PAL: 8 November 2002
    Microsoft WindowsXbox
    • NA: 31 October 2003
    • PAL: 2 January 2004
    Mac OS XiOS
    • WW: 6 December 2012
    AndroidFire OS
    • WW: 27 August 2013
Genre(s)Action-adventure
Mode(s)Single-player

Grand Theft Auto: Vice City is an action-adventure video game developed by Rockstar North and published by Rockstar Games. It was released on 29 October 2002 for the PlayStation 2, on 12 May 2003 for Microsoft Windows, and on 31 October 2003 for the Xbox. An enhanced version was released for mobile platforms in 2012, for the game's tenth anniversary. It is the sixth title in the Grand Theft Auto series and the first main entry since 2001's Grand Theft Auto III. Set within the fictional Vice City, based on Miami, the game follows Tommy Vercetti following his release from prison. After he is caught up in an ambushed drug deal, he seeks out those responsible while building a criminal empire and seizing power from other criminal organisations in the city.

The game is played from a third-person perspective, and its world is navigated on foot or by vehicle. The open world design lets the player freely roam Vice City, consisting of two main islands. The game's plot is based on multiple real-world people and events in Miami such as Cuban, Haitian, and biker gangs, the 1980s crack epidemic, the Mafioso drug lords of Miami, and the dominance of glam metal. The game was also influenced by the film and television of the era, including Scarface and Miami Vice. Much of the development work constituted creating the game world to fit the inspiration and time period; the development team conducted extensive field research in Miami while creating the world.

Upon release, the game received critical acclaim, with praise particularly directed at its music, gameplay and open world design. However, the game also generated controversy, with criticism directed at the depiction of violence and racial groups. The game sparked lawsuits and protests while being labelled as violent and explicit. Vice City became the best-selling video game of 2002 and has sold over 17.5 million copies. Considered one of the most significant titles of the sixth generation of video games, and one of the greatest video games ever made, it won numerous year-end accolades including Game of the Year awards from several gaming publications. Since its release, the game has received numerous ports to many gaming platforms. Its successor, Grand Theft Auto: San Andreas, was released in October 2004, and a prequel, Vice City Stories, was released in 2006.

  • 3Development
  • 4Critical reception
  • 5Commercial performance
  • 7Legacy
  • 8References

Gameplay

Grand Theft Auto: Vice City is an action-adventure game played from a third-person perspective. The player controls the criminal Tommy Vercetti and completes missions—linear scenarios with set objectives—to progress through the story. It is possible to have several active missions running at one time, as some missions require the player to wait for further instructions or events. Outside of missions, the player can freely roam the game's open world and has the ability to complete optional side missions.[2] Composed of two main islands and several smaller areas, the world is much larger in area than earlier entries in the series.[b] The islands are unlocked for the player as the story progresses.[4]

The player can drive motorcycles in Vice City, unlike its predecessor.

The player may run, jump, or drive vehicles to navigate the game's world. The player uses melee attacks, firearms and explosives to fight enemies. The firearms include weapons such as the Colt Python, an M60 machine gun and a Minigun.[5][6] The game's three-dimension environment allows a first-person view while aiming with the sniper rifle and rocket launcher. In addition, the game's combat allows the player to commit drive-by shootings by facing sideways in a vehicle.[7][8] The game provides the player a wide variety of weapon options—they can be purchased from local firearms dealers, found on the ground, retrieved from dead enemies, or found around the city.[9]

In combat, auto-aim can be used as assistance against enemies.[10] Should the player take damage, their health meter can be fully regenerated through the use of health pick-ups.[11]Body armour can be used to absorb gunshots and explosive damage, but is used up in the process.[12] When health is entirely depleted, gameplay stops, and the player respawns at the nearest hospital while losing all weapons and armour and some of their money.[4] If the player commits crimes while playing, the game's law enforcement agencies may respond as indicated by a 'wanted' meter in the head-up display (HUD), which increases as the player commits more crimes. On the meter, the displayed stars indicate the current wanted level, and the higher the level, the greater the response for law enforcement[4] (for example, at the maximum six-star level, police helicopters and military swarm to lethally dispatch players).[7]

During the story, Tommy meets characters from various gangs. As the player completes missions for different gangs, fellow gang members will often defend the player, while rival gang members will recognise the player and subsequently shoot on sight. While free roaming the game world, the player may engage in activities such as a vigilante minigame, a fire fighting activity, and a taxi cab service. Completion of these activities grants the player with context-specific rewards.[8] As Tommy builds his criminal empire, the player may purchase a number of properties distributed across the city, some of which act as additional hideouts where weapons can be collected and vehicles can be stored.[13] There are also a variety of businesses which can be purchased, including a film studio, a taxi company, and several entertainment clubs. Each commercial property has a number of missions attached to it, such as eliminating competition or stealing equipment; once all missions are complete, the property begins to generate an ongoing income available for the player.[7]

Plot

In 1986, Tommy Vercetti (Ray Liotta), a loyal former member of the Forelli Family, is released from prison after serving a fifteen-year sentence. His former boss, Sonny Forelli (Tom Sizemore), ostensibly promotes Tommy to a caporegime and sends him to Vice City to act as the Forelli's buyer in a cocaine deal and to also do other ground work for the Forellis. When Tommy and his bodyguards arrive in Vice City, crooked lawyer Ken Rosenberg (William Fichtner) takes them in his car to the docks, the site of the deal. They are ambushed by several masked men, who kill their bodyguards. Tommy narrowly escapes with Ken from the docks, losing the Forelli's money and the cocaine in the process. After Ken returns to his office, Tommy drives back to his hotel and informs Sonny, promising him under the threat of consequences to get back the drugs and money and kill whoever was responsible for the ambush.

Seeking information, Ken points Tommy towards Juan Garcia Cortez (Robert Davi), who helped set the exchange up. Expressing regret for the matter, Cortez promises to help Tommy find out who masterminded the ambush plot. In the process of finding leads, Tommy meets Kent Paul (Danny Dyer), who leads Tommy to one of the participants in the ambush. Tommy then works for Ricardo Diaz (Luis Guzmán), who hires him as protection. Cortez soon voices his suspicion that Diaz might have organised the ambush. With the help of Lance Vance (Philip Michael Thomas), whose brother died in the ambush, Tommy kills Diaz; as a result, Tommy and Lance become Vice City's drug kingpins, allowing Tommy to create his own organisation and distance himself from the Forelli family. Tommy also works with the Cuban gang's leader Umberto Robina (Danny Trejo) in their fight against the Haitians. After destroying the Haitians' drug factory, Umberto becomes Tommy's partner in the drug trade. Tommy also earns the respect and friendship of Mitch Baker (Lee Majors), a leader of a biker gang, whose bikers work alongside the Cubans to become protectors of Vercetti family business. Tommy also expands his empire by purchasing assets in nearly bankrupt companies and turning them back into competitive businesses.

Eventually, Sonny discovers that Tommy has gained complete control over Vice City's drug trade without cutting the Forelli family in. Enraged that Tommy has become independent and is hustling him, Sonny sends high-ranking Forelli members to forcefully collect money from Tommy's assets. Tommy quickly disposes of them and decides to sever his ties with the Forelli family. Sonny arrives at his estate with a small army of mafiosi and demands his mob tribute under the threat of force. As Tommy attempts to give the tribute in counterfeit money, Sonny reveals that he set Tommy up fifteen years prior, resulting in his prison sentence. Lance also reveals his partnership with Sonny, admitting to having informed Sonny about Tommy's activities in Vice City. Angered at this betrayal, Tommy chases and ridicules Lance before killing him for his treachery. Heading through his estate, the gun battle eventually culminates in Tommy killing Sonny and his remaining army once and for all. When Ken arrives, he is shocked and worried by the events, but Tommy reassures him that everything is fine, having finally established himself as the undisputed crime kingpin of Vice City. In the post-credits gameplay, Tommy receives greeting phone calls from Paul and Cortez.

Development

Rockstar North began to develop Grand Theft Auto: Vice City in late 2001, around the time of Grand Theft Auto III's release.[14] While initial development only involved creating 3D models, executive producer Sam Houser said 'it really kicked off at the beginning of 2002' and lasted about nine months.[15] After the release of the Windows version of Grand Theft Auto III, the development team discussed creating a mission pack for the game that would add new weapons, vehicles, and missions. Upon further discussion, the team decided to make this concept a stand-alone game, which became Vice City.[16] The game was announced on 22 May 2002, during the Electronic Entertainment Expo.[17] It was Rockstar North's most expensive game at the time, with a budget of US$5 million.[18] On 5 September 2002, the company announced that the release date of 22 October had been postponed until 29 October to meet product demand.[19] By 15 October 2002, development of Vice City stopped as the game was submitted for manufacturing.[20]

Setting

The game is set in 1986 in fictional Vice City, which is based heavily on the city of Miami.[21] Vice City previously appeared in the original Grand Theft Auto (1997); the development team decided to reuse the location and incorporate ideas from within the studio and the fanbase.[22] They wanted to satirise a location that was not contemporary, unlike Grand Theft Auto III's Liberty City.[14] The team wanted to choose a location that had various similarities and differences to New York City—the inspiration of Liberty City—eventually leading them to Miami, which producer Leslie Benzies describes as 'a party town, all sun and sea and sex, but with that same dark edge underneath'.[16] Sam Houser called it 'the grooviest era of crime because it didn't even feel like it was crime ... it was a totally topsy-turvy back-to-front period of time'.[23] The team intended to make Vice City a 'living, breathing city', for the player to feel like 'life still goes on' while the character is inside a building.[24]

The game's look, particularly the clothing and vehicles, reflect its 1980s setting. Many themes are borrowed from the major films Scarface (1983) and Carlito's Way (1993),[21] the latter for its characterisation and portrayal of nuanced criminals. The television series Miami Vice (1984–89) was also a major influence and was regularly watched by the team throughout development.[25] Art director Aaron Garbut used the series as a reference point in creating neon lighting.[23] In recreating a 1980s setting, the team found it 'relatively painless' due to the distinct culture of the time period and the team's familiarity of the era.[25] The art team was provided with large volumes of research, as well as reference photographs from other members of the development team. The team organised field research trips to Miami shortly after the development of Grand Theft Auto III, splitting into small teams and observing the streets.[25][26]

Story and characters

The team spent time 'solving [the] riddle' of a speaking protagonist, a notable departure from Grand Theft Auto III's silent protagonistClaude.[27]Ray Liotta portrayed protagonist Tommy Vercetti. Liotta described the role as challenging: 'You're creating a character that's not there before ... It's so intensive'. When recording the role, the team used blue screen in order to allow Liotta to visualise 'how it's gonna move'.[28] The team ensured that the player felt 'real affinity' for Tommy, making the narrative a key development interest.[14] Dan Houser described Tommy as 'strong and dangerous and prepared to wait for the right opportunity to arrive'.[26] Director Navid Khonsari recalled Liotta frequently complaining on set and found him difficult to work with as a result.[29] 'In some sessions he was ... into it, but then sometimes ... he was very dark and couldn't work', said Sam Houser.[30] Following the game's success, Liotta reportedly claimed that he was underpaid for the role.[31]

The majority of the game's animations were original, with only a few borrowed from Grand Theft Auto III. For the characters, the team used motion capture and stop motion animation techniques; cutscenes use the former, while gameplay movements use a combination of both techniques. The team encountered difficulty in animating motorcycle animations, due in part to the variety of models.[32] Pedestrian character models use skins in Vice City, allowing the artists to produce more realistic characters. There are 110 unique pedestrian models throughout the game world alongside roughly 50 story characters; each character is rendered using twice the amount of polygons and textures found in Grand Theft Auto III.[21][26] This also impacted the character physics, improving gameplay aspects such as weapon-hit accuracy.[33] Some character models and scenarios were inspired by films such as The Godfather (1972), and the game's presentation was inspired by action television shows of the 1980s.[34] The interplay between Tommy Vercetti and Lance Vance was crafted to be similar to the relationship of Miami Vice's Sonny Crockett and Ricardo Tubbs.[35]

Sound design and music production

The game features 8,000 lines of recorded dialogue, four times the amount in Grand Theft Auto III.[26] It contains over 90 minutes of cutscenes and nine hours of music,[26] with more than 113 songs and commercials.[36] The team was interested in the challenge of creating the game's soundtrack, particularly in contrast to Grand Theft Auto III's music, which Sam Houser described as 'clearly satirical and its own thing'.[15] In developing the radio stations, the team wanted to reinforce the game's setting by collating a variety of songs from the 1980s and therefore performed extensive research.[37] The radio stations were published by Epic Records in seven albums—known collectively as Grand Theft Auto: Vice City Official Soundtrack Box Set—alongside the game in October 2002.[38][39]Vice City contains about 'three times as much' talk radio as Grand Theft Auto III. Producer and talk show host Lazlow Jones stated that the small percentage of station listeners that actually call in are 'insane'; in Vice City, the team 'bumped it up a notch', emphasising the extremity. Dan Houser felt that the talk stations give depth to the game world.[40]

Critical reception

Initial release

PlayStation 2 version reception
Aggregate score
AggregatorScore
Metacritic95/100[41]
Review scores
PublicationScore
AllGame[2]
Edge8/10[13]
Eurogamer10/10[4]
Game Informer10/10[42]
Game RevolutionA[7]
GameSpot9.6/10[8]
GameSpy95/100[43]
IGN9.7/10[44]

Grand Theft Auto: Vice City was released to critical acclaim. Metacritic calculated an average score of 95 out of 100, indicating 'universal acclaim', based on 62 reviews. It is Metacritic's highest-rated PlayStation 2 game of 2002,[41] and the fifth-highest rated PlayStation 2 game overall, tied with a number of others.[c] Reviewers liked the game's sound and music,[2][7] open-ended gameplay,[42][44] and open world design,[4][43] though some criticism was directed at the controls and technical issues.[8][13]IGN's Douglass Perry declared it 'one of the most impressive games of 2002',[44] and GameSpy's Raymond Padilla named the experience 'deep, devilishly enjoyable, and unique'.[43]

Reviewers generally considered the missions an improvement over Grand Theft Auto III, although some noted occasional awkwardness and frustration.[8][43] IGN's Perry wrote that the game's missions give the player 'a stronger feeling of being inside a story within a world that truly exists'.[44]Game Informer's Matt Helgeson found the missions to be more complex,[42] and AllGame's Scott Alan Marriott felt that the storyline was improved as a result. Marriott also found the lead character of Tommy to be more engaging than Grand Theft Auto III's Claude;[2] IGN's Perry felt that Rockstar 'found the right person and the right choice',[44] and Edge wrote that Tommy 'sweats charisma', commending Ray Liotta's performance.[13]

Vice City, the city featured in the game's open world. Reviewers praised its design and detail, noting that it felt more alive than Grand Theft Auto III's Liberty City.

The game's open world design was praised by reviewers, many of whom felt that it contained more detail and felt more alive than its predecessors.[2][4] GameSpy's Padilla made favourable comparisons between Vice City and Grand Theft Auto III's Liberty City, noting the former's level of detail.[43]Game Revolution's Ben Silverman wrote that the game's depth is 'unparalleled', praising the world's realism and detail,[7] while AllGame's Marriott commended the 'ambitious scope in design'.[2]

Gta san andreas download torrent

Marriott of AllGame named Vice City an 'unforgettable listening experience',[2] and Perry of IGN declared the music as 'the most impressive list of songs in a game'.[44] Many reviewers commended the game's radio stations and talk radio,[4][8] and many felt that the game's collection of licensed 1980s music fit the tone and time period of the world.[7][43] The voice acting also received praise;[42]GameSpot's Jeff Gerstmann named the cast of characters 'colorful and memorable',[8] and IGN's Perry found the voice acting 'among one of the best of its kind'.[44] Game Revolution's Silverman felt that the acting 'gives the story credence'.[7]

Many reviewers found that the game offers a better variety of vehicles than Grand Theft Auto III,[4][42][43] and found them easier to control;[7] GameSpot's Gerstmann named the driving 'more exciting and dangerous',[8] and IGN's Perry found the motorcycle's controls pleasing.[44] In addition to the vehicle handling, reviewers noted improvements in the targeting and shooting mechanics, although still recognised issues.[2][7][8][44] Helgeson of Game Informer wrote that 'targeting is improved to the point where combat can actually be fun'.[42]

Some reviewers recognised an improved draw distance over Grand Theft Auto III, although many identified frame rate drops during hardware-intense sequences.[8][43][44] The changes in character models polarised reviews; while GameSpy's Padilla and IGN's Perry noted the improvement in character models,[43][44]Eurogamer's Tom Bramwell considered it 'maddening to see that character ... models haven't been smartened up at all'.[4] The game's artificial intelligence and long load times were frequently criticised in reviews,[4][8][13] and many reviewers noted the awkward camera angles and environment during gameplay.[2][13][42]

Microsoft Windows version

Windows version reception
Aggregate score
AggregatorScore
Metacritic94/100[46]
Review scores
PublicationScore
Eurogamer9/10[48]
GameSpot9.6/10[10]
GameSpy93/100[49]
IGN9.3/10[50]

When Vice City was released to Microsoft Windows in May 2003, it received similar critical acclaim. Metacritic calculated an average score of 94 out of 100, indicating 'universal acclaim', based on 30 reviews.[46] It was the highest-rated Windows game on Metacritic in 2003.[51] Reviewers liked the visual enhancements,[10][49] and were generally positive towards the control improvements.[47][48][50]

The port's visuals received a positive response from reviewers. AllGame's Mark Hoogland praised the improved car details, environment textures, and weather effects;[47] GameSpot's Greg Kasavin echoed similar remarks, noting occasional frame rate drops.[10] GameSpy's Sal Accardo commended the draw distance improvements, identifying very few texture issues.[49] IGN's Steve Butts found the port's system requirements to be reasonable, unlike Grand Theft Auto III, and praised the faster load times.[50] Eurogamer's Martin Taylor was critical of the visuals, stating that the higher resolutions 'aren't kind to the overall visual quality', and criticising the hardware requirements.[48]

The control changes of the port were generally well received. Most reviewers found the targeting and shooting mechanics to be improved with mouse and keyboard controls;[10][50] Eurogamer's Taylor called them 'far more fluid',[48] and GameSpy's Accardo wrote 'there's simply no substitute for aiming with a mouse'.[49] However, the driving control changes were widely criticised;[4] IGN's Butts called it 'crap'.[50] AllGame's Hoogland found the controls to be 'more forgiving' over time.[47]

Mobile version

Mobile version reception
Aggregate score
AggregatorScore
Metacritic80/100[52]
Review scores
PublicationScore
Destructoid7.5/10[53]
IGN7.7/10[54]
Digital Spy[55]
NowGamer7/10[56]
Pocket Gamer8/10[57]
The Telegraph[58]
Touch Arcade[59]

When Vice City was released on mobile devices in December 2012,[60][61] it received 'generally favorable' reviews. Metacritic calculated an average score of 80 out of 100, based on 19 reviews.[52] Reviewers liked the enhanced visuals,[53][54] but criticism was directed at the touchscreen controls.[55][57]

The port's visuals were well received. Destructoid's Chris Carter felt that they '[suit] the neon and bright pastel veneer', and wrote that the 'new lighting effects and smoothed-out engine really allow the game to pop like it never has before'.[53] IGN's Justin Davis praised the updated character models, lighting, and textures,[54] and Touch Arcade's Eric Ford noted that the 'visuals are improved but not in a drastic manner'.[59]NowGamer found that the mobile display improves the visual enjoyment of the game, despite the issues with the original game.[56] Tom Hoggins of The Telegraph identified some issues with character models, but stated 'the city looks terrific'.[58]

Most reviewers criticised the port's touchscreen controls. Pocket Gamer's Mark Brown found them 'not ideal', but noted that this was also the case in the original game,[57] while Digital Spy's Scott Nichols felt that the game 'only complicated [the controls] further'.[55] IGN's Davis was thankful for the addition of customisable controls, and wrote that they 'make the experience much more controllable',[54] and Touch Arcade's Ford greatly appreciated the developer's efforts to 'make the situation bearable'.[59] Destructoid's Carter spoke favourably of the controls, despite noting awkward character movement,[53] while The Telegraph's Hoggins found the controls 'far more accomplished' than Grand Theft Auto III's mobile port.[58]

Commercial performance

Sales

Within 24 hours of its release, Grand Theft Auto: Vice City sold over 500,000 copies.[62] Within two days of its release, Grand Theft Auto: Vice City sold 1.4 million copies, making it the fastest-selling game in history at the time.[63] It was the highest-selling game of 2002 in the United States;[64] by 2004, the game had sold 5.97 million units,[65] and by December 2007 it had sold 8.20 million.[66] By July 2006, it had sold 7 million copies and earned $300 million in the United States alone. Next Generation ranked it as the highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in that country, beating Grand Theft Auto III and Grand Theft Auto: San Andreas.[67] In February 2005, it was re-released as part of PlayStation's Greatest Hits selection, indicating high sales.[68] In Japan, Vice City sold about 223,000 copies in its first week and over 410,000 by January 2008.[69] The game earned a 'Diamond' award in the United Kingdom, indicating over one million sales.[70] By March 2008, the game had sold 17.5 million units worldwide, making it one of the best-selling PlayStation 2 games.[71]

Accolades

Grand Theft Auto: Vice City received multiple nominations and awards from gaming publications. It was named the Best PlayStation 2 game at the 1st British Academy Games Awards,[72] the Golden Joystick Awards,[73] and from Entertainment Weekly,[74] IGN,[75] and GameSpot.[76] It was also awarded the prestigious Ultimate Game at the Golden Joystick Awards.[77] The game was awarded Best Action/Adventure Game from the British Academy Games Awards,[78] GameSpot,[79] and IGN.[80] The game's sound also received several awards and nominations: it won Best Music from GameSpot,[81] and was nominated for Best Sound,[82] and it won the award for Sound at the British Academy Games Awards.[83] It won Design at the British Academy Games Awards[84] and was nominated for Best Graphics (Technical and Artistic) by GameSpot.[85][86] The game was the runner-up for IGN's Reader's Choice Overall Game of the Year[87] and was nominated for GameSpot's award for Best Story.[88] It was awarded Best PC Game at the British Academy Games Awards.[89]

Controversies

Similar to its predecessors, Vice City generated several controversies. It has been labelled as violent and explicit and is considered highly controversial by many special interest groups.[90][91][92][93] Peter Hartlaub of SFGate noted the game's 'mindless violence', but simply attributed it to the developers' attempt to achieve accuracy.[94] Jeremy Pope, who worked on various Rockstar games including Vice City, vowed never to work on violent games again due to their portrayal in mainstream media.[95] In Australia, the game was pre-edited to receive an MA15+ classification;[96] an uncensored version was released in the region in 2010, retaining its classification.[97]

The game allows the player to fight immigrant gangs made up of Haitians (pictured) and Cubans, and missions involve fighting both gangs. Civil rights organisations accused the game of inviting ethnic violence, and of featuring discriminatory phrases.

In November 2003, the Haitian Centers Council and Haitian Americans for Human Rights staged a protest in New York publicly criticising the game, contending that it invited the player to harm Haitian immigrants and claiming that it depicted Haitians as 'thugs, thieves and drug dealers'.[98] In response, Rockstar issued a press release apologising and acknowledging the concern, but insisted that the violence should be taken within the context of the game, which also contains violence towards other ethnic groups.[99] When New York mayor Michael Bloomberg threatened distributor Take-Two Interactive with legal action, the company apologised and removed offensive statements from future copies of the game.[100] In January 2004, North Miami's majority Haitian-American council filed an ordinance to ban the selling or renting of violent games to anyone under 18 without parental permission. The proposal, apparently sparked by Vice City, was supported by North Miami mayor Josaphat Celestin, who stated 'We don't believe the First Amendment was written to protect those who want to incite violence'.[101] The case was later downgraded from federal court to state court.[102]

On 7 June 2003, 18-year-old Devin Moore shot and killed two Alabamian police officers and a dispatcher before fleeing in a patrol car; he was later apprehended. In statements to police, Moore reportedly said 'Life is like a video game. Everybody's got to die sometime'.[103] A $600 million lawsuit was filed against Rockstar Games, Take-Two Interactive, Sony Computer Entertainment, GameStop, and Wal-Mart, claiming that Moore frequently played Vice City and that his experience with the game led him to commit the crimes. The plaintiffs' attorney, Jack Thompson, claimed the graphic nature of the game caused Moore to commit the murders.[104] Thompson removed himself from the case Strickland v. Sony in November 2005[105] after being scrutinised by the judge for unprofessional conduct.[106] In March 2006, the Supreme Court rejected an appeal by the defendants to dismiss the case.[107]

In September 2006, Thompson brought another $600 million lawsuit against Cody Posey, Rockstar Games, Take-Two Interactive, and Sony Computer Entertainment.[108][109] The lawsuit claimed that 14-year-old Posey played the game obsessively before murdering his father, stepmother, and stepsister on a ranch in Hondo, New Mexico.[110] Posey's defence team argued that he was abused by his father[111] and was taking Zoloft at the time of the killings.[112] The suit alleged that the murders would not have taken place if Posey had not obsessively played Vice City.[113] The case was dismissed in December 2007, as New Mexico held no jurisdiction over Sony or Take-Two.[114]

On 27 July 2017, the Psychic Friends Network sued Rockstar over the character named Auntie Poulet who shares similarities to the late psychic Miss Cleo who was actually voiced by Miss Cleo.[115]

Legacy

Mike Snider of USA Today wrote that Vice City 'raised the bar for video games', citing its interactivity, violence, and soundtrack.[116]Kotaku's Luke Plunkett and PC Magazine's Jeffrey L. Wilson both named Vice City the best game in the series, with the former naming it the 'perfect Grand Theft Auto experience'.[117][118] The readers of Official UK PlayStation Magazine named Vice City the fourth-greatest PlayStation title ever released.[119]Vice City also appeared on Japanese magazine Famitsu's readers' list of top 100 games in 2006; it was one of the only Western titles on the list.[120] Art director Aaron Garbut felt that, alongside its predecessor Grand Theft Auto III and successor San Andreas, Vice City led the trend of open world games.[25]

Ports and remakes

Grand Theft Auto: Vice City was released for Microsoft Windows on 12 May 2003, supporting higher screen resolutions and draw distance, and featuring more detailed textures.[121] A GameCube release was planned, but later cancelled.[122] For its release on the Xbox in December 2003, Vice City was bundled with Grand Theft Auto III in a compilation titled Grand Theft Auto: Double Pack. The Xbox port features custom soundtrack support as well as improved audio, polygon models, and reflections over the previous ports.[123]Double Pack was later bundled with San Andreas in a compilation titled Grand Theft Auto: The Trilogy, released in October 2005.[124]The Trilogy was also released for OS X on 12 November 2010.[125] For the game's tenth anniversary in December 2012, War Drum Studios ported Vice City to several iOS and Android devices.[61][126] The port is almost identical to the Windows version of the game, but with enhanced visuals and a customisable layout.[60] A PlayStation 3 version of Vice City was released on 30 January 2013 via the PlayStation Network.[127] The original PlayStation 2 version of the game was released for the PlayStation 4 on 5 December 2015.[128]

Gta

References

Notes

  1. ^Ported to Xbox by Rockstar Vienna.[1]10th Anniversary Edition developed by War Drum Studios.
  2. ^Art director Aaron Garbut estimated that the area of Vice City is almost twice as large as Grand Theft Auto III's Liberty City, at over 4.25 million square meters.[3]
  3. ^Grand Theft Auto: Vice City shares its status as the fifth-highest rated PlayStation 2 game on Metacritic with Grand Theft Auto: San Andreas, Gran Turismo 3: A-Spec and Madden NFL 2003. The PlayStation 2 games that are rated higher than Vice City are Tony Hawk's Pro Skater 3, Grand Theft Auto III, Resident Evil 4 and Metal Gear Solid 2: Sons of Liberty.[45]

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Sources

  • Chess, Shira (2006). 'Playing the Bad Guy: Grand Theft Auto in the Panopticon'. In Garrelts, Nate (ed.). The Meaning and Culture of Grand Theft Auto. McFarland & Company. pp. 80–90. ISBN978-0-7864-2822-9.
  • Egenfeldt-Nielsen, Simon; Smith, Jonas Heide; Tosca, Susana Pajares (2016). Understanding Video Games: The Essential Introduction. Routledge. ISBN978-1-317-53313-9.
  • Kushner, David (3 April 2012). Jacked: The Outlaw Story of Grand Theft Auto. Turner Publishing Company. ISBN978-0-470-93637-5.
  • Rockstar North (2002). Grand Theft Auto: Vice City Game Manual. Rockstar Games.

External links

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