The hidden package system from previous Grand Theft Auto games returns in the form of 99 red balloons scattered around the city. This is a reference to Nena's 1984 hit "99 Luftballons", which was featured in Grand Theft Auto: Vice City. Improvements to the graphics since the release of Grand Theft Auto: Liberty City Stories include new animations, faster load times, a longer draw distance, reductions in clumping of pedestrians and vehicles, more complex explosions, and increases in the density of objects, vehicles, and non-player characters.
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In 1984, Corporal Victor "Vic" Vance (Dorian Missick) is stationed in Vice City's army base, Fort Baxter. To raise money for his sick asthmatic brother Pete's medication, Vic agrees to help his corrupt supervisor, Sergeant Jerry Martinez (Felix Solis), finding himself involved in the city's drug trade. After a deal goes awry, Martinez frames Vic for hiding drugs under his bed and bringing a prostitute to the base, resulting in Vic being charged with high treason and dishonorably discharged from the army. Forced onto the streets, Vic assists eccentric gunrunner and self-proclaimed Vietnam War veteran Phil Cassidy (Gary Busey), whom he met during his work for Martinez, in exchange for a place to stay to rebuild his life. Martinez hires Vic and Phil to do more jobs for him, only to betray and try to have them killed, leading to the pair cutting ties with him after escaping the trap. Meanwhile, Vic works for Phil's brother-in-law Marty Jay Williams (Jim Burke), leader of a street gang called the Trailer Park Mafia, who frequently abuses his wife Louise Cassidy-Williams (Chelsey Rives). Angered over Vic's growing relationship with his wife, Marty eventually attempts to kidnap her, forcing Vic to kill him and save Louise.
Discussing the improvements GTA Vice City Stories would feature over the earlier entry GTA Liberty City Stories, Rockstar Leeds studio director Gordon Hall explained "One of the biggest technical achievements in GTA Vice City Stories has been the enormous effort involved in making Vice City this incredibly vibrant, detailed and alive place. The detail seen in the city has been ramped up massively over Liberty City Stories. We now have double the number of polygons in a city block, with new features such as animated textures and neon light effects and an all-new radiosity lighting model. On top of this we had to push for an even greater draw distance, especially now that we have the addition of helicopters and planes -- it's a real blast taking to the sky in these things and seeing the city sprawl beneath you. And just for good measure, GTA Vice City Stories is even faster and smoother than Liberty City Stories."[1]
Commenting on how the PSP would be able to handle viewing an entire city from the skies while flying an aircraft, Hall said "Vice City is a complete city, and we have utilized all elements of the physical space in this game, from the land to the sea to the air. Vehicles have been created with these very different spaces in mind. From a technical standpoint, perhaps our greatest accomplishment has been the issue of draw distance. We have created a system that increases the draw distance to the point where every element in the players view has been created on screen. When you are in the air, pedestrians, cars, and anything on the ground will scale down depending on how close or far the player is to them, much as they would in real life. It really takes the scope of the series -- creating living cities -- one step further, this time for your PSP."[1]
For the first time in a Grand Theft Auto game, players are able to bribe policemen or hospital staff when "Wasted" or "Busted" in order to keep weapons that ordinarily would have been lost. Also new to the series are icons scattered around the city that allow Vic to purchase vehicles. For example, a bulletproof Sanchez is available at the first safehouse (only in the PS2 version).
The standard hidden package system returns in the form of 99 red balloons scattered around the city. This is a reference to Nena's 1980s hit, "99 Luftballons". Also, extras that have been discovered (Red Balloons, Rampages and the Unique Stunt Jumps) appear on the in-game map. Trip skips also return. However, functions such as eating and exercise and skill-level increases, last seen in Grand Theft Auto: San Andreas, remain absent. The game also reintroduces strip club interiors (absent in Grand Theft Auto: Liberty City Stories), albeit in a non-interactive form and depending on what Empire Building options the player chooses.
And then they have the audacity to throw a helicopter with side-mounted gunners at you in the chase while the target chucks grenades too. I don't even recall any final mission in the series being that utterly chaotic.
The Beretta 92F is the standard pistol in the game. It holds 17 rounds, as opposed to the real weapon's usual 15-round capacity (real 17-round Beretta magazines have a deeper base, and weren't available during the game's setting). It is carried by the VCPD, National Guard Soldiers (anachronistic, because the military wouldn't adopt the Beretta until 1985, a year after the game is set), and most gangsters.
Rockstar's juggernaut Grand Theft Auto series debuted on the PlayStation Portable late last year in Grand Theft Auto: Liberty City Stories, a side-story prequel to the events that took place in Grand Theft Auto III for the PlayStation 2. With Liberty City Stories, Rockstar successfully translated its open-ended world of crime to a handheld system, though not without a few missteps. Enter Vice City Stories, the newly released PSP GTA game that follows a similar side-story formula. Vice City Stories improves upon some of the flaws found in the first game, not the least of which is improved length and direction, as well as a great deal more personality. The story's still pretty subpar, though, and as much as this is very much Grand Theft Auto, certain conventions of the series are starting to feel a bit antiquated. Still, if you want to roam around a large city, shooting up the place and driving like a crazy person, few games on the PSP let you do that as well as this one does.
Vice City Stories returns to the pastel- and neon-colored excesses of the 1980s and Vice City. Modeled after '80s-era Miami, GTA: Vice City told a Scarface-inspired tale of Tommy Vercetti, a shunned mobster who found himself sifting through the aftermath of a cocaine deal gone wrong, and subsequently ended up building a major criminal empire throughout the city. It was a bizarre, convoluted, and completely entertaining tale, filled with ridiculous and profane characters, as well as lots of biting satire on the most superficial of decades. Vice City Stories is, again, a prequel, taking place a couple of years prior to the original game. You play as Vic Vance, the brother of central Vice City character Lance Vance. Vic's a strange fellow. When the game begins, he's just joined the army, and he gets off the transport truck at a military base in Vice City. Upon meeting his commanding officer--a borderline psychotic named Jerry Martinez--things start going wrong. We find out that Vic has joined the military to make some money to support his family, specifically his sick brother. But within the first few minutes of the game, you'll find yourself inexplicably picking up drugs for Martinez, killing Mexican gang members, and chauffeuring prostitutes.
Vice City is a sizable open-world environment, and driving around it can be a bit overwhelming at first. Odds are that unless you've had Vice City regularly inserted in your PS2 for the last couple of years, you won't remember too much of the city's layout. But even though it'll take a while to figure out all the roads and side streets, there's plenty of familiar scenery and landmarks that appear just about where you remember them. The game's minimap is about as useful as it's ever been in depicting where you are, and there is a larger map to check on in the pause menu. Still, it feels a bit antiquated, especially considering evolutions we've seen in recent games of this type, where the best possible paths for a mission are highlighted on the map. Heck, even an arrow pointer telling you where to turn would be nice.
Driving in the game is pretty much as it's been for years now. The vehicle physics are perhaps a bit more exaggerated than they were in Liberty City Stories, and that's both a blessing and a curse. It's extremely easy to spin out while taking turns in many of the game's cars, trucks, and motorcycles, but at the same time, some of the jumps and ridiculous crashes you can have make those wacked-out physics worthwhile. You will run into weird physics glitches from time to time, and you'll sometimes get stuck in pieces of the scenery. These issues aren't exactly new to the series, but they're as annoying as ever. In addition to cars and bikes, helicopters make their return in Vice City Stories, and they're among some of the most enjoyable vehicles in the game. The flying controls are surprisingly easy to handle, even with the lack of a right analog stick, and flying around the city is often much quicker than trying to drive it.
Of course, story missions aren't the only thing to do in Vice City Stories. Along with the usual types of firefighting and vigilante missions, there's a whole empire system to contend with. The premise here is that each of the city's gangs holds a number of businesses around the city. These properties can house any number of illegal activities, ranging from prostitution and loan sharking to smuggling and drug dealing. As it happens, you can take over these businesses by sparking a fight with the gang members inside. Once you do, all you have to do is kill all the nearby gang members, walk inside the business, and smash up the place. After that's done, you can buy the property and install whatever type of illegal venture you please. Doing this earns you a nice chunk of cash each day, and each business you open acts as a save point. Making these business save points seems like Rockstar's way of trying to circumvent the limited save-point issue with the game design, but not being able to just save anywhere in a handheld game is still extremely annoying.
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