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Welcome to the 80's--Grand Theft Auto: Vice City


Welcome to the GRAND THEFT AUTO: VICE CITY and VICE CITY STORIES fansite! This website is part of the GTA-NeXt Network of websites; covering all other Grand Theft Auto games as well as the other Rockstar Games.  Feel free to browse the pages on the website, found on the left-hand side of the page.

Game Information
ESRB ~ Mature 17+ (M)(intense violence, blood and gore, sexual content and/or strong language.)
Players ~ 1 (no online multiplayer)
Publisher ~ Rockstar Games (Parent Company TAKE-TWO INTERACTIVE)
Developer ~ Rockstar North

About a year after the release of the hit game, Grand Theft Auto III, Rockstar Games hit us with another blockbuster Grand Theft Auto title; Grand Theft Auto: Vice City. This game has players playing as Tommy Vercetti, a mobster sent from Liberty City to set up business in Vice City. But Tommy later betrays his boss, and begins to take over Vice City for his criminal empire.


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Some criticisms from Grand Theft Auto III include
  • Grand Theft Auto III's soundtrack was rather limited and got tiring after a short-while..
  • The game engine needed some tweaking.
  • Grand Theft Auto III's targeting system needed to be improved.
  • There where many camera related problems in Grand Theft Auto III.

The Improvements

As expected with a sequel, there are a number of "essential improvements" with Grand Theft Auto: Vice City. Here's the list;

  • Nine hours of CD quality music - that's over ninety tracks (Grand Theft Auto III - 3 hours)
  • Miami (Vice City) is 2-3 times the size of the whole of Liberty City (Grand Theft Auto III)
  • 8000 voice-over effects (Grand Theft Auto III - 2000)
  • A total of 40 weapons (including a Machete) (Grand Theft Auto III - 15)
  • 120 vehicles (Grand Theft Auto III - 50)
  • Fully flyable helicopters
  • Multiple motorcycles used by the public and the player, varying in speed and durability.

The Visuals

A big criticism of the original; Grand Theft Auto III was built around the Renderware engine. Rockstar programmers really tweaked this rather limited engine to its limits -- and what they produced was quite remarkable for what the Renderware engine was actually cut out to do. However many complained this wasn't good enough - blocky textures and nasty pop-ups plagued both the PS2 and PC version.

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Since then the Renderware engine has been vastly improved. And look at the screenshots, you can definitely see an improvement all-round. Textures are in a higher resolution and the frame-rate has been increased. The lighting system of the Renderware engine has been re-vamped; so expect to see real-time shadowing and reflections. The world seams generally much more colourful too - this perhaps could be due more to the new setting than the game engine, but it will certainly be a welcome relief after the dark seedy world of Liberty City.

Various other visual tweaks have been made since Grand Theft Auto III's release. The camera has been tweaked to aid movement on-foot - the camera now fixes to an over-the-shoulder view to easy targeting. Character models have also been given a new lease of life, now sporting much more detailed features overall.

The Gameplay

Set in the 80's, Vice City features a whole new storyline based around our protagonist, Tommy Vercetti. And this time round he speaks - vocalised through the talents of Hollywood's Ray Liotta (famous for the superb gangster flicks Goodfellas and Muppets From Space).

A whole host of new features to enhance gameplay from Grand Theft Auto III were included in Vice City, including more in-depth missions as oppose to just the pick up > drop off > kill somebody missions that were featured in Grand Theft Auto III.

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Another big addition includes the ability to enter some buildings, such as for some missions. Vice City also features a full flying system with a range of helicopters and a sea plane at your disposal.

Tweaks

One big revamp over Grand Theft Auto III the new auto-targeting system. Playstation 2 users were often infuriated by the auto-targeting in Grand Theft Auto III, which would often target completely the wrong person at a critical time. The new method selects the victim based on priority (rather than proximity) - so when you're having a gang shoot-out you won't find yourself targeting a pedestrian.

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