Post by Tom Rice on Oct 26, 2004 14:04:50 GMT
October 25, 2004 - I'm not going to beat around the bush. Grand Theft Auto: San Andreas is the single best PlayStation 2 title I have ever played. It's larger than the biggest RPG, has more story than the heftiest adventure game, and has almost as many mini-games as Nintendo's Mario Party. Additionally, it has a production value that's second to none, boasts a faithfulness to '90s source material with an eerie accuracy, and provides more hours of entertainment than all the previous Grand Theft Autos combined. In short, it's a terrific unending masterpiece of a game -- and one that will never fall victim to an over-exaggeration of its lofty status. It's the defining piece of software for Sony's successful sophomore system, and it's almost impossible to imagine a PlayStation 2 library without it.
Now I realize that with a statement like that, I leave a lot of expectations on the table. Immediate questions from longtime GTA players (and haters) will no doubt surface regarding what kind of problems San Andreas must have. Does the framerate still stutter? Is pop-in and draw distance still an issue? Are there any collision quandaries or other graphics-related bugs? Are the sound effects still tame by other action game standards? Does the AI ever have stupid moments or not perform the way you'd want it to? And is it true that there's absolutely no form of online play whatsoever? To be honest, the answer to all those questions is a definite yes. But an even better question to ask (and one that has a lot more direct impact) is, "Do any of the issues explored above really detract from the overall experience?" In a word: No.
But how is that possible? Isn't that a significant number of concerns for one game to handle? Sure it may sound like the case when clumped together like that, but in practice it's almost completely unnoticeable. For starters, the frequencies at which the graphical hitches mentioned above appear in comparison to when they don't is so lopsided, that I'm left unaffected. Additionally, there's literally so much to experience in the single player game that the lack of online play isn't missed in the least, while the minor sound effect kinks and other presentational issues get completely dwarfed by everything else that the game manages to do right.
The big curiosity, of course, is just what is it that San Andreas does so right in the first place? After all, IGN and every other videogame publication on the planet have been sworn to secrecy since first getting our hands on the game late last week. And while it's true that we've told you all about the different kinds of features that Rockstar had plans to implement by release day, nobody's talked about how those features actually felt. Even more importantly, though, no one has mentioned the number one reason that Grand Theft Auto: San Andreas is so amazing to begin with: it's the first game I can ever remember that asks its players to wonder "What can't you do" as opposed to "What can you?"
Johnson N The Hood
The storyline of San Andreas should feel somewhat familiar to fans of 1990s cinema. Borrowing rather heavily from John Singleton, Spike Lee, and Ernest Dickerson pictures, this iteration of Grand Theft Auto is all about the thug life when it was still in its infancy. Following the exploits of young Carl Johnson, the game begins as CJ returns from exile in Liberty City after learning that his mother's been killed via unknown circumstances. CJ feels pretty torn about coming back too, as he originally left Los Santos five years ago when his younger brother Brian was mercilessly gunned down. Nevertheless, family's family and Carl returns home to San Andreas to pay his respects.
Within seconds of arriving in Los Santos, however, CJ is met by two :censored:ly police officers: Frank Tenpenny and Eddie Polaski. Rotten to the core, the pair of crooked officers robs Carl of all his money, frames him for the death of a cop that's on to their schemes, and tosses him into the middle of enemy gang territory. Weaponless and outnumbered, CJ is forced to run back to his old neighborhood in an effort to survive. Once resolved, things really begin to take off, and players will meet a huge assortment of characters in a short period of time. CJ's older brother Sweet, his sister Kendl and her boyfriend Caesar, Carl's friends Big Smoke and Ryder, and a massive gallery of supporting personalities all weave an intricate plot that's easily among the best storylines this year.
In fact, Grand Theft Auto: San Andreas has probably the best narrative of any of the three PS2 GTAs far. It's certainly more multifaceted than 2002's Vice City anyway, and offers up a large selection of interwoven and completely independent plot threads that really help to tell an effective story. And while the characters don't grow or evolve the same way they would in an adventure game or an RPG (save for CJ), they're still vastly different from one another and do a great job of keeping things interesting. The absolutely terrible rhyme-deficient street rapper OG Loc, for example, is in complete contrast to your serious older brother Sweet. San Fierro's honorable Tong leader Wuzi is a great alternative to the tough-talking mystery man Mike Torreno. And your harsh but loving sister Kendl is as different as can be from your psycho 'kill everything that moves' girlfriend from the San Fierro countryside. Best of all, though, none of these characters are annoying or out of place (unless they're intended to be) -- and almost all of them offer up some truly memorable scenery.
Those that are ethically opposed to the content of the Grand Theft Auto franchise, however, aren't going to find anything different this time around. The plot is still brutal, the characters are still ruthless, and the moral of the story is that there isn't really a moral. So yes, this still isn't the type of fairy tale you'll want to show your children (unless you want to show them what NOT to do); but for adults who love crime dramas, action films, and gangsta rap, the devices here are strong and offer up a great deal of twists, turns, and interesting visceral situations. It even ties in rather nicely with Vice City and GTA3 for long-time fans of the series.
Menace II Three Societies
One of the reasons that the game is so impressive is because of the technology that powers it. No longer restricted to just a single city, Grand Theft Auto: San Andreas is huge: almost six times the size of Vice City and even more so than GTA3. Broken into three major metropolises (Los Santos, San Fierro, and Las Venturas) the map's major designations are separated by countryside, desert, mountains, and a dozen smaller towns in-between. Though not an official time stamp by any means, it took me more than half an hour to drive from the southern-most part of Los Santos into the west through San Fierro -- and then Northeast into Las Venturas. Keep in mind; I didn't stop for anything along the way and avoided traffic as best I could. I didn't stop off at any of the smaller towns either. Needless to say, enormous doesn't even begin to describe how big this monster really is.
Making the trip even more jaw dropping is the fact that the entire state of San Andreas streams entirely off the disc -- with no loading screens to be found except for when transitioning to the indoors or when activating missions at a key point. Even then, the waiting time tops off at about five to six seconds before starting again which is comparable to the period typically found in other action titles for the system. And though Vice City worked on the same technology, the number of framerate hitches and pop-in issues are much lower here than they were before. Granted, you will run into some slowdown and a few bizarre glitch moments when the screen is populated with car crash casualties, but as I mentioned earlier, the frequency at which the appears is more than forgivable when compared to how smoothly the game usually runs
What specifically caught my eye about the world of San Andreas, though, is the fact that it's a true mini-society. The dynamic climate, for example, differs quite drastically from area to area. The San Francisco-inspired city of San Fierro, for example, is frequently cursed with a mixture of fog, rain, and overcast afternoons. Los Santos, on the other hand, is surrounded by a constant haze brought on by the area's terrible level of pollution while Las Venturas is almost always sunny thanks to its arid climate. These weather patterns behave just as they do in real life too, which enables climates the ability to change their spots from time to time. DJs on the radio will even mention these weather breakups and inform players when they can expect to see alterations to their environment.
Now I realize that with a statement like that, I leave a lot of expectations on the table. Immediate questions from longtime GTA players (and haters) will no doubt surface regarding what kind of problems San Andreas must have. Does the framerate still stutter? Is pop-in and draw distance still an issue? Are there any collision quandaries or other graphics-related bugs? Are the sound effects still tame by other action game standards? Does the AI ever have stupid moments or not perform the way you'd want it to? And is it true that there's absolutely no form of online play whatsoever? To be honest, the answer to all those questions is a definite yes. But an even better question to ask (and one that has a lot more direct impact) is, "Do any of the issues explored above really detract from the overall experience?" In a word: No.
But how is that possible? Isn't that a significant number of concerns for one game to handle? Sure it may sound like the case when clumped together like that, but in practice it's almost completely unnoticeable. For starters, the frequencies at which the graphical hitches mentioned above appear in comparison to when they don't is so lopsided, that I'm left unaffected. Additionally, there's literally so much to experience in the single player game that the lack of online play isn't missed in the least, while the minor sound effect kinks and other presentational issues get completely dwarfed by everything else that the game manages to do right.
The big curiosity, of course, is just what is it that San Andreas does so right in the first place? After all, IGN and every other videogame publication on the planet have been sworn to secrecy since first getting our hands on the game late last week. And while it's true that we've told you all about the different kinds of features that Rockstar had plans to implement by release day, nobody's talked about how those features actually felt. Even more importantly, though, no one has mentioned the number one reason that Grand Theft Auto: San Andreas is so amazing to begin with: it's the first game I can ever remember that asks its players to wonder "What can't you do" as opposed to "What can you?"
Johnson N The Hood
The storyline of San Andreas should feel somewhat familiar to fans of 1990s cinema. Borrowing rather heavily from John Singleton, Spike Lee, and Ernest Dickerson pictures, this iteration of Grand Theft Auto is all about the thug life when it was still in its infancy. Following the exploits of young Carl Johnson, the game begins as CJ returns from exile in Liberty City after learning that his mother's been killed via unknown circumstances. CJ feels pretty torn about coming back too, as he originally left Los Santos five years ago when his younger brother Brian was mercilessly gunned down. Nevertheless, family's family and Carl returns home to San Andreas to pay his respects.
Within seconds of arriving in Los Santos, however, CJ is met by two :censored:ly police officers: Frank Tenpenny and Eddie Polaski. Rotten to the core, the pair of crooked officers robs Carl of all his money, frames him for the death of a cop that's on to their schemes, and tosses him into the middle of enemy gang territory. Weaponless and outnumbered, CJ is forced to run back to his old neighborhood in an effort to survive. Once resolved, things really begin to take off, and players will meet a huge assortment of characters in a short period of time. CJ's older brother Sweet, his sister Kendl and her boyfriend Caesar, Carl's friends Big Smoke and Ryder, and a massive gallery of supporting personalities all weave an intricate plot that's easily among the best storylines this year.
In fact, Grand Theft Auto: San Andreas has probably the best narrative of any of the three PS2 GTAs far. It's certainly more multifaceted than 2002's Vice City anyway, and offers up a large selection of interwoven and completely independent plot threads that really help to tell an effective story. And while the characters don't grow or evolve the same way they would in an adventure game or an RPG (save for CJ), they're still vastly different from one another and do a great job of keeping things interesting. The absolutely terrible rhyme-deficient street rapper OG Loc, for example, is in complete contrast to your serious older brother Sweet. San Fierro's honorable Tong leader Wuzi is a great alternative to the tough-talking mystery man Mike Torreno. And your harsh but loving sister Kendl is as different as can be from your psycho 'kill everything that moves' girlfriend from the San Fierro countryside. Best of all, though, none of these characters are annoying or out of place (unless they're intended to be) -- and almost all of them offer up some truly memorable scenery.
Those that are ethically opposed to the content of the Grand Theft Auto franchise, however, aren't going to find anything different this time around. The plot is still brutal, the characters are still ruthless, and the moral of the story is that there isn't really a moral. So yes, this still isn't the type of fairy tale you'll want to show your children (unless you want to show them what NOT to do); but for adults who love crime dramas, action films, and gangsta rap, the devices here are strong and offer up a great deal of twists, turns, and interesting visceral situations. It even ties in rather nicely with Vice City and GTA3 for long-time fans of the series.
Menace II Three Societies
One of the reasons that the game is so impressive is because of the technology that powers it. No longer restricted to just a single city, Grand Theft Auto: San Andreas is huge: almost six times the size of Vice City and even more so than GTA3. Broken into three major metropolises (Los Santos, San Fierro, and Las Venturas) the map's major designations are separated by countryside, desert, mountains, and a dozen smaller towns in-between. Though not an official time stamp by any means, it took me more than half an hour to drive from the southern-most part of Los Santos into the west through San Fierro -- and then Northeast into Las Venturas. Keep in mind; I didn't stop for anything along the way and avoided traffic as best I could. I didn't stop off at any of the smaller towns either. Needless to say, enormous doesn't even begin to describe how big this monster really is.
Making the trip even more jaw dropping is the fact that the entire state of San Andreas streams entirely off the disc -- with no loading screens to be found except for when transitioning to the indoors or when activating missions at a key point. Even then, the waiting time tops off at about five to six seconds before starting again which is comparable to the period typically found in other action titles for the system. And though Vice City worked on the same technology, the number of framerate hitches and pop-in issues are much lower here than they were before. Granted, you will run into some slowdown and a few bizarre glitch moments when the screen is populated with car crash casualties, but as I mentioned earlier, the frequency at which the appears is more than forgivable when compared to how smoothly the game usually runs
What specifically caught my eye about the world of San Andreas, though, is the fact that it's a true mini-society. The dynamic climate, for example, differs quite drastically from area to area. The San Francisco-inspired city of San Fierro, for example, is frequently cursed with a mixture of fog, rain, and overcast afternoons. Los Santos, on the other hand, is surrounded by a constant haze brought on by the area's terrible level of pollution while Las Venturas is almost always sunny thanks to its arid climate. These weather patterns behave just as they do in real life too, which enables climates the ability to change their spots from time to time. DJs on the radio will even mention these weather breakups and inform players when they can expect to see alterations to their environment.