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REVIEW GTA: LIBERTY CITY STORIES |
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PUBLISHER
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ROCKSTAR
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DEVELOPER
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ROCKSTAR NORTH / LEEDS
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GENRE
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SANDBOX
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PLAYERS
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1-6
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PRICE
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£34.99
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RELEASE DATE
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OUT NOW
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If you’re in
need of a heady rush of
entertainment, forget Cialis Softabs,
this is guaranteed to
give you a hard Don.
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SCORE
17/OCT/05 |
100% |
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Welcome back to Liberty City.
Welcome back in time too, to 1998 to
be precise. But we’re getting ahead of
ourselves. Welcome to Grand Theft
Auto on PSP. Now if that’s not worth
breaking out the Cristal for we don’t know
what is – not your older sibling’s Grand
Theft Auto either, you know, the top down,
2D one (the kind the world was enjoying
back in 1998) but one that harks back only
as far as GTA III – the last time the streets
of Liberty City threatened to collapse under
the attrition of one man’s quest to rise to
the top. This time around that man is
Toni Cipriani.
You’ve got to feel sorry for Toni. He
returns from exile after killing a made man
to find Liberty City overrun by rival mob
families, Triads and worse; he also has to
work for an absolute mook called Vincenzo
Chili. It gets even more desperate. Even his
beloved Ma is convinced that Toni is a
worthless, good-for-nothing son. What
better character to star in a handheld
version of GTA then, than one totally at
rock bottom? Each bite-sized mission is a
potential step up the criminal ladder,
heralding the discovery of a new ally (no
matter how temporary), a new weapon or
vehicle, a new area of the city or just
providing another moment of laughter
from the cuttingly witty radio stations or
mission segues.
It’s not long before Toni outgrows
Vincenzo, moving up to right-hand-man of
none other than Don Salvatore Leone, and
it’s under the patronage of Sal, as you’re
soon encouraged to call him, that Toni
starts to fulfill his potential. But that’s
enough of the plot. This isn’t story time.
There’s no sitting comfortably. Especially
when your own mother is convinced that
you’re a disgrace to the Cipriani family
name. With recent news stories fresh in
our minds claiming children brought up by
their mothers develop mentally and
socially at a quicker rate than those
brought up without them, we undertook to
get Ma sweet. It never rains, but it pours...
Ma is under the misconception that a
family friend is a paragon of manly virtue
– Toni a shadow of a man in
comparison. Toni knows differently; Ma’s
idol is a sexual deviant, and Ma will
know differently soon, thanks to an
SLR camera and a telescopic lens. A
surveillance mission. It’s not all
capping gangsters you know. Get
a car, get a van, an SUV, a lorry
or a bike, just stick close to the
pervert’s vehicle, but not too
close. Trail him to the local
park, where a duo of
prostitutes hop out the
back, and this
supposedly model citizen dons a nappy
and baby’s hat. You know for shits and
giggles. So much for being a paragon of
virtue. Clickety-clickety. A few choice
Polaroids later and Ma couldn’t help but be
repulsed and welcome Toni back to the
fold, right? Yeah right. What’s Toni’s
obsession with following men around
parks? Why’s he a good-for-nothing?
Poor Toni.
And it gets worse. Ma is so disillusioned
with her offspring that Toni’s efforts to win
her affections culminate in her licensing a
hit on her son. That’s cold. Mental note:
remember next Mother’s Day. But there’s no
time to dwell on the collapse of motherson
relations because several saloon-fuls
of hitmen are zoning in on Toni’s position.
There’s a semi-automatic rifle sitting at the
top of the steps leading down to street
level and it’s now we realise that Ma’s
house is incredibly sound from a tactical
point of view.
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A bold hitman makes to assault the
steps leading to the front door. A quick
squeeze of the right trigger and Toni’s
got his rifle locked on. A depression of O
later and Toni’s one hitman down. Which
leaves another three hitmen – two from
each car – to contend with. These are
easily dispatched from the driveway,
which fronts on to a particularly busy
crossroads, soon to become all the
more hectic when a further salvo of cars
comes tearing round several corners.
And we’re low on ammo. And they’re
packing heat.
But this is Grand Theft Auto and Ma’s
jet-black Sentinel is still parked in the
driveway. Jumping behind the wheel, the
thought of fleeing never crossed our
minds. Instead we make a beeline for
the first assassin, the radio pre-tuned to
the sounds of opera, a pompous warble
blasting forth, perfectly accentuating the
role-play of one pissed off Italian
American about to mince a few hired
killers. Crunch. He’s down… reverse,
forward, reverse, forward... and out. As
we spin around 100 yards down
the road we’re broadsided by
some rather cheesed-off
colleagues of hitman number one.
The lick of flames from under the
bonnet signals things aren’t too
healthy with our wheels and we’re
hammering the exit button in an
agitated state. We escape with mere
seconds to spare – sent skittling from
the blast, which takes out the remaining
hitmen, not to mention several passing
vehicles. The place looks like a bomb’s hit
it and we’re running, desperately low on
energy, in the direction of the safe house,
where health and a save point lie. It’s
another mission complete. Another
exhilarating scenario. And it’s over
in a matter of five or so
minutes. That’s the very
definition of short and sweet.
Or small, but perfectly formed.
And dangerous.
The move from PS2 to PSP has
done nothing to dampen the sensation
that any mission in one volatile
moment could degenerate into a
bacchanal of bullets, blasted out cars,
dead passers-by, high speed pursuits
and a frantic escape from cops. Sure,
some of San Andreas’ most celebrated
elements – the aircraft, the character
customization and physical
development have had to be
jettisoned,
but anything lost in
scope is made up for by the
punchiness of rapid-fire missions.
It’s not a technical constraint so much
as a consideration of the limitations of
portable play. That’s not to say that
GO>PLAY is in any way qualified to
pronounce whether it would be possible
for Rockstar to incorporate airplanes into a
PSP GTA, but from the obvious technical
accomplishment witnessed here, it’s not
too far-fetched a suggestion.
So z-splines, mip-mapping and floating
point calculations. Phwoar. That really
makes us want to zuffle. Or not. Usually,
the raw technical elements of a videogame
are like pearls cast before us GO>PLAY
swines. However there are
two key issues that even we
are acutely aware of – namely draw
distance, aka pop-up and frame rate. Two
key conceits that, if they were spanners,
could do some serious damage in a
game’s works. Isn’t that a great analogy?
Anyway, in reverse order: frame rate – slick.
The frighteningly efficient combo that is
Rockstar North and Rockstar Leeds has
created a PSP engine that barely flinches
when that volatile moment finally
degenerates into a bacchanal of bullets.
There’s understandably a slight dip, and
we’re talking a dip from
slick to perfectly competent,
when absolute bedlam ensues – and
we’re talking multiple vehicle pile-ups and
numerous conflagrations here. So: pop-up.
Yes, there is some, and no, it’s not a big
deal. It’s slightly more pronounced in the
game’s second area, Staunton Island, with
its densely-packed tower blocks, but it far
from impinges on enjoyment – in most
areas it’s barely noticeable.
Remember, even San Andreas suffered
a little with pop-up, and if that’s the
trade off for GTA’s incredible sprawling
metropolis, so be it. Liberty City Stories is
a monumental technical achievement. It’s
GTA as you know and love it, on a
handheld. No concessions.
And that means you’ll be talking Italian
like an extra in a Dolmio advert,
embracing the destiny of Toni Cipriani and
exploring Liberty City all over again. Sure,
you might remember Liberty City from GTA
III. But it never looked this good – Liberty
City Stories is actually graphically superior
to GTA III – superior draw distance (see,
we told you pop-up is a non-issue) and
reflections now evident on certain
surfaces. It’s pretty. Even the ugly people
are pretty. There are motorbikes too, no
pushbikes, but a great array of mean
machines – scramblers, sports bikes and
Harley style hogs – all of which just
demand to be driven into cordoned-off
pedestrian areas (remember, bikes reach
places cars can only dream of) – perfect
for running down pesky Triad gangs, radio
blaring. GO>PLAY finds its wild well
and truly up when rolling to opera. It’s the
Italian blood. But not all your time is
spent bitch-slapping rivals. Don’t forget
the downtime. A mantra for life – have
a little fun everyday. Just cruise and listen
to the radio.
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And laugh so hard you cause a pile
up. Whether it’s at the ludicrous
advertorials for products such as
Rails – the breakfast food you snort, or
news pieces about the concerns of the
Citizens United Negating Technology for
Life and People’s Safety. We’d use its
acronym, but we’d get complaints from
parents and MPs. Cut-scenes, too, invoke
laughter at regular intervals, whether it’s
Sal fretting about taking over the city,
Sal’s girlfriend Maria attempting to seduce
Toni and taking him on a crime spree, or
JD O’Toole (of San Andreas fame) alluding
(and flagrantly espousing) sexually
deviant acts – “I feel like the day the FBI
searched my hard drive”.
Toni’s quest takes him from Portland
to Shoreside Vale via Staunton Island and
mission objectives go from the sublime
to the ridiculous – Toni becoming
embroiled in an
election war and further gang disputes.
And it’s probably about time we
mentioned loading times. Often, potential
stumbling points such as loading times
are brought up late in a review almost as
an apology: "Sadly, intrusive loading
times spoil the party." We’re
bringing
them up here to underline Liberty City
Stories’ superiority – they’re incredibly fast.
Be it the transition from menu screen to
city for the first time, district to district,
interior to exterior, location to cut-scene,
we don’t recall ever having to wait for
more than 20 seconds. Which, when we’re
used to waiting in the region of forty-odd
for a racing game to load up a mere
circuit, is frankly astonishing.
As Toni graduates from Portland to
Staunton Island and Shoreside Vale, the
chaos that early missions promise comes
to fruition – the Tanks come out to play
and the weapons become more and more
exotic – katanas, rocket launchers, flame
throwers – the works. And while it’s not
possible to imbue Tony with a six-pack,
teach him boxing or kung-fu, provide him
with an improbable haircut, or improve his
rather lacking fitness, it is possible to jazz
up his threads, with new outfits rewarded
after key missions – there’s the Leone suit,
a chauffeurs outfit, and an outfit for the
vigilante group Avenging Angels. OK, so
even if you happen to be running for your
life, Toni will always get out of breath after
half a block, but at least you have the
option of wearing crisp, Italian linen as he
gasps for air with a car of Ma’s hitmen
bearing down on his six.
There’s no come-down from San
Andreas to Liberty City Stories despite such
omissions – there are always choices and
new things to try. Not least multiplayer. If
this magazine could
have one of those
sound files that you
find in novelty birthday
cards (the kind where a
Cliff Richard impersonator
croons at you), it would
go here, with a fanfare so
powerful it would ripple
your cheeks. It’s GTA
through and through, but
fresh at the same time, and
with five other players it
manages to amplify the
enjoyment that one might
glean from the main game.
Game modes don’t reinvent
the wheel, but transfer tried-and-
tested multiplayer staples
to the GTA universe. The results
are far better than we imagined
(for the full skinny, see boxout).
Which is funnily enough the
perfect way to sum up Liberty
City Stories. Better than we
imagined. And we have very
healthy imaginations. We imagined
all the incredible moments of
the GTA series squeezed onto
PSP and here it is more
technically accomplished than
we thought possible. If you’re in
need of a heady rush of
entertainment, forget Cialis Softabs,
this is guaranteed to
give you a hard Don.
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