|
|
|
|
|
REVIEW GTA: VICE CITY STORIES |
|
|
|
|
|
|
|
|
|
PUBLISHER
|
ROCKSTAR
|
|
|
|
|
|
|
|
|
|
|
|
DEVELOPER
|
ROCKSTAR LEEDS
|
|
|
|
|
|
|
|
|
|
|
|
GENRE
|
SANDBOX
|
|
|
|
|
|
|
|
|
|
|
|
PLAYERS
|
1-6
|
|
|
|
|
|
|
|
|
|
|
|
PRICE
|
£39.99
|
|
|
|
|
|
|
|
|
|
|
|
RELEASE DATE
|
OUT NOW
|
|
|
|
|
|
|
|
|
|
|
|
Better than Liberty City Stories in
every single way, Vice City Stories is an
astonishing achievement and one of the
best games of the year on any system.
Like LocoRoco, this
is a game that every
single PSP owner
must purchase.
|
|
|
|
|
|
|
|
|
|
|
|
SCORE
10/NOV/06 |
96% |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
|
|
|
In Play’s opinion, the Eighties get a bit of
a bum rap. Sandwiched between two
decades that marked a revolution in
the way we viewed our position in the
world – the Seventies – and the dawning of
the digital age – the Nineties – the Eighties
are seen as a bastard hybrid of the two, a
decade that taste forgot and the majority of
people would like to as well. For us, however,
it was the decade of our childhoods, a time
when the world really was our oyster and
we had our whole lives ahead of us – even
miserable old gits like
Tim Empey, growing
up in the dank corners
of Northern Ireland.
Our fondness for
the Eighties could purely be a combination
of rose-tinted spectacles and irony, but that
doesn’t mean it’s any less real. Creatively
the Eighties was a formidable decade, from
cinema to books, music to television, some
real classics were produced in all fields.
We’re not saying that everything was better
back then (especially not games) and some
of the fashion makes even us cringe, just
that the social and economic flux the world
found itself in made the Eighties a lot more
important and interesting than they’re given
credit for.
This is perhaps why Grand Theft Auto:
Vice City remains our favourite in the series.
Even today we love to jack a car, tune into
Flash FM and watch the sunrise from
Washington Beach. Admittedly as a game
it simply can’t compete with the size and
vision of San Andreas, but it spoke to us
on many more levels than that sprawling
classic. This wasn’t just down to the fantastic
soundtrack, the sharp suits and glamorous
drug-dealer lifestyle it featured – it also
presented the perfect microcosm of the
decade in which it was set, a city undergoing
massive changes as the have-nots realised
that everything they desired was within their
grasp if they worked hard enough.
This gave the typical Grand Theft Auto
‘work youe way up from petty criminal to
king of the underworld’ template of Tommy
Vercetti’s ascendance even more relevance
and this is the theme once again visited
in Vice City Stories. Set in 1984, two years
before Vice City, you play as Victor Vance
– brother of double-crossing scum-bucket
Lance – a marine dishonourably discharged
for possession of cannabis. His pressing need
for money to pay for his younger brother’s
medical care leads Victor down ever-shadier
roads of criminal enterprise. The story is
reminiscent of San Andreas, but rather than
that game’s message that it’s not so easy to
escape your past, Vice City Stories shows
that sometimes good people do bad things
for the right reasons.
|
|
|
|
 |
|
 |
|
|
|
It goes without saying that Victor’s
progress is never straightforward and at
almost every juncture Vice City Stories’ cast
of misfits looks to impede him with their own
agendas. Many familiar faces return, including
Lance Vance, Phil Cassidy, Ricardo Diaz and
Umberto Robina, who is a lot less blimp-like
than you may remember him. As always, the
ensemble cast is introduced through the
cutscenes that precede each mission and as
you’d expect from a Grand Theft Auto game,
the voice acting is universally fantastic and
the script is filled with Rockstar’s trademark
humour and profanity.
This excellent work extends to Vice City’s
nine eclectic radio stations and the DJs
are once again the undeniable stars of the
show. Vice City Stories features eight music
stations: Emotion 98.3, Flash FM, Fresh
105, Paradise FM, Radio Espantoso, VCFL,
V-Rock, Wave 103 and one talk station, VCPR,
each with one or two egomaniacal hosts
spouting rubbish. Our favourite is still Flash
FM, where perennial groupie Toni is joined
by the cocaine-addicted Teri. The two spend
the entirety of their segments slagging each
other off, to great comedic effect. Even if
you don’t like the music, you’ll find yourself
flicking through each of the stations just to
hear the DJs.
Of course, there is much more to do in Vice
City Stories than just driving around listening
to the radio and there are around 70 main
missions to get your teeth into. For the most
part these are your usual Grand Theft Auto
fare, requiring you to do some driving or kill
a mob of people. There is a bit more variety
than those in Liberty City Stories, thanks in
part to the more interesting layout of Vice City
and the inclusion of water and air vehicles, but
if you’ve played a Grand Theft Auto game on
the PlayStation 2 then there shouldn’t be too
many surprises here.
It’s testament to the quality of the series
then that even after four three-dimensional
Grand Theft Autos, Vice City Stories is still as
much fun to play as III was in 2001. There are
times when you’ll want to tear your hair out
after repeating a particularly tricky mission
for the umpteenth time, but when it clicks and
you nail it, there are few experiences in games
that are as satisfying. If you do get stuck
though and you need a break, there are plenty
of things to keep you busy while you work off
a little steam.
Not least of these is the big new addition,
Empire Building, which gives you the chance
to build your own criminal empire completely
independent of the main story. During the
course of the game, Victor acquires a number
of enterprises from a former associate and
from there it’s up to you whether you want
to build on these or not. Located across Vice
City are a number of gang-run locations from
which you’ll run the illegal businesses. Each of
the gangs wants to own as much property as
possible, so they’ll attack your businesses at
every given opportunity.
|
|
|
|
 |
|
 |
|
|
|
When you own land, you can choose the
type of criminal endeavour you want it to
be used for: drugs, extortion, loan-sharking,
protection, prostitution or robbery. There are
three available qualities of business, with the
highest requiring a greater initial investment,
but providing much greater returns. The
success of your businesses is also dependent
on location – a protection racket, for example,
won’t do well if it’s not near shops. It’s got
some great depth to it and with the extra
missions opened up and the constant turf
wars, Empire Building offers a massive
distraction that you could conceivably spend
more time with than the main game.
On top of all this there are all the usual Grand
Theft Auto distractions, making Vice City
Stories one of the best value games on the
PSP. It improves upon Liberty City Stories in
every single way and there is so much more
to see and do. Despite taking place in a much
larger area and with more pedestrians and
traffic, the graphics engine is much better,
with a smoother frame rate and greater draw
distance. The control scheme is the same,
but tweaks to the aiming and driving mean
that getting around the game is a lot less
frustrating than it’s been.
You can probably tell that we absolutely
love Grand Theft Auto: Vice City Stories and
we’re not ashamed to admit it. You’d think
that the Grand Theft Auto formula would be
getting stale by now, but somehow Rockstar
keeps managing to achieve what no other
developer can – to make a truly engaging
sandbox title.
Like Liberty City Stories before it, this
being on the PSP casts it in a better light,
but we believe that this will come out of the
translation to PS2 a lot more favourably than
its predecessor. Liberty City Stories is a great
game, but it felt a bit like diet Grand Theft
Auto, whereas this is the full fat, full sugar
variety. Vice City Stories is the best game the
PSP is ever likely to see, unless Rockstar can
squeeze San Andreas onto UMD.
Jude Salmon
|
|
|
|
|
|
|
|