Grand Theft Auto III (2001 Video Game)
8/10
We're talking real Biblical here, no low budget
6 September 2013
Left for dead by his girlfriend Catalina(she'll be our Saturday morning cartoon villain; the few occasions where you see her after that point, interest spikes) as they were running away from a just-completed robbery, Claude(nameless until his San Andreas cameo, and voiceless, yet still subtly somewhat characterized - he has attitude, nobody owns him) is then freed by his explosives-knowledgeable friend 8-Ball(...take one guess at his ethnicity), and, determined to get back the $70.000 that he stole fair and square, starts to work his way from the bottom to the top of organized crime in Liberty City(this universe's version of NY) - you will make enemies, your loyalties will have to be flexible, and you may just get doublecrossed.

There is more story, albeit this is not propelled forward by it, and, especially with the ending, it does show that not that much was built onto this vague, as well as uncomplicated, base. The subversive(almost everything in this is... it may even insult you for your failure!) nature of it thus has a negative effect, along with the several positives(always keeping you guessing, reflecting the underworld, etc.). As you work for various "families", you learn many credible characters(several voiced by famous names - Michael Madsen's mother-issues-riddled Tony, Frank Vincent's head of the mafia Salvatore, and others, all perfectly cast... and nearly everyone does great acting here, names and otherwise), and there are a ton of details that flesh out the setting. The neutral tone is refreshing - no one is the "hero", it's people doing what their chosen business calls for - and sometimes suffering on account.

With a dynamic world, this is how you do what Assassin's Creed botched: things aren't too reined in, they're under the control of the engine which is indifferent towards you, either randomized(traffic, immediate police presence, civilians' reactions, weather) or determined by laws(turfs of your foes will be patrolled, time of day that you can keep track of via the HUD clock - 1 minute of its time is 1 second of real-life time). While not all of these are "vital", they do all make it feel organic, a simulation, not a preset series of events. There are actual consequences(in spite of what those who get their logic from the likes of William Lane Craig would assert) - die or be arrested, you lose all weapons and ammo, some money, and usually any mission(if this happens on the way from having completed one, you have to decide: try again, or go gather all of the weapons again?) you were on. This is more than most games, where usually you just load(which you still can).

Saving and storing motors can only happen at Safe Houses(race back there once you're finished with doing something that was tough!), and in general, benefits tend to require travel and memorizing(or printing out a map - the minimap here is insufficient) - you can repair your wheels and simultaneously get rid of the police by getting a paint job, get bullets/arsenal(pistol, SMG, shotgun, assault rifle, the awesome but seldom useful sniper, grenade, the insane molotov cocktail - typically one per type), even place a bomb on your ride... but not on every street corner! Exploration and learning what is where and how do you get from here to there rewards itself a lot, without this being something that they felt the need to hold your hand and guide you to. This is highly intuitive - if you apply yourself, you can probably figure out what you need to do. Sure, there is some trial and error, however, this is the exception. The rule is: you plan, you react rather than curse your bad luck, you win. A hard-earned victory that satisfies.

There is a ton to do - I've spent 24 and a half hours on it, and while I finished the plot, I only have 40% completion - and even if or when you've gotten all the hidden packages, done all the unique jumps, etc. one can always play this more: seeing how long you can last in a cop chase you started by causing enough mayhem, go everywhere. It's all up to you how deep you go in, what pace you take it at. You have more than one "contact" to get new assignments from, and they're varied, fun and, like everything in this, challenging. Assassinate, transport, tail or destroy. Throw in time-limits, having to keep your van intact and the like for extra spice. It doesn't sound like much, and yet these all feel inspired and make sense. Satire is over the top and also smart, thoughtprovoking - and it targets both sides of the aisle, equally. The 8 music radio stations cover and parody many genres(with a mix of licensed and original tunes - and you can't always tell one from the other), with 15-25 minutes of content each. No less than 58 for the hilarious, quotable talk radio.

With streets of everything from pimps in full purple getup, grannies with both hands holding full grocery bags, YMCA-ish construction workers, and areas including the inner-city with its neon-lit Red Light district and the suburbs, this feels real, and there is much to see, do, take in. For on-the-spot, jump-in-or-out jobs, grab a taxi to get to get people from point A to B, an ambulance to do the same with profusely bleeding NPC's, a police car to carry out vigilante justice, or a fire truck to go "put out", as the slogan puts it - all of this timed, and you can engage them anywhere, all it takes is the mentioned hardtop. Physics and interactivity as far as driving goes is good, though those who come here from Need For Speed and the like will find gear-shifting, acceleration and the like simplified(not gone).

There is some sexual content(in dialog) and a lot of bloody, some brutal, violent, disturbing content in this. I recommend this to any fan of non-linear gameplay. 8/10
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