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Grand Theft Auto: Double Pack
Console
Xbox
Publisher
Take-Two Interactive
Genre
Action
Developer
Rockstar Games
Release Date
11/04/03
ESRB Rating
Mature
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Grand Theft Auto: Double Pack
August 9, 2004 | 11:37 PM PST

by: David Rudden

If there is one thing that has surprised me about Microsoft’s handling of the Xbox, it would be their uncanny ability to sneak the trump cards out of Sony’s PS2 deck. Within a month of the Xbox launch, Sony had three aces under their sleeves, all thought to be locked-down, airtight, blockbuster hit exclusives: Final Fantasy X, Metal Gear Solid, and Grand Theft Auto III.

It may have taken some time, but Microsoft procured rights to two of the three high cards in Sony’s hand. Sure, Metal Gear Solid Substance was a bit of a damaged port, and as long as the PSOne is outselling the Xbox in Japan, we probably won’t see Square Enix working on anything for Microsoft. However, right now, for about two glorious months (before GTA and Metal Gear return to the PS2), the Xbox is carrying a full house, and its two kings reside in the Grand Theft Auto Double Pack.

Story

GTA III and Vice City share similarities in both the storyline and the sick, depraved, societies that engulf each title’s protagonist. In the current-day dated original, an unnamed ex-convict takes jobs from the Mafia, Yakuza, and various individuals not affiliated with any crime organizations. In Vice City, well, the same thing happens, except it’s in 1986, the main character has a name and actually talks, and he works for even more offensive ethnic stereotypes.

Speaking of offensive, the setting for each game is a seedy, crime-ridden, “representation” of a real-world city. Liberty City (GTA III) is based off of New York, while Vice City bares an uncanny resemblance to Miami. There are some discrepancies (The Yakuza being a “New York” force? Sure…), but both GTA games seem to emulate the idiosyncrasies of the people, places, and eras.

By never taking itself too seriously, while presenting an enthralling story filled with double-crosses and memorable characters, the Grand Theft Auto series keeps you hooked with a top-notch plot. It’s a testament to the storytelling when a person who hasn’t seen any Mafia movies or Miami Vice, like myself, can find so much to enjoy in GTA’s story.

Gameplay

GTA III’s engine was, in concept, innovative and completely groundbreaking, and in execution, just a wee bit short of immersive. The “urban life crime simulator” combined a flawless driving model with a serviceable on-foot and combat engine. All things considered, the one main problem wrought outside of the car- faulty aiming leading to innocents being killed- is pretty negligible, though it is a bit disappointing to see the improved aiming from Vice City not employed in the precursor.

Vice City paves over just about all of the minor speedbumps of GTA III. Aiming is now based on the threat that each NPC presents, rather than proximity to the main character, so you can be assured that if any old ladies make their way into your crosshairs, it must be because they’re KGB spies or drugrunners. Helicopters add another dimension of travel, and motorcycles make vehicular travel a little bit more exciting. One of my biggest gripes with the series remains faulty, however. Disembarking from sailing vessels is far too frustrating in the Grand Theft Auto series. When you relinquish control of a boat, you can move about freely on the hull (or deck, or mizzenmast… I’m not big on ship parts), and you must make a leap of faith onto the dock. A mistimed jump can lead to a drowning death, which is pretty silly when you just complete an intense sailing-based mission. Why not just have the character move onto the dock automatically?

There really isn’t much difference between the gameplay in these iterations and the PS2 versions released one and two years prior. With a different button layout, the control is altered slightly. Assigning attacks and car acceleration to the right trigger is a definite plus, since there is a much higher level of analog than the PS2 shoulder buttons. On the other hand, drive-bys are made awkward with the new scheme. Tilting the analog stick left or right is simple enough, but clicking the stick in to pull the trigger is kinda unnatural. If you’ve never played the PS2 version, then this is a non-issue, really.
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November 20, 2009
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