Gta Miami Vice Game
To promote GTA Miami vice 1.5 and grow its popularity, use the. GENERAL INFO RealGTA3 (=RGTA) is free add-on for THE BEST GAME EVER - for GRAND THEFT AUTO 3. Grand Theft Auto: Vice City is the sequel to the legendary GTA 3. This time we go from Liberty City to Vice City, a place clearly inspired by the Miami of the 1980s.
. WW: 27 August 2013 Mode(s) Grand Theft Auto: Vice City is an video game developed by and published. It was released on 29 October 2002 for the, on 12 May 2003 for, and on 31 October 2003 for the. A remastered version was released for mobile platforms in 2012, for the game's tenth anniversary.
It is the sixth title in the and the first main entry since 2001's. Set within the fictional Vice City, based on, the game follows following his release from prison. After he is caught up in an ambushed drug deal, he seeks out those responsible while building a criminal empire and seizing power from other criminal organisations in the city.
The game is played from a, and its world is navigated on foot or by vehicle. The design lets the player freely roam Vice City, consisting of two main islands. The game's plot is based on multiple real-world people and events in Miami such as Cuban, Haitian, and Biker gangs, the 1980s, the Mafioso drug lords of Miami, and the dominance of. The game was also influenced by the film and television of the era, including and. Much of the development work constituted creating the game world to fit the inspiration and time period; the development team conducted extensive field research in Miami while creating the world. Upon release, the game received critical acclaim, with praise particularly directed at its music, gameplay and open world design. However, the game also generated controversy, with criticism directed at the depiction of violence and racial groups.
The game sparked lawsuits and protests while being labelled as violent and explicit. Vice City became the best-selling video game of 2002 and has sold over 17.5 million copies. Considered one of the most significant titles of the of video games, and one of the, it won numerous year-end accolades including awards from several.
Since its release, the game has received numerous ports to many gaming platforms. Its successor, was released in October 2004, and a prequel, was released in 2006.
Contents. Gameplay Grand Theft Auto: Vice City is an played from a. The player controls the criminal and completes missions—linear scenarios with set objectives—to progress through the story.
It is possible to have several active missions running at one time, as some missions require the player to wait for further instructions or events. Outside of missions, the player can the game's and has the ability to complete optional side missions. Composed of two main islands and several smaller areas, the world is much larger in area than earlier entries in the series. The islands are unlocked for the player as the story progresses. The player can drive motorcycles in Vice City, unlike its predecessor.
The player may run, jump, or drive vehicles to navigate the game's world. The player uses attacks, firearms and explosives to fight enemies. The firearms include weapons such as the, an and a. The game's three-dimension environment allows a while aiming with the and. In addition, the game's combat allows the player to commit by facing sideways in a vehicle. The game provides the player a wide variety of weapon options—they can be purchased from local, found on the ground, retrieved from dead enemies, or found around the city. In combat, can be used as assistance against enemies.
Should the player take damage, their health meter can be fully regenerated through the use of health pick-ups. Can be used to absorb gunshots and explosive damage, but is used up in the process.
When health is entirely depleted, gameplay stops, and the player at the nearest hospital while losing all weapons and armour and some of their money. If the player commits crimes while playing, the game's law enforcement agencies may respond as indicated by a ' meter in the (HUD), which increases as the player commits more crimes. On the meter, the displayed stars indicate the current wanted level, and the higher the level, the greater the response for law enforcement (for example, at the maximum six-star level, police helicopters and military swarm to lethally dispatch players). During the story, Tommy meets characters from various gangs. As the player completes missions for different gangs, fellow gang members will often defend the player, while rival gang members will recognise the player and subsequently shoot on sight. While free roaming the game world, the player may engage in activities such as a minigame, a activity, and a service.
Completion of these activities grants the player with context-specific rewards. As Tommy builds his criminal empire, the player may purchase a number of properties distributed across the city, some of which act as additional hideouts where weapons can be collected and vehicles can be stored. There are also a variety of businesses which can be purchased, including a, a company, and several entertainment clubs.
Each commercial property has a number of missions attached to it, such as eliminating competition or stealing equipment; once all missions are complete, the property begins to generate an ongoing income available for the player. Plot In 1986, , a loyal former member of the Forelli Family, is released from prison after serving a fifteen-year sentence. His former boss, Sonny Forelli , ostensibly promotes Tommy to a and sends him to Vice City to act as the Forelli's buyer in a deal and to also do other ground work for the Forellis. When Tommy and his bodyguards arrive in Vice City, crooked lawyer Ken Rosenberg takes them in his car to the docks; the site of the deal.
They are ambushed by several masked men, who kill their bodyguards. Tommy narrowly escapes with Ken from the docks, losing the Forelli's money and the cocaine in the process. After Ken returns to his office, Tommy drives back to his hotel and informs Sonny, promising him under the threat of consequences to get back the drugs and money and kill whoever was responsible for the ambush. Seeking information, Ken points Tommy towards Juan Garcia Cortez , who helped set the exchange up. Expressing regret for the matter, Cortez promises to help Tommy find out who masterminded the ambush plot. In the process of finding leads, Tommy meets Kent Paul , who leads Tommy to one of the participants in the ambush.
Tommy then works for Ricardo Diaz , who hires him as protection. Cortez soon voices his suspicion that Diaz might have organised the ambush.
With the help of Lance Vance , whose died in the ambush, Tommy kills Diaz; as a result, Tommy and Lance become Vice City's drug kingpins, allowing Tommy to create his own organisation and distance himself from the Forelli family. Tommy also works with the Cuban gang's leader Umberto Robina in their fight against the Haitians. After destroying the Haitians' drug factory, Umberto becomes Tommy's partner in the drug trade. Tommy also earns the respect and friendship of Mitch Baker , a leader of a biker gang, whose bikers work alongside the Cubans to become protectors of Vercetti family business. Tommy also expands his empire by purchasing assets in nearly bankrupt companies and turning them back into competitive businesses. Eventually, Sonny discovers that Tommy has gained complete control over Vice City's drug trade without cutting the Forelli family in. Enraged that Tommy has become independent and is hustling him, Sonny sends high-ranking Forelli members to forcefully collect money from Tommy's assets.
Tommy quickly disposes of them and decides to sever his ties with the Forelli family. Sonny arrives at his estate with a small army of and demands his mob tribute under the threat of force.
As Tommy attempts to give the tribute in counterfeit money, Sonny reveals that he set Tommy up fifteen years prior, resulting in his prison sentence. Lance also reveals his partnership with Sonny, admitting to having informed Sonny about Tommy's activities in Vice City. Angered at this betrayal, Tommy chases and ridicules Lance before killing him for his treachery. Heading through his estate, the gun battle eventually culminates in Tommy killing Sonny and his remaining army once and for all. When Ken arrives, he is shocked and worried by the events, but Tommy reassures him that everything is fine; having finally established himself as the undisputed crime kingpin of Vice City. Development began to develop Grand Theft Auto: Vice City in late 2001, around the time of 's release. While initial development only involved creating, executive producer said 'it really kicked off at the beginning of 2002' and lasted about nine months.
After the release of the Windows version of Grand Theft Auto III, the development team discussed creating a mission pack for the game that would add new weapons, vehicles, and missions. Upon further discussion, the team decided to make this concept a stand-alone game, which became Vice City. The game was announced on 22 May 2002, during the. It was Rockstar North's most expensive game at the time, with a budget of US$5 million. On 5 September 2002, the company announced that the 22 October release date had been postponed until 29 October to meet product demand.
By 15 October 2002, development of Vice City stopped as the game was. Setting The game is set in 1986 in fictional Vice City, which is based heavily on the city of. Vice City previously appeared in the original (1997); the development team decided to reuse the location and incorporate ideas from within the studio and the fanbase.
They wanted to satirise a location that was not contemporary, unlike Grand Theft Auto III 's Liberty City. The team wanted to choose a location that had various similarities and differences to —the inspiration of Liberty City—eventually leading them to Miami, which producer describes as 'a party town, all sun and sea and sex, but with that same dark edge underneath'.
Sam Houser called it 'the grooviest era of crime because it didn't even feel like it was crime. It was a totally topsy-turvy back-to-front period of time'. The team intended to make Vice City a 'living, breathing city', for the player to feel like 'life still goes on' while the character is inside a building. The game's look, particularly the clothing and vehicles, reflect its 1980s setting. Many themes are borrowed from the major films (1983) and (1993), the latter for its characterisation and portrayal of nuanced criminals. The television series (1984–89) was also a major influence and was regularly watched by the team throughout development.
Art director Aaron Garbut used the series as a reference point in creating. In recreating a 1980s setting, the team found it 'relatively painless' due to the distinct culture of the time period and the team's familiarity of the era. The art team was provided with large volumes of research, as well as reference photographs from other members of the development team.
The team organised field research trips to Miami shortly after the development of Grand Theft Auto III, splitting into small teams and observing the streets. Story and characters. Main article: The team spent time 'solving the riddle' of a speaking protagonist, a notable departure from Grand Theft Auto III 's. Portrayed protagonist Tommy Vercetti. Liotta described the role as challenging: 'You're creating a character that's not there before.
It's so intensive'. When recording the role, the team used in order to allow Liotta to visualise 'how it's gonna move'. The team ensured that the player felt 'real affinity' for Tommy, making the narrative a key development interest. Dan Houser described Tommy as 'strong and dangerous and prepared to wait for the right opportunity to arrive'. Director recalled Liotta frequently complaining on set and found him difficult to work with as a result. 'In some sessions he was.
Into it, but then sometimes. He was very dark and couldn't work', said Sam Houser. Following the game's success, Liotta reportedly claimed that he was underpaid for the role. The majority of the game's animations were original, with very few borrowed from Grand Theft Auto III. For the characters, the team used and animation techniques; cutscenes use the former, while gameplay movements use a combination of both techniques. The team encountered difficulty in animating motorcycle animations, due in part to the variety of models.
Pedestrian character models use in Vice City, allowing the artists to produce more realistic characters. There are 110 unique pedestrian models throughout the game world alongside roughly 50 story characters; each character is rendered using twice the amount of and found in Grand Theft Auto III. This also impacted the, improving gameplay aspects such as weapon-hit accuracy.
Some character models and scenarios were inspired by films such as (1972), and the game's presentation was inspired by television shows of the 1980s. The interplay between Tommy Vercetti and Lance Vance was crafted to be similar to the relationship of Miami Vice 's and.
Sound design and music production The game features 8,000 lines of recorded dialogue, four times the amount in Grand Theft Auto III. It contains over 90 minutes of and nine hours of music, with more than 113 songs and commercials. The team was interested in the challenge of creating the game's soundtrack, particularly in contrast to Grand Theft Auto III 's music, which Sam Houser described as 'clearly satirical and its own thing'. In developing the radio stations, the team wanted to reinforce the game's setting by collating a variety of songs from the 1980s and therefore performed extensive research. The radio stations were published by in seven albums—known collectively as —alongside the game in October 2002.
Vice City contains about 'three times as much' as Grand Theft Auto III. Producer and talk show host stated that the small percentage of station listeners that actually are 'insane'; in Vice City, the team 'bumped it up a notch', emphasising the extremity. Dan Houser felt that the talk stations give depth to the game world. Critical reception Initial release PlayStation 2 version reception Aggregate score Aggregator Score 95/100 Review scores Publication Score 8/10 10/10 10/10 A 9.6/10 95/100 9.7/10 Grand Theft Auto: Vice City was released to critical acclaim. Calculated an score of 95 out of 100, indicating 'universal acclaim', based on 62 reviews. It is Metacritic's highest-rated PlayStation 2 game of 2002, and the fifth-highest rated PlayStation 2 game overall, tied with a number of others.
Reviewers liked the game's sound and music, open-ended gameplay, and open world design, though some criticism was directed at the controls and technical issues. 's Douglass Perry declared it 'one of the most impressive games of 2002', and 's Raymond Padilla named the experience 'deep, devilishly enjoyable, and unique'. Reviewers generally considered the missions an improvement over Grand Theft Auto III, although some noted occasional awkwardness and frustration.
IGN's Perry wrote that the game's missions give the player 'a stronger feeling of being inside a story within a world that truly exists'. 's Matt Helgeson found the missions to be more complex, and 's Scott Alan Marriott felt that the storyline was improved as a result. Marriott also found the lead character of Tommy to be more engaging than Grand Theft Auto III 's; IGN's Perry felt that Rockstar 'found the right person and the right choice', and wrote that Tommy 'sweats charisma', commending Ray Liotta's performance. Vice City, the city featured in the game's open world.
Reviewers praised its design and detail, noting that it felt more alive than Grand Theft Auto III 's Liberty City. The game's open world design was praised by reviewers, many of whom felt that it contained more detail and felt more alive than its predecessors.
GameSpy's Padilla made favourable comparisons between Vice City and Grand Theft Auto III 's Liberty City, noting the former's level of detail. 's Ben Silverman wrote that the game's depth is 'unparalleled', praising the world's realism and detail, while AllGame's Marriott commended the 'ambitious scope in design'. Marriott of AllGame named Vice City an 'unforgettable listening experience', and Perry of IGN declared the music as 'the most impressive list of songs in a game'. Many reviewers commended the game's radio stations and talk radio, and many felt that the game's collection of licensed 1980s music fit the tone and time period of the world. The voice acting also received praise; 's named the cast of characters 'colorful and memorable', and IGN's Perry found the voice acting 'among one of the best of its kind'. Game Revolution's Silverman felt that the acting 'gives the story credence'. Many reviewers found that the game offers a better variety of vehicles than Grand Theft Auto III, and found them easier to control; GameSpot's Gerstmann named the driving 'more exciting and dangerous', and IGN's Perry found the motorcycle's controls pleasing.
In addition to the vehicle handling, reviewers noted improvements in the targeting and shooting mechanics, although still recognised issues. Helgeson of Game Informer wrote that 'targeting is improved to the point where combat can actually be fun'. Some reviewers recognised an improved over Grand Theft Auto III, although many identified drops during hardware-intense sequences. The changes in character models polarised reviews; while GameSpy's Padilla and IGN's Perry noted the improvement in character models, 's Tom Bramwell considered it 'maddening to see that character. Models haven't been smartened up at all'. The game's and long times were frequently criticised in reviews, and many reviewers noted the awkward angles and environment during gameplay. Microsoft Windows version Windows version reception Aggregate score Aggregator Score 94/100 Review scores Publication Score 9/10 9.6/10 93/100 9.3/10 When Vice City was released to Microsoft Windows in May 2003, it received similar critical acclaim.
Metacritic calculated an average score of 94 out of 100, indicating 'universal acclaim', based on 30 reviews. It was the highest-rated Windows game on Metacritic in 2003. Reviewers liked the visual enhancements, and were generally positive towards the control improvements. The port's visuals received a positive response from reviewers. AllGame's Mark Hoogland praised the improved car details, environment textures, and weather effects; GameSpot's Greg Kasavin echoed similar remarks, noting occasional frame rate drops. GameSpy's Sal Accardo commended the draw distance improvements, identifying very few texture issues. IGN's Steve Butts found the port's system requirements to be reasonable, unlike Grand Theft Auto III, and praised the faster load times.
Eurogamer's Martin Taylor was critical of the visuals, stating that the higher resolutions 'aren't kind to the overall visual quality', and criticising the hardware requirements. The control changes of the port were generally well received. Most reviewers found the targeting and shooting mechanics to be improved with mouse and keyboard controls; Eurogamer's Taylor called them 'far more fluid', and GameSpy's Accardo wrote 'there's simply no substitute for aiming with a mouse'. However, the driving control changes were widely criticised; IGN's Butts called it 'crap'. AllGame's Hoogland found the controls to be 'more forgiving' over time. Mobile version Mobile version reception Aggregate score Aggregator Score 80/100 Review scores Publication Score 7.5/10 7.7/10 NowGamer 7/10 8/10 Touch Arcade When Vice City was released on mobile devices in December 2012, it received 'generally favorable' reviews.
Metacritic calculated an average score of 80 out of 100, based on 19 reviews. Reviewers liked the enhanced visuals, but criticism was directed at the touchscreen controls. The port's visuals were well received. 's Chris Carter felt that they 'suit the neon and bright pastel veneer', and wrote that the 'new lighting effects and smoothed-out engine really allow the game to pop like it never has before'. IGN's Justin Davis praised the updated character models, lighting, and textures, and Touch Arcade's Eric Ford noted that the 'visuals are improved but not in a drastic manner'. Found that the mobile display improves the visual enjoyment of the game, despite the issues with the original game.
Tom Hoggins of identified some issues with character models, but stated 'the city looks terrific'. Most reviewers criticised the port's touchscreen controls. 's Mark Brown found them 'not ideal', but noted that this was also the case in the original game, while 's Scott Nichols felt that the game 'only complicated the controls further'. IGN's Davis was thankful for the addition of customisable controls, and wrote that they 'make the experience much more controllable', and Touch Arcade's Ford greatly appreciated the developer's efforts to 'make the situation bearable'. Destructoid's Carter spoke favorably of the controls, despite noting awkward character movement, while The Telegraph 's Hoggins found the controls 'far more accomplished' than Grand Theft Auto III 's mobile port. Commercial performance Sales Within 24 hours of its release, Grand Theft Auto: Vice City sold over 500,000 copies. Within two days of its release, Grand Theft Auto: Vice City sold 1.4 million copies, making it the fastest-selling game in history at the time.
It was the highest-selling game of 2002 in the United States; by 2004, the game had sold 5.97 million units, and by December 2007 it had sold 8.20 million. By July 2006, it had sold 7 million copies and earned $300 million in the United States alone. Ranked it as the highest-selling game launched for the, or between January 2000 and July 2006 in that country, beating Grand Theft Auto III and Grand Theft Auto: San Andreas. In February 2005, it was re-released as part of PlayStation's selection, indicating high sales. In Japan, Vice City sold about 223,000 copies in its first week and over 410,000 by January 2008. The game earned a 'Diamond' award in the United Kingdom, indicating over one million sales. By March 2008, the game had sold 17.5 million units worldwide, making it.
Accolades Grand Theft Auto: Vice City received multiple nominations and awards from. It was named the Best PlayStation 2 game at the, the, and from, IGN, and GameSpot. It was also awarded the prestigious Ultimate Game at the Golden Joystick Awards. The game was awarded Best Action/Adventure Game from the British Academy Games Awards, GameSpot, and IGN. The game's sound also received several awards and nominations: it won Best Music from GameSpot, and was nominated for Best Sound, and it won the award for Sound at the British Academy Games Awards.
It won Design at the British Academy Games Awards and was nominated for Best Graphics (Technical and Artistic) by GameSpot. The game was the runner-up for IGN's Reader's Choice Overall Game of the Year and was nominated for GameSpot's award for Best Story. It was awarded Best PC Game at the British Academy Games Awards. Controversies Similar to its predecessors, Vice City generated several controversies.
It has been labelled as and and is considered highly controversial by many. Peter Hartlaub of noted the game's 'mindless violence', but simply attributed it to the developers' attempt to achieve accuracy. Jeremy Pope, who worked on various Rockstar games including Vice City, vowed never to work on violent games again due to their portrayal in mainstream media.
In Australia, the game was pre-edited to receive an MA15+ classification; an uncensored version was released in the region in 2010, retaining its classification. The game allows the player to harm immigrant gangs made up of (pictured) and, and missions involve harming both gangs. Civil rights organisations accused the game of inviting ethnic violence, and of featuring discriminatory phrases. In November 2003, the Haitian Centers Council and for Human Rights staged a protest in New York publicly criticising the game, contending that it invited the player to harm Haitian immigrants and claiming that it depicted Haitians as 'thugs, thieves and drug dealers'. In response, Rockstar issued a press release apologising and acknowledging the concern, but insisted that the violence should be taken within the context of the game, which also contains violence towards other. When New York mayor threatened distributor with legal action, the company apologised and removed offensive statements from future copies of the game.
In January 2004, 's majority Haitian-American council filed an ordinance to ban the selling or renting of violent games to anyone under 18 without parental permission. The proposal, apparently sparked by Vice City, was supported by North Miami mayor, who stated 'We don't believe the was written to protect those who want to incite violence'. The case was later downgraded from to.
On 7 June 2003, 18-year-old shot and killed two police officers and a dispatcher before fleeing in a patrol car; he was later apprehended. In statements to police, Moore reportedly said 'Life is like a video game. Everybody's got to die sometime'. A $600 million was filed against Rockstar Games, Take-Two Interactive, and, claiming that Moore frequently played Vice City and that his experience with the game led him to commit the crimes. The plaintiffs' attorney, claimed the graphic nature of the game caused Moore to commit the murders. Thompson removed himself from the case in November 2005 after being scrutinised by the judge for unprofessional conduct. In March 2006, the rejected an appeal by the defendants to dismiss the case.
In September 2006, Thompson brought another $600 million lawsuit against Cody Posey, Rockstar Games, Take-Two Interactive, and Sony Computer Entertainment. The lawsuit claimed that 14-year-old Posey played the game obsessively before murdering his father, stepmother, and stepsister on a ranch in. Posey's defense team argued that he was abused by his father and was taking at the time of the killings. The suit alleged that the murders would not have taken place if Posey had not obsessively played Vice City.
The case was dismissed in December 2007, as New Mexico held no jurisdiction over Sony or Take-Two. On 27 July 2017, the Psychic Friends Network sued Rockstar over the character named Auntie Poulet who shares similarities to the late psychic Miss Cleo who was actually voiced by Miss Cleo. Legacy Mike Snider of wrote that Vice City 'raised the bar for video games', citing its interactivity, violence, and soundtrack. 's Luke Plunkett and 's Jeffrey L. Wilson both named Vice City the best game in the series, with the former naming it the 'perfect Grand Theft Auto experience'.
The readers of named Vice City the fourth-greatest PlayStation title ever released. Vice City also appeared on Japanese magazine 's readers' list of top 100 games in 2006; it was one of the only titles on the list.
Art director Aaron Garbut felt that, alongside its predecessor Grand Theft Auto III and successor, Vice City led the trend of open world games. Ports and remakes Grand Theft Auto: Vice City was released for on 12 May 2003, supporting higher screen resolutions and draw distance, and featuring more detailed textures. A release was planned, but later cancelled. For its release on the in December 2003, Vice City was bundled with Grand Theft Auto III in a compilation titled Grand Theft Auto: Double Pack.
The Xbox port features custom soundtrack support as well as improved audio, and reflections over the previous ports. Double Pack was later bundled with San Andreas in a compilation titled, released in October 2005. The Trilogy was also released for on 12 November 2010. For the game's tenth anniversary in December 2012, War Drum Studios ported Vice City to several and devices. The port is almost identical to the Windows version of the game, but with enhanced visuals and a customisable layout. A version of Vice City was released on 30 January 2013 via the. The original PlayStation 2 version of the game was released for the on 5 December 2015.
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