Grand Theft Auto: Vice City
Set in 1986 within the fictional Vice City (based on Miami and Miami Beach), the single-player story follows mobster Tommy Vercetti's rise to power after being released from prison and becoming caught up in an ambushed drug deal. Grand Theft Auto: Vice City is a 2002 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the fourth main entry in the Grand Theft Auto series, following 2001's Grand Theft Auto III, and the sixth instalment overall. While seeking out those responsible, he slowly builds a criminal empire by seizing power from other criminal organisations in the city.
The game was released in October 2002 for the PlayStation 2, in
May 2003 for Windows, and in October 2003 for the Xbox. The game was also
influenced by the films and television of the era, most notably Scarface and
Miami Vice. 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. The game's plot is based on
multiple real-world people and events in Miami such as Cubans, Haitians, and
biker gangs, the 1980s crack epidemic, the Mafioso drug lords of Miami, and the
dominance of glam metal. The game is played from a third-person perspective and
its world is navigated on foot or by vehicle. The open world design lets the player
freely roam Vice City, consisting of two main islands.
Considered one of the most significant titles of the sixth
generation of video games and one of the greatest video games ever made, it won
numerous year-end accolades including Game of the Year awards from several
gaming publications. An enhanced version was released for mobile platforms in
2012 for the game's tenth anniversary, and a further enhanced version was
released in 2021. Upon its release, Vice City received critical acclaim, with
praise particularly directed at its music, gameplay, story, and open world
design. Vice City became the best-selling video game of 2002 and has sold over
17.5 million copies. Since its release, the game has received numerous ports to
many gaming platforms. Its successor, Grand Theft Auto: San Andreas, was
released in October 2004, and a prequel, Grand Theft Auto: Vice City Stories,
was released in
October 2006. However, the game also generated controversy over its depiction
of violence and racial groups, sparking lawsuits and protests.
Grand Theft Auto: Vice City is an action-adventure game played from a third-person perspective. The player controls criminal Tommy Vercetti and completes missions—linear scenarios with set objectives—to progress through the story. It is possible to have several missions available at a time, as some missions require the player to wait for further instructions or events.
The firearms include weapons such as the Colt Python, an M60
machine gun and a Minigun. The game's three-dimension environment allows
a first-person view while aiming with the sniper rifle and rocket launcher. The
player uses melee attacks, firearms and explosives to fight enemies. The player
may run, jump, or drive vehicles to navigate the game's world.
In combat, auto-aim 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.[12] Body armour can be used to absorb gunshots and explosive damage, but is used up in the process.[13] When health is entirely depleted, gameplay stops and the player respawns 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 "wanted" meter in the head-up display (HUD), which increases as the player commits more crimes.
During the story, Tommy meets characters from various gangs.
Completion of these activities grants the player with context-specific
rewards.[9] 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.[14] There are also a variety of businesses which can be purchased,
including a pornographic film studio, a taxi company, and several entertainment
clubs. 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 vigilante minigame, a fire
fighting activity, a paramedic service and a taxi cab service.
Rockstar North's core 50-person team led the eighteen-month development of Grand Theft Auto: Vice City. Full production began in late 2001, as Grand Theft Auto III was nearing completion; while early development only involved creating 3D models, executive producer Sam Houser 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.
Liotta described the role as challenging: "You're creating a
character that's not there before ... The team spent time "solving [the]
riddle" of a speaking protagonist, a notable departure from Grand Theft
Auto III's silent protagonist Claude. Ray Liotta portrayed protagonist
Tommy Vercetti. It's so intensive". into it, but then sometimes ... When
recording the role, the team used blue screen 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 Navid Khonsari recalled Liotta frequently complaining on set and found
him difficult to work with as a result. "In some sessions he was ...
The majority of the game's animations were original, with only a
few borrowed from Grand Theft Auto III. The team encountered difficulty in animating
motorcycle animations, due in part to the variety of models.Pedestrian
character models use skins in Vice City, allowing the artists to produce more
realistic characters. For the characters, the team used motion capture and stop
motion animation techniques; cutscenes use the former, while gameplay movements
use a combination of both techniques.
0 Comments