Test: Grand Theft Auto: The Trilogy – The Final Edition (Action-Adventure)

Three games. Not just three basic games. Three classics. Three classic games. Spawned many imitators and continue to shape open worlds and action-adventure games today. Grand Theft Auto 3, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas. The collection “The Trilogy: Complete Version,” Rockstar Games wants to showcase these titles to an entirely new generation. But, as we discovered during the test, the appeal is hindered by a few issues even after the initial touch-up.

More than open worlds
The impact that the 3rd-person gameplay of the Grand Theft Auto series has created on the world of gaming Action-adventure, in general, and open worlds specifically, is huge and still evident today. It’s not just because Rockstar Games later raised the standard in Grand Theft Auto 5 and the westerns from The Red Dead Redemption series. However, there’s not a single game that focuses on an open world that doesn’t borrow inspiration from three-dimensional gangster epics in the form of one or another. The Volition Saints Row series probably wouldn’t be possible without GTA (3 and the subsequent). Without Rockstar’s foundation, Ubisoft probably would have been much slower in developing the open-worlds of its games.

The Mercenaries or Saboteur series or Saboteur, or Saboteur. All Humans (all from Pandemic), Mafia, The Simpsons: Hit and Run, Jak 2 and 3 Driver In all of them, you feel the influence Liberty City, Vice City, and San Andreas exerted, in some form or another. It’s inevitable that they also attempted to bring open worlds on their own with titles such as The Warriors (for me, still one of the most memorable film adaptations ever made) and The Midnight Club series or Bully and played with them with success. Open worlds existed before Grand Theft Auto 3. However, the method in which Rockstar Games interpreted them and constantly expanded them in sequels was completely new inspiring, refreshing, and very inspiring.

The devastation on time.

But looking back, you can tell the age of the titles, which are up to 20 years old (did GTA 3 come out in 2001???). The stage, for instance, is not precisely slick even by modern standards, especially when compared to GTA 3. However, the cinematic elements that have grown with each spin-off until the fifth installment are much more noticeable in this game. They have constantly developed throughout Vice City as well as San Andreas. Mainly since the journey into the fictional Florida city means that the actors, in particular, could come from the entire range of actors, and the majority of them can be recruited for voice roles: Tom Sizemore, Dennis Hopper, and Ray Liotta. Burt Reynolds, Phillip Michael Thomas, Robert Davi, Gary Busey, Debbie Harry, and Danny Trejo, to name only a few, will ensure that, at the very least, an acoustically pure Hollywood ambiance is created.

Although, in terms of the staging, it’s also true that the trilogies (depending on the particular episode) have seen a slight decline to the point of being quiet. Particularly when it comes to GTA 3, the mission style is pretty basic and, with some variations. The driving style is “soapy” even according to arcade standards when in doubt. When you play in combat or ballistic gameplay, it is clear that Rockstar was in its stage of discovery with its first trip into 3D Liberty City. AI is quite far from being to be acceptable in open worlds nowadays. People run in front of

the car. From nowhere, cars race past your vehicle as you turn. In fights, there is also a need for cover, which is foreign to the extremely stupid henchmen that are who are chasing you. However, the story and the character sketches are written by the company’s director Dan Houser, as in nearly all Rockstar games, ensure you finish every mission and uncover a few hidden objects or items while wandering around the city, which is relatively small by GTA norms, in spite of the oddities. When playing Vice City and San Andreas, The AI issues aren’t going to disappear. However, the game’s staging is more effective, and the ever-growing action park with more things to do and more appealing mission designs that invite players to stay.

Beginning with Renderware into Unreal

What do the early Burnout games and the GTA series on PS2 have in common? They both use the RenderWare engine created by Criterion. While the engine’s creators designed it to speed up in order to provide players in the Burnout series the excellent power under the hood, Rockstar focused on maxing the machine to fulfill their concept of open worlds. The results were more than impressive at the time: Liberty City, Vice City, and San Andreas were convinced as detailed cities with the potential to be explored in any direction. Of course, if we go back to the original versions of PS2 in the present, a lot of things aren’t as elegant nowadays. In this sense, it’s a good idea to provide the new release with a new graphics engine. But just because Unreal technology is employed here, it’s not an assurance of the quality of the graphics.

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