By Edge Staff
August 18, 2009
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SAYONARA, SALVATORE
The missions in Grand Theft Auto III often allow players to bring their own strategies to the fore, but one in particular demands it: Sayonara Salvatore. A communal sticking point for plenty of players, this tricky sub-plot closes the story strand for the first island just as you take residence on the second. You must travel from one to the other under a time limit to eliminate a target that appears for a scant few seconds before being whisked off with a well-armed escort to a refuge just up the road. As well as being your first true test of patience, it’s likely to be the first true test of your ingenuity, too. Try to find a cosy sniping point from a nearby rooftop? Construct a ramshackle barricade from passing cars at the end of the street? Try for a full-frontal assault? Block the path between hideout and escort by jamming a truck in the way? None are guaranteed to work, of course, but each one is likely to yield different results for different players.
Nobody expected Grand Theft Auto III. Even though it was to become the very definition of a massmarket game by virtue of the sheer weight of its sales, its pre-launch momentum was practically zero.
For everyone who wasn’t Rockstar, GTA III just happened. Six months later, Videogame City had a new Mr Big. It became, arguably, the flagship brand for the PlayStation2 – a role typically reserved for a firstparty production. It’s given publishers and developers inspiration for lucrative hits and has been used as a baseball bat by political opportunists with which to beat videogames they allege to be a threat to social stability.
It’s reassuring that something so unheralded could become such a significant success. It seemingly triumphed without having to resort to blanket marketing and coercion. Pretty much any title can manoeuvre itself into the spotlight by fair means or foul, but to stay there takes a game of quality. The ideas and structure of GTA III didn’t just mesmerise gamers, they fascinated a significant portion of the industry itself. Yeah, nobody expected GTA III but, thankfully, that didn’t stop it from being welcomed.
Super Mario 64 took an existing genre and made it 3D; GTA III took 3D and made it into its own genre. Is it fair to call a mixture of wonderful driving and poor gunplay its own new genre? Maybe not. But GTA III’s fingerprints go much deeper than that – which is probably why, in an industry unhealthily obsessed with successful rip-offs, nobody but Rockstar North has yet managed to leapfrog it. 
The game’s vitality came down to three key ingredients, elements that allowed the free-roaming nature of the gameworld to come alive like very few others: cars, culture and continuity. There’s no game-over screen and no title screen. Failing a mission never breaks the illusion of the gameworld; it just carries on regardless. Get your character killed or arrested and he’ll just be delivered straight back to the streets. Most games slice their worlds up into stages, bracketed by menus and loading screens but, although GTA III’s world has been created for the player, it doesn’t revolve around you. Whereas many titles see the developer taking you by the hand and holding on as tight as possible from start to finish, GTA III takes that hand for just long enough to press into it the keys to the city. After that, you’re left to your own devices, contact limited to a small tutorial pop-up window when the situation calls for it.
At time of launch, this was liberty on a scale that console gamers had rarely been presented with, and never in such a readily identifiable fashion. GTA III’s setting, Liberty City, is a place where invisible walls are extinct, and where progression is an option, not an obligation. Sandbox, toy set, playground – whatever you call it, it’s an effective lure, allowing game breaking, improvisation and DIY player-created chaos. It felt like a release from captivity, without a creator towering over you and coaxing you down a series of glorified tunnels. No wonder people revelled in such freedom. But the liberation was, by construction, a loaded deal. Improvised behaviour is a boon when it’s a means to no end whatsoever, but it makes for a schizophrenic difficulty curve. One mission might pass in a pathetic breeze as your target is accidentally run down by some aggressive traffic. The next might be a hellish, dispiriting experience in which your meticulous and lengthy plan collapses thanks to a nearby policeman deciding to intervene at just the wrong moment.
But however frustrating these moments become, it’s hard to stay discouraged. Spend 20 minutes just cruising around Liberty City, cooling off and goofing about, and a brand new (and this time, guaranteed foolproof) scheme will hatch in your head. OK, so the idea of a foolproof plan is almost ridiculous in GTA III – preparation is about as reliable a tactic as pushing your luck – but this emergence is key to maintaining a powerful illusion, even if it risks discouraging some players from ever advancing through the plot.
This is grow-your-own gameplay, an organic set-piece editor just begging to be exploited and taunted, and which could just as easily rebel and maul you when asked to behave. A similar relationship is at work behind the game’s surprisingly excessive depths, too: the hidden packages, the unique stunt jumps, the odd jobs, the Easter eggs. While GTA III never demands the player conduct a serious combing of the game’s environment, it’s still ready for it.
Gamers have been trained to expect a shiny reward for uncovering a hidden nook or knocking down a suspiciously cracked wall. GTA III’s venous network of back alleys and side streets, though, have no guarantee of rewards. That only makes it all the more exciting when something is unearthed, however, even if it’s just a body armour pick-up or a hit of the fictional drug Spank, a narcotic that affords the player superhuman strength, slows the game world and turns sound effects from beeps and yells into foghorns and whale song. It is this aspect of the game that has been responsible for the spread of something far more insidious than any moral crusader would notice: hard-to-collect collectibles. 
Most visitors to Liberty City inevitably stumble on a good number of the 100 hidden packages dotted throughout the city. With every ten collected, a new resource – guns or body armour, for example – is made available for free at your safe house. But the idea of finding them all without a magazine walkthrough perched on your knee or an FAQ browsed online is an astronomical demand, one only approachable by those with excellent map-making skills or several million hours to spare.
It’s a concept that was formerly quarantined to RPGs but is now rife in modern videogames, a deadly percentage-completion predator masquerading as extra lifespan. Subsequent games – Grand Theft Auto: San Andreas, Mercenaries and Spider-Man 2 – all contained a wealthy range of collectibles dotted around their environments, but featured no in-game mechanism to help you to find them and no aid to dedicated players who want to see every little thing within this game they’ve become so smitten with. Of course, it’s a joy to stumble across something completely unexpected and not signposted, a true reward for investigation. But the flipside is an inescapable worry that you’re not seeing the game’s most intriguing secrets – and the side effect of falling in love with any videogame is that you can’t help but want to.
Ah that were good times.
There were no trailers or screenshots before GTAIII came out. You couldn't even read any reviews, because Rockstar kept the game under cover till it came out.
It was pure excitement. Will it be good, will it suck? Putting the disc in the PS2, waiting for it to start and then...
wow... turn around, look around. Walk where you want to. Make what you want to. That was definitely something new and big...
For me GTAIII changed how I looked at videogames. It was political, full of social criticism... Making fun of modern america, which game did that at the time? Oh and don't forget that GTAIII came out not long after 09/11, in a time where everybody had to be patriotic.
Rockstar was my idol for years. Sad that the newer GTAs have lost a little bit their soul. GTAIV just didn't get me really.
I was 19 when I got this and had just moved in to my first flat. I will never forget my mates face when I showed him this game.
"Wow", he said "it's like a real moving city with people and everything".
"If you think that's good then get a load of this", says I, before proceeding to demolish an old ladys skull with a baseball bat. My mates face was like Dougal's in Father Ted, pure childish wonder and amazement.
"Hey", he finally exclaimed after a ten minute laughing fit, "what else can you do?"
My reply?
"Anything" and at the time it bloody felt like it!
As much as I've enjoyed the series, when you really get down to it, the game is just a collection of mini-games and they need to start putting more variety into them.
Racing segments are the worst. I dislike the whole having to drive perfectly in the exact car (which you don't necessarily know you need) just to complete it or have it ruined by some ding bat pulling out in front of you.
I think that's one of the things I liked so much about Chinatown. There was a bit more variety thanks to the touchscreen and even things that were repetitive within that game didn't feel so bad since it was new within the series.
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Loving your avatar.
Chrono Trigger is nothing short but pure epic win.
Word, one of the best games ever.