ajf's Grand Theft Auto - San Andreas (PS2)
| [February 21, 2008 02:55:42 AM]
As I mentioned before one of my favorite things about this game is the ability to interact with everything. We had some more fun stealing a two person airplane and attempting to infiltrate the GTA equivalent of Area 51. I really like being able to get in and take control of any vehicle I see. Not just that, but the game adds in little features like allowing the passenger to drive bys, which are also fun.
This game really gives me a sense of scale that no other non-RPG games do. I feel so tiny in the game world yet the game did a job of making me feel like I was becoming more powerful as I progressed through the story. Being able to go from riding a bike to driving a car to piloting an airplane expands the world in a really nice way.
One of the most innovative aspects of this game is not just how large the world is but the freedom the player has to explore it. They can drive around it in a car, fly over it in a plane or helicopter, walk/swim, or even ride a bike. This aspect is what allows for nearly limitless replay value even after all of the missions have been completed.
Multiplayer adds another fun aspect. Although it seems as if it was tossed in at the last minute, two players can often spend a great deal of time traveling around the world causing havoc or trying to complete self made objectives. I would have liked to see Rockstar flesh this mode out more; in its current state it is buggy and very limited compared to the rest of the game. For example, you can not enter buildings or participate in many of the in-game events if multiplayer mode is enabled. Bugs include the camera getting stuck where one or both players cant be seen and players getting stuck too far away from each other, unable to move.
In this section, you should write 2-5 paragraphs with your observations on the design of the game you have played. The emphasis here is reflection upon the design of the game. It is fine to mention specific aspects of your gameplay in this section, however, the discussion of gameplay must be there solely to provide supporting evidence for your assertions about the design of the game.
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| [February 21, 2008 02:54:57 AM]
GTA:SA is an open ended third person shooting/driving game that allows the player to roam around the world freely but also offers a storyline with missions for the player to complete. More weapons, clothing, cities, etc. are opened up as the player completes these missions and progresses through the storyline.
I had beaten this game long ago but decided to play the multiplayer with a friend. Upon activating two player mode one of the first things I noticed was how limited the camera was. Both players have to be very close to each other or else the camera will zoom out and warn that the second player is too far away, preventing any more distance between the players. This can be frustrating, especially when something happens like one player falling off of a high area. This happened when we were throwing grenades at cars on the freeway; one of us fell off, causing us to suicide because we were too far apart to move at all. This wasn't too terrible as we were not progressing through the game but was still pretty annoying.
We had a lot of fun trying to cause huge pile ups on the freeway and then blowing them all up with grenades. It was quite satisfying to see and hear 20 cars exploding in a chain reaction of explosions. The other part that made it fun was fighting off the police officers and helicopters as they came. We tried to get all the way up to 6 "wanted" stars so the army would come but only managed to get to 5, the FBI. It was also fun hijacking cars or motorcycles and trying to run away once we had reached such a high wanted level. What made it fun was how open the world was, making it feel like even though we were being chased by five FBI trucks we at least had a small chance of escaping. The interactability of everything from AI driven cars to their passengers also kept things interesting with no one experience being the same.
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