Leroux: I did finish
Just Cause 2, the year after Total Overdose, but that's the only one in the series so far. Have you played any of the others? Is your negative verdict mostly for JC1 or the whole series?
Only JC1. I haven't really played any of the other games (because I stupidly insisted on beating JC1 first). I only played a little bit of JC2 on a friend's PS3 soon after release but it did make a much better impression all around other than the fact that like almost all AAA games from that era the developers went for that "gritty" desaturated look there (at least compared to JC1). However, I have beaten the same studio's Mad Max game and I pretty much loathed that one so I'm not sure the later JC games are really gonna be up my alley.
ANYWAY
I just beat another game today, namely
Grand Theft Auto: Vice City Stories, specifically the PSP version on PlayStation Vita. Sadly the censored version even though it was in English, welp. Started playing it while on vacation and just finished it at home. So incidentally I beat two sandbox games from 2006 in as many days and luckily I found this one much better than Just Cause, though I still have serious concerns here.
Vice City Stories serves as a prequel to Vice City and here you assume the role Victor Vance, Lance's brother who dies in the intro of Vice City (though he looks and sounds completely different here). Unlike Liberty City stories, which really felt like a silly little spin-off, Vice City Stories basically feels as big and serious as a mainline GTA game to me. It does reuse the Vice City map (with some alterations) but as the final GTA game in the "GTA 3 generation" it also incorporates some features from San Andreas such as swimming. It also has some stuff reminiscent of SA's turf wars but does omit all of its life sim stuff (which I'm personally happy about). And most importantly it does feature a pretty serious story. Victor gets a full story arc with many serious moments and similarly to GTA IV's Nico Bellic he has a bit of a conscience. In both cases I feel that that stuff doesn't work very well in a GTA game but still, unlike with Liberty City Stories I actually cared about what was going on and was eager to find out how it ends.
If you've played any GTA game from that generation you kinda know what to expect. You get pretty shitty shooting with a terrible lock-on system (perhaps made even worse here since the PSP had only one analog stick) but you also get awesome driving. Honestly, in that generation car physics just felt right to me (excluding the occasional crazy reaction to collisions) and I prefer them over that "realistic" stuff in GTA IV. The missions and side activities are also pretty diverse, perhaps not as much as in the mainline games but still better than in most sandbox games out there, including most much newer ones. I mean holy crap, in one mission you hack a robot and have to perform custodial tasks in first-person while you're actually trying to crack a safe. As a bonus texts parodying Robocop keep flooding screen. You also get to save the actual Phil Collins' life during a performance of In the Air Tonight. Yeah, the guy lent his voice, likeness and name to this game.
Now, I mentioned that VCS has some stuff reminiscent of SA's turf wars. VCS' big feature is a mini game where you build businesses that then generate a passive income. The thing is that all lots are already taken by other gangs, so you need to first attack and destroy their businesses which will temporarily make that gang attack you and your businesses. There are several types of business which unlock with story progress and generate different amounts of money and each one features a set of new "job" missions (similar to e.g. the taxi and ambulance missions in earlier GTA missions) and doing them upgrades the corresponding type of business. For a moment all of this seems pretty promising and even addictive but soon enough you will notice that this whole business game is completely trivial and all it does is generate so much money (even with only a handful of businesses) that money becomes completely irrelevant. Stupidly that is in conflict with the story where Vic just wants to raise enough money to take care of his family. According to the story Vic also hates drugs but he's all too willing to make millions through the drug trade in this mini game. Anyway, frankly almost any other sandbox game from that era, like Scarface, The Godfather and also GTA: Chinatown Wars had a much better business mini game than this one. Honestly, the best thing about this feature is that with each business you get a new safehouse where you can save your game. And that's important because...
Like all GTA games of that generation VCS suffers from terrible balancing or rather a lack thereof. Many missions feel like they've never been tested. They often feature a ridiculously tight time limit (sometimes completely unjustified by the mission's context), the difficulty of some of them is inherently random and often a mission is scripted in such a way that you will inevitably cause cops to chase after you on top of the enemies that the mission is about even though it makes no sense. The first time I played the game a few years ago I actually rage quit because of one bonkers mandatory mission that I couldn't beat after maybe twenty attempts and this time I somehow did it on my first try. And this is made even more infuriating by the fact that some missions have several stages but no checkpoints and every time you fail you will have to load the game, drive to the giver of the mission again and start over. You may spend several hours trying to beat a single mission.
Rockstar was nice enough to spawn a taxi in front of the hospital when you die during a mission which brings you straight to the mission giver but that's like giving you the middle finger because this way you will start the mission without any weapons or armor and it will only be a lot more difficult than on your first attempt. Honestly, some missions make you imagine a Rockstar employee going "you know what? I feel like doing a really shitty job today!" and it's insane that they didn't come up with checkpoints until GTA IV or RDR1. So yeah, the fact that in VCS you have safehouses all over the city is very welcome because this way you will at least save yourself a ton of driving back to mission givers after failing a mission again and again.
That said... there's still something magical about this game (like any GTA game) that makes you forgive Rockstar everything once you've finally managed to beat a mission. Whether it's the tight driving, the lovable characters, the highly diverse activities, the amazing radio stations... it's just GTA baby and you just can't stay mad it for long even though the graphics will make your eyes to bleed even on the small screen of a PSP or Vita. And if anything it's super impressive that they practically managed to squeeze Vice City onto the PSP. Not the
real Vice City, of course, but it's close enough.