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GTA Clone: Difference between revisions

70 bytes added ,  27 September 2010
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(Undo revision 272458 by The Tom (talk) Third person action game with (a lot of) driving? Meets the criteria. Sorry, buddy.)
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The term also applies to games that, although it does not involve violence or wielding [[weapon]]s, it still has elements similar or otherwise lifted from the [[GTA III Era]], such as ''[[wp:Wreckless: The Yakuza Missions|Wreckless: The Yakuza Missions]]'' (2002), ''[[wp:Spider-Man 2 (video game)|Spider-Man 2]]'' (2004), ''[[wp:Tony Hawk's Underground|Tony Hawk's Underground]]'' (2003), ''[[wp:Bratz: Rock Angelz|Bratz: Rock Angelz]]'' (2005) (which one of the reviews even called "GTA for girls", and, coincidentally, uses the same [[RenderWare]] engine as the ''[[Grand Theft Auto III|GTA III]]'' era), ''[[wp:Bratz: Forever Diamondz|Bratz: Forever Diamondz]]'' (2006) and ''[[wp:Jaws Unleashed|Jaws Unleashed]]'' (2006).
The term also applies to games that, although it does not involve violence or wielding [[weapon]]s, it still has elements similar or otherwise lifted from the [[GTA III Era]], such as ''[[wp:Wreckless: The Yakuza Missions|Wreckless: The Yakuza Missions]]'' (2002), ''[[wp:Spider-Man 2 (video game)|Spider-Man 2]]'' (2004), ''[[wp:Tony Hawk's Underground|Tony Hawk's Underground]]'' (2003), ''[[wp:Bratz: Rock Angelz|Bratz: Rock Angelz]]'' (2005) (which one of the reviews even called "GTA for girls", and, coincidentally, uses the same [[RenderWare]] engine as the ''[[Grand Theft Auto III|GTA III]]'' era), ''[[wp:Bratz: Forever Diamondz|Bratz: Forever Diamondz]]'' (2006) and ''[[wp:Jaws Unleashed|Jaws Unleashed]]'' (2006).


Some critics have extended the GTA Clone label to the Driver series, despite that series starting in 1999, two years before the release of Grand Theft Auto III. While GTA 2 was produced as a top-down perspective, Driver started as a 3D series. But since technology advances, GTA III could have been released as a 3D game without the influence of the Driver series.
Some critics have extended the GTA Clone label to the ''[[wp:Driver (video game series)|Driver series]]'', despite that series starting in 1999, two years before the release of Grand Theft Auto III. While GTA 2 was produced as a top-down perspective, ''Driver'' started as a 3D series. But since technology advances, GTA III could have been released as a 3D game without the influence of the ''Driver'' series.


==Origins==
==Origins==
Open-world, 3D action-adventure games existed as a predominantly European genre for many years prior to the release of any similar game from DMA Design. Mercenary (1985) featured an open-world, non-linear quest in which the player could steal vehicles, shoot, and explore freely, including conflicts with the authorities. The Terminator, released in 1990, was a free-form, open-world game that set its action in a modern-day city that extended for miles, and included the ability to fire at civilians and steal cars. This game was also notable for being among the first American-developed games to feature these elements. Hunter continued the evolution into something more closely resembling the GTA series, with full 3D, third-person graphics and the ability to steal many different vehicle types.
Open-world, 3D action-adventure games existed as a predominantly European genre for many years prior to the release of any similar game from DMA Design. Mercenary (1985) featured an open-world, non-linear quest in which the player could steal vehicles, shoot, and explore freely, including conflicts with the authorities. The Terminator, released in 1990, was a free-form, open-world game that set its action in a modern-day city that extended for miles, and included the ability to fire at civilians and steal cars. This game was also notable for being among the first American-developed games to feature these elements. Hunter continued the evolution into something more closely resembling the GTA series, with full 3D, third-person graphics and the ability to steal many different vehicle types.


DMA Design began pursuing open-world game design with the first Grand Theft Auto, which allowed players to commandeer various automobiles and shoot various weapons within a mission-based structure. Unlike later games in the series, and indeed many earlier influences, the first two GTA games were 2D. In 1998, DMA moved many of these design concepts into a 3D world, with Body Harvest. Grand Theft Auto III took the gameplay foundation of the first two Grand Theft Auto games and expanded it into a 3D world, and offered an unprecedented variety of minigames and side-missions. The title was a much greater commercial success than its direct precursors, and its influence was profound. As such, Grand Theft Auto III is credited with popularizing this genre, let alone inventing it. Its release is sometimes treated as a revolutionary event in the history of video games, much like the release of Doom nearly a decade earlier. GamePro called it the most important game of all time, and claimed that every genre was influenced to rethink their conventional level design.
DMA Design began pursuing open-world game design with the first Grand Theft Auto, which allowed players to commandeer various automobiles and shoot various weapons within a mission-based structure. Unlike later games in the series, and indeed many earlier influences, the first two GTA games were 2D. In 1998, DMA moved many of these design concepts into a 3D world, with ''[[wp:Body Harvest|Body Harvest]]''. Grand Theft Auto III took the gameplay foundation of the first two Grand Theft Auto games and expanded it into a 3D world, and offered an unprecedented variety of minigames and side-missions. The title was a much greater commercial success than its direct precursors, and its influence was profound. As such, Grand Theft Auto III is credited with popularizing this genre, let alone inventing it. Its release is sometimes treated as a revolutionary event in the history of video games, much like the release of Doom nearly a decade earlier. GamePro called it the most important game of all time, and claimed that every genre was influenced to rethink their conventional level design.


==Definition==
==Definition==
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