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Sequel to the arguably popular ''Grand Theft Auto III'', this game takes a step back 15 years on the other side of the United States but makes several steps forward in terms of improvement from its predecessor. In my opinion, this was the first ''Grand Theft Auto'' game that can be treasured for years to come.
Sequel to the arguably popular ''Grand Theft Auto III'', this game takes a step back 15 years on the other side of the United States but makes several steps forward in terms of improvement from its predecessor. In my opinion, this was the first ''Grand Theft Auto'' game that can be treasured for years to come.


The game begins in 1986. Being released from prison after serving a 15-year sentence, [[Tommy Vercetti]] is sent to Vice City to help his boss, Sonni Forelli, set up business there. After a drug trade with [[Victor Vance|Victor]] and [[Lance Vance]] goes disastrously wrong, he decides to take over criminal activity in the city and face Forelli when he came calling. Right away, it becomes very obvious that exploring Vice City as Tommy would be a lot more interesting than Liberty was for Claude; for one, Tommy actually talks! He shows differing motivations for whatever situation he is in, whether it was the revelation of Ricardo Diaz's treachery, or something as simple as helping set up advertising for a film studio he bought; it doesn't matter how tremendous the task was, Tommy was making connections between himself and something he was interested in, whereas Claude simply did something and didn't give it another thought after completing it.
The game begins in 1986. Being released from prison after serving a 15-year sentence, [[Tommy Vercetti]] is sent to Vice City to help his boss, Sonni Forelli, set up business there. After a drug trade with Victor and Lance Vance goes disastrously wrong, he decides to take over criminal activity in the city and face Forelli when he came calling. Right away, it becomes very obvious that exploring Vice City as Tommy would be a lot more interesting than Liberty was for Claude; for one, Tommy actually talks! He shows differing motivations for whatever situation he is in, whether it was the revelation of Ricardo Diaz's treachery, or something as simple as helping set up advertising for a film studio he bought; it doesn't matter how tremendous the task was, Tommy was making connections between himself and something he was interested in, whereas Claude simply did something and didn't give it another thought after completing it.


For a game that was made only a year after the release of ''Grand Theft Auto III'', ''Vice City'' sure offers a better gaming experience by a wide margin. By 2002, it seems Rockstar thought it would be a better idea to keep some missions locked until other ones were complete, than make it possible for the player to kill or betray one of their bosses before finishing all missions for them, making it impossible for them to reach 100% completion (not that it is important to reach 100% completion, but taking out the possibility of making an irreversible mistake is always a good thing). Another thing that stands out in ''Grand Theft Auto: Vice City'', and was never emulated by any following GTA game to date was how most of the missions weren't "storyline". Most of the missions that are necessary to reach the ending were related to the businesses Tommy owned, and could be done in literally any order the played wanted. This made the game by far the most open out of every ''Grand Theft Auto'' game (ironically, ''Grand Theft Auto III'''s story order was more or less scripted but held less connection to Claude than Tommy's ventures in Vice City). Another step up from its predecessor, ''Grand Theft Auto: Vice City'' offers players the ability to fly helicopters and drive motorcycles. This driving experience is also improved by the fact that pedestrians no longer sound like squashed tomatoes when you run them over, and cars don't get spun around by hitting a flimsy streetlight.
For a game that was made only a year after the release of ''Grand Theft Auto III'', ''Vice City'' sure offers a better gaming experience by a wide margin. By 2002, it seems Rockstar thought it would be a better idea to keep some missions locked until other ones were complete, than make it possible for the player to kill or betray one of their bosses before finishing all missions for them, making it impossible for them to reach 100% completion (not that it is important to reach 100% completion, but taking out the possibility of making an irreversible mistake is always a good thing). Another thing that stands out in ''Grand Theft Auto: Vice City'', and was never emulated by any following GTA game to date was how most of the missions weren't "storyline". Most of the missions that are necessary to reach the ending were related to the businesses Tommy owned, and could be done in literally any order the played wanted. This made the game by far the most open out of every ''Grand Theft Auto'' game (ironically, ''Grand Theft Auto III'''s story order was more or less scripted but held less connection to Claude than Tommy's ventures in Vice City). Another step up from its predecessor, ''Grand Theft Auto: Vice City'' offers players the ability to fly helicopters and drive motorcycles. This driving experience is also improved by the fact that pedestrians no longer sound like squashed tomatoes when you run them over, and cars don't get spun around by hitting a flimsy streetlight.
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