PC GAMER (US)

Grand Theft Auto 2

Revisiting the weirdest GTA.

- By Andy Kelly

fter the runaway A success of the first GrandTheft­Auto in 1997, DMA Design— now known as Rockstar North—had to keep the momentum going with a sequel. GrandTheft­Auto2 was released in 1999, and refined the freeform structure that made the original such a hit, but with a wildly different visual style and a new respect system. Reviews were mixed, and sales were lower than expected, but it was an important step towards the series’ influentia­l leap to three dimensions with GrandTheft­AutoIII in 2001. While the first game features contempora­ry caricature­s of New York, San Francisco, and Miami, GrandTheft­Auto2 takes place in the entirely fictional Anywhere City, a retro-futuristic metropolis with a bleak, dystopian atmosphere. Promo material for the game describes it as “a fully dysfunctio­nal urban hell” and explains that the artists modelled the city on apocalypti­c visions of the future from the ’70s and ’80s movies This is an early example of cult cinema, particular­ly from America, influencin­g Rockstar’s games.

The vehicles are especially stylish, taking vintage ’50s designs—all curves, chrome, and giant grills—and giving them a futuristic twist. “As if Havana got transporte­d to the 21st Century,” says the game’s charmingly retro Flash-based website, which is still available online, almost 20 years later. It’s the most heavily stylized and visually imaginativ­e game in the series, representi­ng a curious digression before the studio eventually settled on GrandTheft Auto being a satirical parody of the worst of modern pop culture.

But there are traces of the wry satire that would come to define the series, mostly on the tongue-in-cheek radio stations that play when you enter a vehicle. There are 11 in total, some of which can only be heard in certain parts of the city, playing a variety of music recorded especially for the game. And between the songs there are puerile commercial­s advertisin­g fictional products, which would eventually become a series staple, including ‘Orgasmo’ chocolate bars (“Cold, hard, and surge after surge of creamy caramel”) and ‘Lad Rover’ SUVs (“A fanny magnet women just can’t avoid”).

POLICE state

Not exactly Rockstar’s sharpest satire, but it’s interestin­g to see (well, hear)

an important part of the series slowly taking shape. In fact, the whole game almost feels like a prototype for the series’ transition to 3D. It expands on the wanted system, bringing in SWAT teams, roadblocks, and the military when you cause enough mayhem. The AI is smarter, which means fights can break out between the police and gangs, and sometimes you’ll even be pulled out of a car you’ve attempted to steal by its furious owner. We take this stuff for granted in GTA today, but in 1999 it was all brand new. You can see the first seeds being planted for the anarchic, emergent AI interactio­ns that would make Los Santos feel so vibrant and alive in GTAV.

There are six wanted levels, represente­d by the floating heads of police officers at the top of the screen. A minor crime (at least in GTA terms), such as murdering a few pedestrian­s, gets you one star and a police chase. Keep killing folk and you’ll escalate to two, then three, which sends more cops after you and more aggressive­ly. But it’s when you hit four heads that things get dicey. SWAT vans carrying four heavily armored officers will come at you. At five heads ‘special agents’ (the FBI, basically) with silenced machine guns are sent in. Then, finally, at six heads the national guard will be mobilized, throwing tanks and armored cars at you. By this point it’s a miracle if you survive for more than a few minutes,

but there’s a thrill in seeing how long you can last when the city is throwing everything it has at you. And, of course, you can drive a tank yourself and unleash your very own symphony of explosions.

Even two years after the first game was released, being able to freely roam the map and tackle missions in almost any order you wanted was still a novelty. As was the addition of bonus missions and optional objectives, like the infamous Kill Frenzies (later ‘rebranded’ as Rampages) that challenge you to kill X amount of people in X amount of time with X weapon. The map was also littered with spinning tokens, a precursor to the hidden packages, pigeons, and radioactiv­e waste in later sequels. Yes, even at this early stage open world games were filling their maps with arbitrary collectibl­es.

Reading reviews from the time, every single one of them (including our own) criticizes the visuals. The real-time lighting effects and sharper sprites are an improvemen­t on the original, but it’s still fairly ugly, even by 1999 standards. Something the developer actually addresses on the game’s website. “We spend time on gameplay rather than throwing millions of polygons around,” it says, predicting the critics. “We’ve got complex, interactiv­e AI and fun, elaborate missions.” It adds that while a “typical game these days” will use 70% of its processor time on visuals, GTA2 has an “emphasis on content, with 50% used for game code”. A rare time when Rockstar wasn’t at the forefront of technology.

But of all the systems GTA2 experiment­s with, the respect meter is the most interestin­g and ambitious. Seven colorful gangs rule the city and its various districts, and your standing with them constantly changes as you play the game.

The Zaibatsu Corporatio­n and the Loonies, for example, are arch rivals, which means completing jobs for one will offend the other and alter your respect. And some gangs won’t even offer you any work until you’ve spilled the blood of a competitor. A meter at the top-left of the screen lets you keep tabs on what each group thinks of you, and some of the most lucrative missions are only available if you have maximum respect.

 ??  ?? You can save your game at these churches.
You can save your game at these churches.
 ??  ?? No, this is not a handsome game.
No, this is not a handsome game.
 ??  ?? Serving up cold death.
Serving up cold death.
 ??  ?? Some of the Kill Frenzy missions are crazy difficult.
Some of the Kill Frenzy missions are crazy difficult.
 ??  ?? The real-time lighting in action.
The real-time lighting in action.
 ??  ?? Hey, at least I wasn’t wasted.
Hey, at least I wasn’t wasted.
 ??  ?? Don’t drive into the water.
Don’t drive into the water.

Newspapers in English

Newspapers from United States