1 0 -- Thp Mirhissan nAily _ Prirlav Klnvnrnknr F I)AOA I .Lv-- itiviufigai Lmy- rwiay, 'vusemoier !3, LkJSJ FRIDAY Focus 4 Welcome to the jungle "San Andreas" expands the "Qrand Theft Auto" universe By Jason Roberts Daily Arts Editor VIDE0GAME REVIEW * * * It's almost difficult to comprehend the amount of information packed into Rock- star's latest entry in the thriving "Grand Theft Auto" series. Part role-playing game, part driving game, part action game and part epic adventure, "Grand Theft Auto: San Andreas" is so involved and so expansive it liter- ally takes an entire state Grand Theft to contain it all. Auto: San The setting for this Andreas iteration of "GTA" is PS2 three West Coast cit- ies in the early '90s (all Rockstar inspired by real-world cities) sprawled across the fictional state of San Andreas: Los Santos (Los Angeles), Las Venturas (Las Vegas) and San Fierro (San Francisco). Carl "CJ" Johnson, a young man from the desolate neighborhood of Los Santos known as Ganton, and his gang are pulled straight out of John Singleton's "Boyz N the Hood" and the architecture and styles of the times are all hit with uncanny precision. Though the progression in "San Andreas" is often linear, it is, like it has been in the past, extremely open-ended. After meet- ing up with a few friends from CJ's past - Ryder, Big Smoke and Sweet - a vast majority of Los Santos's map is already available for exploration. The three cities, each the size of Vice City in 2002's "Grand Theft Auto: Vice City" version, have plenty of winding roads and small backcountry towns in-between. To put this expanse in perspective, the amount of area that's open ;n the heainnina of the. - am s,.... *r thn well-developed in "GTA" history. The voice acting of the characters (Samuel L. Jackson, Ice T and David Cross are a few of the well- known actors who lent their voices to the production) and the well-written script give the performances a cinematic touch so that they don't feel fake or forced. No longer do the cut scenes feel unnatural and rigid; they are an integral part of the game and blend well with the in-game action. The missions, like those in previous edi- tions, keep the narrative moving forward, as do the calls CJ receives on his cell phone. In addition, the player's use of a gang also changes the perspective of play. Most of the missions are not solo; they usually involve one or more members of CJ's crew, making them more about teamwork and unity and adding more human quality. Breaking from the narrative, however, has always been one of the game's biggest assets, and "San Andreas" is no different. Not only is there much more area to explore, but there are dozens of new things to see and do, including eating, exercising, gaom- bling, tricking out cars and much more. In this edition, the numerical health meter has been replaced by a stamina bar. The play- er no longer relies on picking up random power-ups to recharge and replenish health. Stamina is replenished by eating food at local restaurants, which mainly consists of pizza, hamburgers and chicken. Eating too much, however, will put extra pounds onto CJ's waistline and force players to work it off in the gym. Stats such as "Respect," "Fat" and "Sex Appeal" are all recorded in a level-building way similar to games such as "The Sims." As players buy more stylish outfits (one can don anything from a green hoodie and flip-flops to a sharp suit with dog tags and high-tops), CJ's sex appeal and respect will vacillate, making it either easier or harder for him to pick up dates. In addition, skills such as driving, shooting and swimming (yes, gamers no longer die as soon as they hit water) have to be worked at and learned over time. A player that has a higher level in driving, for example, is better equipped to handle tight turns. A player that has an increased stamina level will be able to sprint further and longer than one that is fat with a lower stamina rating. The stat system is a welcome addition to the "GTA" package and adds more real- ism and customization to an all-ready well- rounded package. In addition to changes in clothes and nutrition, players can also visit- local barbers and tattoo artists to further customize their character's physical appear- ance. "GTA" has always been about the vehi- cles, and "San Andreas" does not disap- point. Some of the highlights of the latest edition include the bicycle, the black van and the four-wheeler. The bicycle is easy to use and as CJ becomes more skilled with the bike, he can enter BMX races to win cash prizes. The black van can be entered at night and triggered - like in the "Vigilan- te" missions and taxi cab missions of past installments - to perform home invasions, where CJ will sneak into a person's home and steal valuables for extra money while the resident is asleep. The four-wheeler can be found outside the city limits and used to terrorize the backcountry in a full-out ATV onslaught. Technically, "GTA: San Andreas" is another solid installment into the genre. While the characters look a bit blocky in medium and close-up shots, their anima- tions and subtle nuisances clearly make up for it. The environments are extremely well rendered (each neighborhood within the various cities that make up San Andreas have their own unique feel) and push the capabilities of the PS2. Rarely do objects or textures suddenly "pop" into view. The weather effects - including a heat haze for the mid-day desert settings and a grainy, desaturated texture for the grey, rainy evenings - are especially impressive. The radio stations, a staple of the "GTA" series, are a col- lective mix of hip-hop, reggae, techno, country, classic rock and talk that span a range suitable for a game of this era. There's nothing like perform- ing a drive-by to 2 Pac's "I Don't Give a Fuck" or cruis- ing through redwood country in a stolen pickup truck lis- tening to Ed Bruce's "Mama, Don't Let Your Babies Grow Up to be Cow- boys." "San Andreas" is an epic game no e may slice it. With all of 6s for exploration, expan- >mization, gainers could 50 plus hours within this rse and still not reach «t completion rating. 4 nave eassy let the game ge far out of hand and end oI a jumble of misfit parts. B in "San Andreas," every thing clicks and falls into place to create one of the defining videogames of this generation. 4 4 I ['M' for Matui breeds a storm of controversy 4 they had something with the series. Previously, Rockstar had been known for their monster truck games on the Nintendo 64 platform - not exactly a medium where intense creativity could thrive. As such, the company's name was always a bit ironic - it was no more a rock star of the videogame world than Dale Ernhardt Jr. is considered an expert on proper etiquette. But with "GTA III," Rockstar finally got its chance to realize the dream of a game that felt more like living a movie than pushing around pix- elated dots with a plastic controller. But not all was right with the world. For- mer presidential candidate Joe Lieberman called the series horrendous during a Janu- ary 2000 speech at Dartmouth College in the primary state of New Hampshire. Not surprisingly, Lieberman failed to gather the New Hampshire youth vote. In 2002, children, apparently inspired by "GTA III," killed two drivers with a sniper rifle in the Great Smoky Moun- tains. In a desperate search for someone to blame, several lawsuits were filed against Rockstar, their parent company, Take-Two Interactive and the superdistrib- utor Wal-Mart for indirectly causing the homicides. Mature adults worry about how these games lure and transform their children, while many children worry about getting their hands on the game with- out alerting their parents. After all, this sort of bad publicity can only serve to pique public interest in the game. Because of the game's mature themes, minors cannot purchase it without adult permissi fact that hasple lrl into Rockstar'sden:, Few vidog avtsid of sordid atored his this is butone ot waysh 'A has proven t ra "San Andreas"'otnu' tis1lea- cy with rawviolotentepus- ing the envelope on a)1leveIs. I Grand Theft Auto: London, 1969 1999 (Playstation, PC) An expansion disc for the original "GTA," this time players could hijack cars and commit crimes in the swinging '60s. And for the only time in the series, it took place in a real-life location: London. Grand Theft Auto 2 - 2000 (Game Boy Color) Slightly more bearable than the first por- table "GTA," but not by much. Grand Theft Auto Ill 2001 (PS2, Xbox, PC) The third time proved to be the charm, as the "GTA" franchise gained immense popularity and broke new barriers in its third installment. Becoming an unnamed hood who has been set up by his girlfriend, the player has to deal with the mafia, gangs and crooked cops on various objectives. Switching to a 3-D perspective and having a more refined, mature story seemed to do the trick - the game went on to he one of the biggest and most controversial titles of all time. I Grand Theft Auto: San Andreas 2004 (PS2, coming soon to Xbox and PC) The latest "GTA" installment takes place in the early 1990s and takes a more urhan approach. The story foiiows Car l"CJ"Johnson, who returns to the town of Los Santos after his mother is killed. While there, he is framed for a murder and finds his old gang in shambles - all of which sets him on a journey all across the state of San Andreas. Containing three vast cities to explore, "San Andreas" is set to make another mint for Rockstar games and raise the bar for videogames even higher. I ...w.r Grand Theft Auto 1999 (Game Boy Color) The less said about this quickie cash-in for Nintendo's popu- lar portable, the better. Grand Theft Auto 2 1999 (Playstation, PC, Dreamcast) With sharper graphics and more engaging mis- sions, the second game in the series marked an improvement over the original. Once again you assume the role of criminal, looking to earn respect from one of seven different gangs (all of who are at war with one another). When you earn some respect (by killing off members of a gang), more complex missions begin. Grand Theft Auto: Vice City Grand Theft Auto Advance 2002 (PS2, Xbox, PC) 2004 (Game Boy Advance) "GTA liI" was a tough act to follow, but Rockstar was more than Making its return to a handheld system, this new por- up to the task and succeeded in creating a memorable sequel table version of the franchise takes place within the that was even superior to "GTA il." Set in the year 1986, play- time frame of "GTA Ill." Players assume the role of ers assume the role of Tommy Vercetti, who's just been released Mike, who with his friend Vinnie, is ready to leave Lib- from prison. His old boss, Sonny Forelil, sends him to Vice City erty City. Unfortunately, Vinnie is killed by a car bomb to handle some new crimes. But when Tommy's first mission and Mike has to avenge his death. The series returns involving a drug deal goes awry, the mob isn't happy and it's up to its roots here with an overhead view, and has Its to Tommy to set things straight. Topped with an all-star voice violence and mature content completely Intact. cast, "Vice City" just heightened the controversy among violent videogames, and helped legitimize games as a true art form.