The Warp Pipe Special Edition - Grand Theft Auto Retrospective Part 3 - 27/04/08
By Matt K - Sun Apr 27, 2008 10:59am

The first part of our feature looked at the early days of Grand Theft Auto, while the second part covered the three most successful entries into the series. The final part of the feature will look at the portable GTA games, Hot Coffee, and ask a few questions about the future of the series.
After the release of GTAIII, there was a little anomaly sitting on the Take-Two release schedule: Grand Theft Auto for Game Boy Advance. Nobody knew what the game was going to be; Rockstar said nothing, yet it remained on the release schedules for many years. Then in 2004, Grand Theft Auto Advance was revealed. It was to be the first GTA title completely developed outside of Rockstar, with American studio Digital Eclipse doing the work. The game was set to launch day and date with GTA San Andreas.GTA In Your Pocket – A Grand Theft Auto Retrospective Part III
Grand Theft Auto Advance
![]() GTA briefly flirted with 2D again |
Due to the technical limitations of the Game Boy Advance, GTA Advance reverts to the old top down perspective featured in the early games in the series. It also stylises certain aspects of the game's visuals, going for a slightly more cartoony approach to reflect the platform's demographics; blood is toned down, and characters' physical attacks are exaggerated. The game plays very much like the first GTA, but follows the structure of GTAIII, with a major reliance on story missions, as well the inclusion of hideouts and hidden package, though it lacked the variety of side missions the console games offered. There are a few features unique to GTA Advance, like being able to flip cars over.
GTA Advance received a very mixed reception from critics, with an average score under 70%. The main complaints about the game were a lack of variety, small number of missions and a distinct blandness. It was largely ignored by fans at retail; as such it is the series' worst selling original title. Despite being a high profile third-party title on a widely owned system, GTA Advance had trouble competing against the Nintendo first-party lineup on the GBA that holiday, which included Super Mario Advance 4: Super Mario Bros. 3 and Pokemon Fire Red/Leaf Green, not to mention the newly released Nintendo DS.
Warm Caffeine-laden Beverage
![]() When does coffee ever mean coffee? |
The crusade against the evils of GTA would receive a big boost in June of 2005. Just after the release of the PC version of the game, a Dutch modder named Patrick Wildenborg discovered some unused code in San Andreas called "Hot Coffee". In the regular edition of the game, a couple of successful dates with one of the girlfriends would result in CJ being invited in for "coffee", which would result in implied sex. Wildenborg's patch revealed that the developers had intended for players to have access to a sex mini-game, complete with rapid thrusting, multiple positions and facial expressions.
Initially, Rockstar denied knowledge of the Hot Coffee mini-game, insisting it was the creation of hackers, but when Wildenborg revealed that the code was left over in the game, and all he did was change a single bit in the game code to reactivate it, the proverbial hit the fan. The hysteria exploded when another modder, Jay Philbrook, discovered Action Replay codes to unlock the mini-game in the console versions of the game. Politicians and conservatives came out in droves to condemn the game, forcing the ESRB in America to re-rate it from M to Adults Only. The console manufacturers refuse to allow AO rated games on their machines, and many stores will not sell them, effectively removing San Andreas from circulation. Locally, the OFLC reviewed the game's classification, temporarily giving San Andreas refused classification status. Hot Coffee hurt Take-Two's financial guidance for the latter half of 2005, resulting in the company posting losses in its third and fourth quarters.
A patch dubbed "Cold Coffee" was released for the PC version in August, while copies of the unmodified version of the game were recalled. A class action suit was filed by a New York grandmother who had bought the game for her 14 year old grandson, while the Federal Trade Commission launched an investigation to determine if Rockstar had undermined the ESRB. Senators Hillary Clinton and Joseph Lieberman attempted to draft a bill called the Family Entertainment Protection Act, though the bill failed to gain traction in Congress. In early 2006, the City of Los Angeles would launch another lawsuit against Take-Two Interactive for failing to disclose the game's sexual content
A version of the game with the Hot Coffee content removed was released back into stores in September of 2005. Rockstar, Take-Two and the FTC settled their case in June 2006, with the FTC threatening a fine should the publisher not adequately disclose the content of its games to the ESRB. The class action law suits were finally settled in November 2007. Consumers who bought the unmodified version of San Andreas could receive a $US35 refund if they presented their original receipt and signed a statement declaring they were "offended and upset by the ability of consumers to modify and alter the game's content using the third-party Hot Coffee modification, would not have bought the game had they known that consumers could modify and alter the game's content using the third-party Hot Coffee modification, and would have returned the game, upon learning the game could be modified and altered, if they thought this possible."
The Hot Coffee scandal was limited to conservative territories such as the United States and Australia. No action was taken against Hot Coffee in Europe or Japan, where unmodified copies of San Andreas are still freely available. This is because many European countries had already issued the game with their highest possible rating, not to mention the differences in culture.
Grand Theft Auto Liberty City Stories
![]() A fully fledged GTA game in the palm of your hand |
The major difference between Liberty City Stories and its 3D predecessors is that the portable game is the first one not to use Renderware. Instead, it uses an in-house engine which runs much more efficiently, allowing for better data streaming, draw distance and graphical fidelity without rapidly draining the PSP's battery. Being set three years before GTAIII allowed Rockstar Leeds to make a few minor changes to Liberty City to make it seem fresh. A few buildings and the tunnel are not yet complete, there are a few small new areas, missions and vehicles, including motorcycles. New side missions include working for a car dealership, becoming a garbage man, and serving as a tour guide. Beyond that, Liberty City Stories is essentially a GTA game with the technical capabilities of Vice City, set in Liberty City. The radio station line-up is much the same as GTAIII with the addition of Radio Del Munda, a world music station and The Liberty Jam, a hip hop station, which was replaced by Game Radio in GTAIII.
The main new feature of Liberty City Stories is the reintroduction of multiplayer. Up to six players can play together using the ad-hoc wireless capability of the PSP. Multiplayer gives players the full run of one of the games three islands, complete with all of the weapons, vehicles and pedestrians in the single player game. Seven different multiplayer modes are on offer, from the basic "Liberty City Survivor" Deathmatch mode to the "Tanks for the Memories" mode, which has players fighting for control of a tank.
Liberty City Stories was met with wide acclaim upon its release on the PSP, receiving an average review score of just over 87%. A PlayStation 2 port of Liberty City Stories was released in March of 2006, though the multiplayer modes had been removed, and the graphics were noticeably poorer when compared to even GTAIII. It received a less favourable 77% average review score. Sales of both versions combined are in excess of 8 million units worldwide.
An Unfortunate Side-Effect
| Rockstar Games had the best selling PlayStation Portable game to date, and Sony was chuffed with the number of PSPs that Liberty City Stories helped to shift over Christmas 2005. There was just one problem; Liberty City Stories contained a major exploit in the way it handled saved data, which exposed a huge hole in the PSP's security. This made it possible to execute unsigned data on the PSP, leading to a major breakthrough for the homebrew development scene on the console. The security holes also made piracy on the machine very easy, particularly after the release of custom firmwares and the popularity of Liberty City Stories meant that millions of people had access to the exploit. A version of Liberty City Stories without the exploit was issued, though the hole in the PSP's firmware was not fully sealed until mid 2007 – by then, the damage was well and truly done. Though it may have been one of the keys to the PSP's early success, Liberty City Stories could almost be seen as having done the portable more harm than good. The popularity of Liberty City Stories lead Take-Two Interactive to commission a second PSP game. The second PSP title would see players return to Vice City in the 1980's, and would once again be a fully fledged 3D title with dozens of new features and enhancements to the game's multiplayer aspect. Rockstar Leeds wanted to get the most out of the PSP. The game was set for release in October of 2006 for the USA, and November for Australia and Europe. | ![]() Liberty City Stories may have inadvertedly harmed the PSP |
Grand Theft Auto Vice City Stories
After all of that running around, Vic lasts about 10 seconds in Vice City |
Vice City Stories condenses the original city into handheld form, adding minor new areas and a bunch of new side missions. New side missions include putting out fires with a helicopter and serving as a life-guard on the beach, but the major new feature of the game is empire building. To gain territory around Vice City, the player must open businesses in gang territory, and complete missions associated with them to have those businesses start churning out money and to capture buildings from the opposition. Other minor improvements to pedestrian density, targeting, visual quality and load times were made. The game's water effects were significantly overhauled to allow for the addition of swimming and jet skis. The most profound improvement in the game is possibly the smallest – by paying a fee upon death/capture, Victor can keep all of his weapons, which makes the taxis back to the mission marker useful for the first time. Multiplayer returns in Vice City Stories with a couple of extra modes which incorporate the return of air and sea vehicles, though it's really much the same as Liberty City Stories.
Like its portable predecessor, Vice City Stories received a favourable impression from critics, with an average review score of 86%. The same could not really be said for its sales however – the ease of piracy on the PSP lead to significantly reduced sales of the game. Once again, a PlayStation 2 port followed in early 2007, which eliminated the multiplayer, but added a few extra missions in return. Critics again gave the port less favourable scores, the end result being an average of 76%. Combined worldwide sales of Vice City Stories to date are 4.5 million; the lowest of the 3D GTA games, but still sales that any developer would love.
Crime of the Future
![]() Just two days to go |
It will be the first time that the GTA series has premiered on both Sony's and Microsoft's formats at the same time. Nobody knows quite which way the flow will go; the GTA series is historically associated with the PlayStation brand, but Microsoft's cash incentive for extra downloadable content could shift the audience in their direction. We'll find out after April 29, but so long as gamers are satisfied with GTAIV, does any of that really matter?
And what is in store for the series after GTAIV? Will we ever see a GTA game for a Nintendo home console? Will they ever do a third game for the PSP? Will the PC version of the game be as moddable as San Andreas? Where will the next GTA game be set? Will a game from another developer ever top GTA? We'll just have to wait and see.
The Warp Pipe returns to regular programming with a rant about the things I don't like about Nintendo and two and a half other bits of content.Next Week
Part 1: Fast Times in Liberty City - Grand Theft Auto / Mission: London 1969 + 1961 / GTA2 Part 2: Adding a New Dimension - GTA III / Controversy / Vice City / Jack Thompson / San Andreas Part 3: GTA In Your Pocket - GTA Advance / Hot Coffee / Liberty City Stories / Vice City Stories / GTA IV | ![]() |






