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derrylwc's Grand Theft Auto: San Andreas (XBX)
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[October 14, 2006 12:12:09 AM]
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Another thing I noticed is that your choice of action/clothing/vehicle etc. never really affects peoples reactions towards you. All interpersonal interactions occur on a very simple level.
I think overall the greatest pleasure I get from the game is evading police and engaging them in warfare. Perhaps it's for this reason that the GTA series is so popular - it represents things that, while mostly possible, aren't things we could necessarily do in real life.
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[October 14, 2006 12:05:28 AM]
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The makers of the game clearly had to make some compromises in their game planning; certain aspects of the game are much more interactive and "realistic" than others, keeping the player from performing mundane tasks like sleeping or turning a door knob, and making the more interesting and violent activities much more interactive.
It's kind of frustrating that you cant just walk into random buildings - structures that can be entered are marked by a painfully fake light beacon floating by the front door, and all others have "painted" doors that are just part of the building model. After all, you can steal any car you see, but only 2% of buildings have any significance.
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[October 13, 2006 10:37:12 AM]
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I continued my old GTA: San Andreas game for the assignment, having made a bit of headway earlier, although the main character, CJ, is still on his first set of missions in the ghetto. I should first note that the bad areas of the city are not as inaccurately portrayed as we might like to think; enemy gang members roam the streets in groups of five and six, police are flaky and unresponsive, and cars are stolen almost as if on a communal system. The game puts all these dangers together in a very coherent way with its "real-life" 3D environment, making the game quite fun to play, as the player becomes the character to a greater extent than many games.
The interactions between CJ and his cohorts are mainly in the form of cutscenes, which occur at the beginning and conclusion of a mission, although dialogue does also occur in-game. This takes a bit of realism out of the experience, although it doesn't affect it quite as much as your life might be if you were forced to interact in real life in the same way. Since the overall object of the game is mayhem, the missions don't need all that much of a push from the storyline in order to get you stealing cars and shooting police again. Needless to say, it is a shame that you can't really get a sense of the other characters' "personalities" in-game, as they are all pre-recorded and scripted.
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