GmanLives: GTA Liberty City Stories is Almost Great

IbizaPocholo

NeoGAFs Kent Brockman


0:00 Intro
01:35 Story & Premise
06:41 Versus Vice City
12:29 The Missions & Characters
18:55 The Rockstar CU
22:37 Side Content
25:51 Critique
28:57 Visuals
31:47 Outro

Introduction to Liberty City Stories

- The discussion begins with a reference to the game GTA Vice City Stories, which is a spin-off of Vice City, originally released on the PSP in 2006 and later ported to the PS2 in 2007.
- The speaker mentions having received requests to cover its predecessor, Liberty City Stories, released in 2005, and highlights the development team, Rockstar Leads, known for their expertise in game ports.
- Both Liberty City Stories and Vice City Stories are noted for being exclusive to consoles, making them unavailable on PC or modern platforms, alongside other titles like GTA Advance and Chinatown Wars.
- With anticipation for GTA 6, the speaker emphasizes that discussions about the franchise remain engaging and relevant, especially considering the perception that many modern fans may not have played earlier games.

Game Setting and Protagonist

- Liberty City Stories is established as a prequel to GTA 3, set in 1998, where players control Tony Cypriani, a character previously seen in GTA 3.
- Tony returns to Liberty City after being in hiding due to a hit he executed, aiming to regain his status within the Leone crime family.
- The narrative includes Tony's journey to becoming a made man, which involves eliminating rival crime families and dealing with corrupt politicians.
- The mention of familiar characters and plot elements connects Liberty City Stories to the broader GTA narrative, establishing continuity within the franchise.

Game Mechanics and Map Design

- The game begins in Portland, with access to other islands restricted until certain missions are completed, mirroring the structure of GTA 3.
- The narrative explains the reason for this restriction as a strike by dock workers, which serves as a plot device to control player movement within the game world.
- The speaker reflects on the timelessness of Liberty City, praising its design and layout, which remains memorable and engaging despite technological advancements in gaming.
- The simplicity of earlier titles is highlighted as a positive aspect, contrasting with modern games that may overwhelm players with excessive mechanics.

Character and Mission Variety

- The game features a limited range of characters and missions, with many tasks revolving around driving and combat, which may lack innovation compared to earlier titles.
- The speaker notes the repetitive nature of missions, often involving the same few characters, which detracts from the overall experience.
- In contrast, previous games offered a diverse cast of characters, enhancing mission variety and engagement.
- While some missions introduce new characters and scenarios, they often fail to provide significant development or depth, leaving players wanting more.

Gameplay Mechanics and Updates

- Liberty City Stories introduces several gameplay mechanics from Vice City, including the ability to bail out of moving vehicles and a more aggressive police response.
- However, the game also lacks certain advancements, such as the ability to crouch while shooting and the presence of aircraft, which were features in GTA: San Andreas.
- The handling of vehicles is critiqued, with some cars feeling less responsive than in previous titles, impacting the overall driving experience.
- The speaker mentions the introduction of a lock-on aiming system, which improves targeting but still suffers from issues, such as locking onto unarmed civilians instead of armed enemies.

Mission Design and Difficulty

- Missions are described as lacking variation, often following a formulaic approach that involves driving to locations and engaging in combat.
- The speaker expresses frustration with certain missions that rely heavily on random elements, making them feel more like luck-based challenges rather than skill-based tasks.
- Some missions are noted for their difficulty due to unpredictable enemy behavior and environmental factors, which can lead to frustrating gameplay experiences.
- Overall, the mission design is criticized for not providing enough engaging content to keep players invested throughout the campaign.

Visual and Technical Aspects

- The game runs on a modified version of the Renderware engine, tailored for the PSP, but struggles with visual fidelity when ported to the PS2.
- Lighting issues are prevalent, with certain areas appearing poorly lit or overly bright, impacting the overall aesthetic quality of the game.
- The cinematics, while occasionally impressive, are inconsistent in quality, with some scenes lacking animation and depth.
- Despite its shortcomings, Liberty City Stories was commercially successful, selling over 8 million copies and becoming the highest-selling PSP game at its time.

Conclusion and Legacy

- The speaker concludes by acknowledging that while Liberty City Stories is not the strongest entry in the GTA series, it still holds a place in gaming history for its contributions to the franchise.
- The game is viewed as a reflection of its time, showcasing the evolution of Rockstar Games and their approach to storytelling and gameplay mechanics.
- Despite its flaws, the game's success indicates a lasting appeal among fans, with discussions about remasters and re-releases highlighting the community's desire for nostalgia and access to classic titles.
- Ultimately, Liberty City Stories serves as a reminder of the franchise's roots while paving the way for future developments in the Grand Theft Auto series.
 
Wish we got a collection with these two. Yeah, yeah, the existing collection absolutely sucked at launch but it's in a pretty decent state right now so why not, the remaining two games are also great.
 
Do the psp games use the exact same map from 3 and VC or were they different?
Same with minor differences due to being a few years earlier. Some buildings in 3/VC are under construction in the PSP games and other minor areas with construction that were completed in the original games.
 
Love the PSP games, they're not better per se than the originals but I'm more likely to play them again. And the playable Phil Collins concert in VCS is truly awesome.

Sad to me that they never competed the "Stories Trilogy". Not that they ever intended 3, it's just wishful thinking on my part, they went with the Chinatown game instead for DS and PSP. I just think the San Andreas sprawling map on a portable with a new campaign to use all that space would have been addicting.
 
I watched the whole video and I think he spent too much time talking about the game as a PS2 game and how it fits with the other PS2 games in the series. No mention of what a goddamn technical achievement the thing was on a handheld in 2005, more of a "well its a step back from Vice City" video. It's definitely a game of its time and place.
 
what year is it GIF
 
Absolutely love this game. As big of a GTA fan as you will find but does anyone else think 6 looks corny asf? They just don't have the same vibe anymore.

Maybe It's because I am older now but the new one just looks cringey asf.
 
I tossed a copy into the trash to make room in my disc binder. It is super dull and Michael Madsen's replacement sounds like a depressed dwarf. The soundtrack is worse than GTA III. Only mildly interesting thing is the snow state of Liberty City but that is exclusive to a late stage car salesman mission.


P.S. Can't believe I played a tailing mission centered around a prick with a diaper fetish.
 
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I love these games back then. My take on them is that Rockstar felt like "remastering" 3 and Vice City after all the stuff they learn while creating San Andreas.

I wish they'd make a DLC for the Definitive Edition and add these two and Chinatown Wars.
 
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