Grand Theft Auto: Vice City

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Grand Theft Auto: Vice City
Composer(s)
Lex Horton
SeriesGrand Theft Auto
EngineRenderWare
Platform(s)
PlayStation 2
Release
29 October 2002
  • PlayStation 2
    • NA: 29 October 2002
    • EU: 8 November 2002
  • Windows
    • NA: 13 May 2003
    • EU: 16 May 2003
  • Xbox
    • NA: 4 November 2003
    • EU: 2 January 2004
  • Mac OS X
  • 12 November 2010
  • iOS
  • 6 December 2012
  • Android
  • 12 December 2012
  • Fire OS
  • 15 May 2014
Single-player

Grand Theft Auto: Vice City is a 2002

drug deal
. While seeking out those responsible, Tommy gradually builds a criminal empire by seizing power from other criminal organisations in the city.

The game is played from a

Windows, and in November 2003 for the Xbox
.

Upon its release, Vice City received critical acclaim, with praise particularly directed at its music, gameplay, story, and open world design. However, the game also generated controversy over its depiction of violence and racial groups, sparking lawsuits and protests. Vice City became the best-selling video game of 2002 and has sold over 17.5 million copies. Considered one of the most significant titles of the sixth generation of video games and one of the greatest video games ever made, it won numerous year-end accolades including Game of the Year awards from several gaming publications.

Since its release, the game has received numerous ports to many gaming platforms. An enhanced version was released for mobile platforms in 2012 for the game's tenth anniversary, and a further enhanced version was released in 2021. Its successor, Grand Theft Auto: San Andreas, was released in October 2004, and a prequel, Grand Theft Auto: Vice City Stories, was released in October 2006.

Gameplay

Grand Theft Auto: Vice City is an action-adventure game played from a third-person perspective. The player controls criminal Tommy Vercetti and completes missions—linear scenarios with set objectives—to progress through the story. It is possible to have several missions available at a time, as some missions require the player to wait for further instructions or events. Outside of missions, the player can freely roam the game's open world and has the ability to complete optional side missions.[3] Composed of two main islands and several smaller areas, the world is much larger in area than earlier entries in the series.[b] The islands are unlocked for the player as the story progresses.[5]

Gameplay screenshot of the player character driving a motorcycle through a busy city street.
The player can ride motorcycles in Vice City, unlike its predecessor.

The player may run, jump, or drive vehicles to navigate the game's world. The player uses

firearms dealers, found on the ground, retrieved from dead enemies, or found around the city.[10]

In combat,

military swarm to lethally dispatch players).[8]

During the story, Tommy meets characters from various gangs. As the player completes missions for different gangs, fellow gang members will often defend the player, while rival gang members will recognise the player and subsequently shoot on sight. While free roaming the game world, the player may engage in activities such as a

taxi company, and several entertainment clubs. Each commercial property has a number of missions attached to it, such as eliminating competition or stealing equipment; once all missions are complete, the property begins to generate an ongoing income available for the player.[8]

Plot

In 1986, mobster Tommy Vercetti (voiced by Ray Liotta) is released from prison after serving a fifteen-year sentence for murder. His boss Sonny Forelli (Tom Sizemore), seeking to establish drug operations in the South, sends Tommy to Vice City to oversee an important drug deal alongside crooked lawyer Ken Rosenberg (William Fichtner). However, the deal is ambushed by unknown assailants, with Tommy and Ken barely escaping. Angered upon hearing the news, Sonny orders Tommy to recover the drugs, alongside the money Sonny gave to him, under threat of consequences. Seeking information, Ken points Tommy towards retired army colonel Juan Garcia Cortez (Robert Davi), who helped set up the exchange. Expressing regret for the ambush, Cortez promises to find out who masterminded it.

While investigating, Tommy meets with several people who offer him help: music director Kent Paul (Danny Dyer), who maintains connections with the city's criminal underworld; Lance Vance (Philip Michael Thomas), who aided in the deal and lost his brother in the ambush; Texan business tycoon Avery Carrington (Burt Reynolds), who in return enlists Tommy's help with several deals; and drug kingpin Ricardo Diaz (Luis Guzmán), who employs both Tommy and Lance. Eventually, Cortez begins voicing his suspicions that Diaz organised the ambush. Upon further investigation, Lance discovers this to be true and, against Tommy's advice, tries to kill Diaz, only to get himself captured. After Tommy saves Lance, the pair kills Diaz before he can retaliate.

With Diaz dead, Tommy takes over his assets and, at Avery's suggestion, works to expand his new criminal empire by forcing businesses to pay him protection money and buying out nearly bankrupt companies to use as fronts for illicit operations. At the same time, Tommy provides assistance to several prominent gang leaders in the hopes they will support his expansion, and helps Cortez flee the city with stolen military equipment. Eventually, Sonny discovers that Tommy has gained complete control over Vice City's drug trade without cutting the Forellis in. Enraged at his independence, Sonny sends mobsters to forcefully collect money from Tommy's businesses. In response, Tommy kills Sonny's men and cuts ties with him.

Later, learning Sonny is personally coming to Vice City to collect what he believes he is owed, Tommy prepares to pay him tribute with counterfeit money. However, Sonny reveals that he was responsible for Tommy's arrest fifteen years prior, and that Lance has betrayed Tommy and allied himself with the Forellis, having felt inadequate in Tommy's presence since his rise to power. A shootout ensues in Tommy's mansion, during which Tommy prevents the Forellis from stealing his money and kills Lance for his betrayal, before finally killing Sonny. When Ken arrives to a scene of carnage, Tommy quickly reassures him that everything is now fine, as he has finally established himself as the undisputed crime kingpin of Vice City.

Development

Benzies produced the game alongside Dan Houser, who also co-wrote the story. Sam Houser, president of Rockstar Games, executive-produced the game.

Rockstar Games Launcher in September 2019.[25]

Setting

The game is set in 1986 in fictional Vice City, which is based heavily on the city of Miami.[26] Vice City previously appeared in the original Grand Theft Auto (1997); the development team decided to reuse the location and incorporate ideas from within the studio and the fanbase.[27] They wanted to satirise a location that was not contemporary, unlike Grand Theft Auto III's Liberty City.[16] The team wanted to choose a location that had various similarities and differences to New York City—the inspiration of Liberty City—eventually leading them to Miami, which producer Leslie Benzies describes as "a party town, all sun and sea and sex, but with that same dark edge underneath".[18] Sam Houser called it "the grooviest era of crime because it didn't even feel like it was crime ... it was a totally topsy-turvy back-to-front period of time".[28] The team intended to make Vice City a "living, breathing city", for the player to feel like "life still goes on" while the character is inside a building.[29]

The game's look, particularly the clothing and vehicles, reflect its 1980s setting. Many themes are borrowed from the major films Scarface (1983) and Carlito's Way (1993),[26] the latter for its characterisation and portrayal of nuanced criminals. The television series Miami Vice (1984–89) was also a major influence and was regularly watched by the team throughout development.[30] Art director Aaron Garbut used the series as a reference point in creating neon lighting.[28] In recreating a 1980s setting, the team found it "relatively painless" due to the distinct culture of the time period and the team's familiarity of the era.[30] The art team was provided with large volumes of research, as well as reference photographs from other members of the development team. The team organised field research trips to Miami shortly after the development of Grand Theft Auto III, splitting into small teams and observing the streets.[30][31]

Story and characters

A 59-year-old man looking at the camera
Ray Liotta voiced protagonist Tommy Vercetti.[32]

The team spent time "solving [the] riddle" of a speaking protagonist, a notable departure from Grand Theft Auto III's silent protagonist Claude.[33] Ray Liotta portrayed protagonist Tommy Vercetti. Liotta described the role as challenging: "You're creating a character that's not there before ... It's so intensive". When recording the role, the team used blue screen in order to allow Liotta to visualise "how it's gonna move".[32] The team ensured that the player felt "real affinity" for Tommy, making the narrative a key development interest.[16] Dan Houser described Tommy as "strong and dangerous and prepared to wait for the right opportunity to arrive".[31] Director Navid Khonsari found Liotta occasionally difficult to work with.[34] "In some sessions he was ... into it, but then sometimes ... he was very dark and couldn't work", said Sam Houser.[35]

The majority of the game's animations were original, with only a few borrowed from Grand Theft Auto III. For the characters, the team used

Sonny Crockett and Ricardo Tubbs.[39]

Sound design and music production

The game features 8,000 lines of recorded dialogue, four times the amount in Grand Theft Auto III.[31] It contains over 90 minutes of cutscenes and nine hours of music,[31] with more than 113 songs and commercials.[40] The team was interested in the challenge of creating the game's soundtrack, particularly in contrast to Grand Theft Auto III's music, which Sam Houser described as "clearly satirical and its own thing".[17] In developing the radio stations, the team wanted to reinforce the game's setting by collating a variety of songs from the 1980s and therefore performed extensive research.[41] The radio stations were published by Epic Records in seven albums—known collectively as Grand Theft Auto: Vice City Official Soundtrack Box Set—alongside the game in October 2002.[42][43] Vice City contains about "three times as much" talk radio as Grand Theft Auto III. Producer and talk show host Lazlow Jones stated that the small percentage of station listeners that actually call in are "insane"; in Vice City, the team "bumped it up a notch", emphasising the extremity. Dan Houser felt that the talk stations give depth to the game world.[44]

Reception

Critical response

Grand Theft Auto: Vice City was released to critical acclaim. Metacritic calculated an average score of 95 out of 100, indicating "universal acclaim", based on 62 reviews. It is Metacritic's highest-rated PlayStation 2 game of 2002,[45] and the fifth-highest rated PlayStation 2 game overall, tied with a number of others.[c] Reviewers liked the game's sound and music,[3][8] open-ended gameplay,[46][48] and open world design,[5][47] though some criticism was directed at the controls and technical issues.[9][14] IGN's Douglass Perry declared it "one of the most impressive games of 2002",[48] and GameSpy's Raymond Padilla named the experience "deep, devilishly enjoyable, and unique".[47]

Reviewers generally considered the missions an improvement over Grand Theft Auto III, although some noted occasional awkwardness and frustration.

Claude;[3] IGN's Perry felt that Rockstar "found the right person and the right choice",[48] and Edge wrote that Tommy "sweats charisma", commending Ray Liotta's performance.[14]

An urban city centre, surrounded by trees with a blimp in the sky, at sunset.
Reviewers praised the design and detail of Vice City, noting it felt more alive than Grand Theft Auto III's Liberty City.[3][5][47]

The game's open world design was praised by reviewers, many of whom felt that it contained more detail and felt more alive than its predecessors.

Game Revolution's Ben Silverman wrote that the game's depth is "unparalleled", praising the world's realism and detail,[8] while AllGame's Marriott commended the "ambitious scope in design".[3]

Marriott of AllGame named Vice City an "unforgettable listening experience",[3] and Perry of IGN declared the music as "the most impressive list of songs in a game".[48] Many reviewers commended the game's radio stations and talk radio,[5][9] and felt that the game's collection of licensed 1980s music fit the tone and time period of the world.[8][47] The voice acting also received praise;[46] GameSpot's Jeff Gerstmann named the cast of characters "colorful and memorable",[9] and IGN's Perry found the voice acting "among one of the best of its kind".[48] Game Revolution's Silverman felt that the acting "gives the story credence".[8]

Many reviewers found that the game offers a better variety of vehicles than Grand Theft Auto III,[5][46][47] and found them easier to control;[8] GameSpot's Gerstmann named the driving "more exciting and dangerous",[9] and IGN's Perry found the motorcycle's controls pleasing.[48] In addition to the vehicle handling, reviewers noted improvements in the targeting and shooting mechanics, although still recognised issues.[3][8][9][48] Helgeson of Game Informer wrote that "targeting is improved to the point where combat can actually be fun".[46]

Some reviewers recognised an improved

artificial intelligence and long load times were frequently criticised in reviews,[5][9][14] and many reviewers noted the awkward camera angles and environment during gameplay.[3][14][46]

Windows version

When Vice City was released to Windows in May 2003, it received similar critical acclaim. Metacritic calculated an average score of 94 out of 100, indicating "universal acclaim", based on 30 reviews.[50] It was the highest-rated Windows game on Metacritic in 2003.[55] Reviewers liked the visual enhancements,[11][53] and were generally positive towards the control improvements.[51][52][54]

The port's visuals received a positive response from reviewers. AllGame's Mark Hoogland praised the improved car details, environment textures, and weather effects;[51] GameSpot's Greg Kasavin echoed similar remarks, noting occasional frame rate drops.[11] GameSpy's Sal Accardo commended the draw distance improvements, identifying very few texture issues.[53] IGN's Steve Butts found the port's system requirements to be reasonable, unlike Grand Theft Auto III, and praised the faster load times.[54] Eurogamer's Martin Taylor was critical of the visuals, stating that the higher resolutions "aren't kind to the overall visual quality", and criticising the hardware requirements.[52]

The control changes of the port were generally well received. Most reviewers found the targeting and shooting mechanics to be improved with mouse and keyboard controls;[11][54] Eurogamer's Taylor called them "far more fluid",[52] and GameSpy's Accardo wrote "there's simply no substitute for aiming with a mouse".[53] However, the driving control changes were widely criticised;[5] IGN's Butts called it "crap".[54] AllGame's Hoogland found the controls to be "more forgiving" over time.[51]

Mobile version

When Vice City was released on mobile devices in December 2012,[63][64] it received "generally favorable" reviews. Metacritic calculated an average score of 80 out of 100, based on 19 reviews.[56] Reviewers liked the enhanced visuals,[2][57] but criticism was directed at the touchscreen controls.[60][58]

The port's visuals were well received.

NowGamer found that the mobile display improves the visual enjoyment of the game, despite the issues with the original game.[61] Tom Hoggins of The Telegraph identified some issues with character models, but stated "the city looks terrific".[62]

Most reviewers criticised the port's touchscreen controls. Pocket Gamer's Mark Brown found them "not ideal", but noted that this was also the case in the original game,[58] while Digital Spy's Scott Nichols felt that the game "only complicated [the controls] further".[60] IGN's Davis was thankful for the addition of customisable controls, and wrote that they "make the experience much more controllable",[2] and Touch Arcade's Ford greatly appreciated the developer's efforts to "make the situation bearable".[59] Destructoid's Carter spoke favourably of the controls, despite noting awkward character movement,[57] while The Telegraph's Hoggins found the controls "far more accomplished" than Grand Theft Auto III's mobile port.[62]

Accolades

Grand Theft Auto: Vice City received multiple nominations and awards from gaming publications. It was nominated for six awards at the 6th Annual Interactive Achievement Awards,[65] of which it won Console Action/Adventure Game of the Year;[66] it was nominated for Computer Action/Adventure Game of the Year the following year.[65] It led the 1st British Academy Games Awards with eight nominations and six awards, including PlayStation 2 Game,[67] PC Game,[68] Action Game,[69] Design,[70] and Sound.[71] It was similarly named the Best PlayStation 2 game at the Golden Joystick Awards[72] and from Entertainment Weekly,[73] IGN,[74] and GameSpot,[75] and was awarded the prestigious Ultimate Game of the Year at the Golden Joystick Awards.[76] GameSpot awarded it Best Action/Adventure Game,[77] Best Music,[78] and Best Graphics (Technical and Artistic).[79][80] IGN awarded it Best Action/Adventure Game,[81] and it was the runner-up for Reader's Choice Overall Game of the Year.[82]

Sales

Within 24 hours of its release, Grand Theft Auto: Vice City sold over 500,000 copies.[83] Within two days of its release, Grand Theft Auto: Vice City sold 1.4 million copies, making it the fastest-selling game in history at the time.[84] It was the highest-selling game of 2002 in the United States;[85] by 2004, the game had sold 5.97 million units,[86] and by December 2007 it had sold 8.20 million.[87] By July 2006, it had sold 7 million copies and earned $300 million in the United States alone. Next Generation ranked it as the highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in that country, beating Grand Theft Auto III and Grand Theft Auto: San Andreas.[88] In February 2005, it was re-released as part of PlayStation's Greatest Hits selection, indicating high sales.[89] In Japan, Vice City sold about 223,000 copies in its first week and over 410,000 by January 2008.[90] The game earned a "Diamond" award in the United Kingdom, indicating over one million sales.[91] By March 2008, the game had sold 17.5 million units worldwide, making it one of the best-selling PlayStation 2 games.[92]

Controversies

Similar to its predecessors, Vice City generated several controversies. It has been labelled as violent and explicit and is considered highly controversial by many

special interest groups.[93][94][95][96] Peter Hartlaub of SFGate noted the game's "mindless violence", but simply attributed it to the developers' attempt to achieve accuracy.[97] Jeremy Pope, who worked on various Rockstar games including Vice City, vowed never to work on violent games again due to their portrayal in mainstream media.[98] In Australia, the game was pre-edited to receive an MA15+ classification;[99] an uncensored version was released in the region in 2010, retaining its classification.[100]

The game allows the player to fight immigrant gangs made up of Haitians (pictured) and Cubans, and missions involve fighting both gangs. Civil rights organisations accused the game of inviting ethnic violence, and of featuring discriminatory phrases.

In November 2003, the Haitian Centers Council and Haitian Americans for Human Rights staged a protest in New York publicly criticising the game, contending that it invited the player to harm Haitian immigrants and claiming that it depicted Haitians as "thugs, thieves and drug dealers".

Haitian-American council filed an ordinance to ban the selling or renting of violent games to anyone under 18 without parental permission. The proposal, apparently sparked by Vice City, was supported by North Miami mayor Josaphat Celestin, who stated "We don't believe the First Amendment was written to protect those who want to incite violence".[104] The case was later downgraded from federal court to state court.[105]

On 7 June 2003, 18-year-old

Wal-Mart, claiming that Moore frequently played Vice City and that his experience with the game led him to commit the crimes. The plaintiffs' attorney, Jack Thompson, claimed the graphic nature of the game caused Moore to commit the murders.[107] Thompson removed himself from the case Strickland v. Sony in November 2005[108] after being scrutinised by the judge for unprofessional conduct.[109] In March 2006, the Supreme Court rejected an appeal by the defendants to dismiss the case.[110]

In September 2006, Thompson brought another $600 million lawsuit against Cody Posey, Rockstar Games, Take-Two Interactive, and Sony Computer Entertainment.[111][112] The lawsuit claimed that 14-year-old Posey played the game obsessively before murdering his father, stepmother, and stepsister on a ranch in Hondo, New Mexico.[113] Posey's defence team argued that he was abused by his father[114] and was taking Zoloft at the time of the killings.[115] The suit alleged that the murders would not have taken place if Posey had not obsessively played Vice City.[116] The case was dismissed in December 2007, as New Mexico held no jurisdiction over Sony or Take-Two.[117]

In July 2017, the Psychic Readers Network (PRN) sued Rockstar over the character named Auntie Poulet, alleging similarities between the character and

settle out of court, but that it was unlikely to do either initially.[119]

Legacy

Mike Snider of

Official UK PlayStation Magazine named Vice City the fourth-greatest PlayStation title ever released.[123] In 2006 Vice City appeared on Japanese magazine Famitsu's readers' list of top 100 games; it was one of the only Western titles on the list.[124] Art director Aaron Garbut felt that, alongside its predecessor Grand Theft Auto III and successor San Andreas, Vice City led the trend of open world games.[30] A new rendition of Vice City is set to return in Grand Theft Auto VI (2025).[125]

Ports

Grand Theft Auto: Vice City was released for Windows on 13 May 2003 in North America and 16 May in Europe,

PS2 Classics;[138] another emulated version was released for the PlayStation 4 on 5 December 2015, upscaled to 1080p and with support for PlayStation Trophies.[139]

A

Xbox Series X/S on 11 November 2021,[140] and for Android and iOS on 14 December 2023.[141] Existing versions of the game were removed from digital retailers in preparation for The Definitive Edition,[140] but later restored as a bundle on the Rockstar Store.[142]

A core team of six fans

DMCA takedown for the project in February 2021.[145] In April, Theo, a New Zealand-based developer who maintained a fork of the source code, filed a counter-notice on GitHub, claiming that the code does not contain any original work owned by Take-Two; per DMCA rules regarding disputes, Theo's content was restored after two weeks.[146] On 10 June 2021, the team behind reVC filed a counter-notice; per DMCA rules regarding disputes, the source code was restored after two weeks.[147] In September 2021, Take-Two filed a lawsuit in California against the programmers, asserting that the projects constitute copyright infringement.[148]

Notes

  1. ^ Art director Aaron Garbut stated that the area of Vice City is almost twice as large as Grand Theft Auto III's Liberty City, estimating it at over 4.25 square kilometres (1.64 sq mi).[4]
  2. ^ Grand Theft Auto: Vice City shares its status as the fifth-highest rated PlayStation 2 game on Metacritic with Grand Theft Auto: San Andreas, Gran Turismo 3: A-Spec and Madden NFL 2003. The PlayStation 2 games that are rated higher than Vice City are Tony Hawk's Pro Skater 3, Grand Theft Auto III, Resident Evil 4 and Metal Gear Solid 2: Sons of Liberty.[49]

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Sources

External links