Grand Theft Auto: The Trilogy is a remaster. Not a remake – introducing a number of improvements, changes, improvements and modifications – but a remaster – which is essentially the same game as before, but with better graphics. This is an important distinction, which some of the evaluators seem to forget – but I approached the title with simple expectations. I just wanted to visit Liberty City, Los Santos and Vice City with nicer textures, animations and maybe slightly polished controls gta san andreas gratuit .
This would be enough to make me happy, because from the gameplay and content perspective – all GTA versions from 20 years ago are still defending themselves as much as possible. I saw it emphatically on my own during the time spent with each part of the remaster. Regardless of whether we play the role of Claude, CJ or Tommy – an unusual atmosphere, interesting missions and a number of activities await us, where you can spend not days but weeks. GTA: The Trilogy is perfect proof of how Rockstar was ahead of its era in these matters. And that is why I regret what we finally got. But let’s start with what’s good.
If someone says that “the graphic style is not faithful to the original,” he must have forgotten what the original versions emphasized. GTA III and its sequels were a parody of reality, exaggerated, strongly cartoonish, which deliberately opted for such and no other colors. And the remasters are exactly the same – dot to dot, but with much “smoother” textures and slightly changed character models. In many cases – especially in GTA III and GTA Vice City – new, improved versions of the heroes and NPCs make sense.
They are not outstanding, and there are also monstrous slip-ups, but they reflect the style that was aimed at two decades ago. On the other side of the Pole, however, we have San Andreas, where CJ and the rest were slaughtered. I have no idea what happened there, but for some reason … bust physics was introduced for the soft-cheeked ladies in Los Santos – while completely omitting the essentials in the game. Looking at the next heroes, I laughed each time – which, combined with the often falling apart physics during combat or driving, gave tragic results.
However, while you can actually stick to the character models as such – to a greater or lesser extent in all remasters – I have no major complaints about how the cities themselves look. Switching to Unreal Engine 4 allowed for the creation of much better looking greenery, cars or even buildings. It all comes with a much better lighting system (REALLY does the job in places) and different lighting effects. Sounds good, right? Unfortunately, everything goes to the head when we stop looking at static pictures and the game starts to “move”.
I will not stick to the driving model or the movement of the characters – it’s just the same as 20 years ago, with all the consequences. When switching the game to a completely new graphics engine, the developers apparently forgot about a certain, quite important detail – the fact that there is such a thing as a collision of objects. What is going on in this matter in GTA: The Trilogy is one of the biggest embarrassments in the history of “big” gamedev. In fact, 80 percent. bugs we come across in the game are related to the embarrassing level of object collisions.
Sure, a car will collide with a car, but scenes in which characters pass through cars, street elements collapse into the ground and weapons levitate – this is common practice in remasters. There is so much of it, especially in San Andreas and Vice City, that when I initially started counting visual errors – I hit the three-digit result within the first hour. If it were a game created by one person – I would probably nod my head in understanding.
But the remasters were worked on by a team under the aegis of Rockstar – one of the best developers in history! Such things should not happen … and although Rockstar has already issued an apology and promised corrections, I have an overwhelming impression that the stewards were well aware of the technical condition of production. And they pushed it to the market anyway, to make it before the holiday season.