Many say size doesn't matter, in the video game world this is most certainly wrong, but what happens if things perhaps get a little too big? Is that even possible?
Following on from the huge success of GTA3 and GTA:Vice City came GTA:San Andreas in 2004 to the PS2 (the game was ported the xbox and PC the following year). Yet again the game found you playing a whole new character in a whole new environment though much like the previous games in the series there was common links. This time you played CJ a guy who had gotten out of the small time crime in the streets of Los Santos and moved away, he had come home so to speak after learning of his mothers murder and the break down of the Grove Street gang that he was formerly a member of.
The player then takes control of CJ through the course of the game with an open world layout allowing you to go with in the unlocked section of the world whenever you wanted, stealing the cars of the pedestrians, or just generally getting into fights with people. Though the games story was based around the missions given out by various characters there was never any need to rush through them and you could feel free to play about in the playground that was Los Santos. The controls were slightly improved on the previous games giving more complete feeling to the gun combat though it was only a minor tweaking and not a complete over haul so everyone who had played the the previous games we're familiar with them.
After the player had complete the missions available on Los Santos things generally became bigger and better as the game transitions from a somewhat ghetto theme of minorities in the poorer areas of San Andreas. Though it's as people explorer the vast depth of the second part of the game, a hilly mountainous area with a farm and little communities inter linked by little roads that game really amazes you in depth. Though still up to now the games difficulty hasn't stepped up, instead the designers have given you the ability to wonder and behold their beautiful creation, the size and complexity of which just hadn't been seen on the PS2 before. Again as you progress you unlock a heavily industrialised part of the game with a building site, a dock and a vast array of different forms of grey. San Fierro as it was called was really the middle section of the game, quite large and also very fun though far from the most fun to play around in, it's one where most of the characters seemed to be at their best for the cut scenes.
The game
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