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What was missed in San Andreas?

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  • Stoney0503

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Posted 23 August 2015 - 02:14 PM

Get rid of that f*cking feature where you have to eat.


Also a Prison would be nice, maybe if you got busted on 3-6 stars you would be sent there.

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  • B Dawg

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Posted 23 August 2015 - 02:25 PM

Get rid of that f*cking feature where you have to eat.


  • Osho

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Posted 23 August 2015 - 04:10 PM

Since past so many years, every time I read the complains about eating in SA, I can't stress enough how much it is blown out of proportion.
Here's how the eating works in SA ( source )
"CJ must refrain from eating for 48 game hours, at which time he will begin to lose fat at a rate of 2.5% per hour. After an additional 26 hours, he will lose Muscle at a rate of 2.5% per hour. After his Fat statistic has been completely depleted, he will lose all health!

TOTAL TIME: 74 real time minutes before CJ can start losing health!

In my experience of SA, I usually have to eat, at least, twice, and even more, within this time frame due to the health depletion caused outside the diet issues, i.e., during the whole action happening through gameplay! SA is huge and there are so many things to do that, I, as a player, have to make sure that my health is full, or the health meter is good enough, in order to survive many challenges, and tasks, that very rarely CJ ever received in game message warning him about eating.
For the most part, I don't even feel like I have to eat due to the diet system intriduced by the game rather than because CJ ending up with low health when it was depleted during open world action, gun fights, cop chases, and a number of reasons outside the in game mechanic.
Simple as that! So, I don't think the eating really even bothered me to even get annoyed.
For the topic, I think SA was also lacking a better rate of spawning system for cops. At higher levels, they ssmpaen at an absolutely insane rate.

  • A8ul99

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Posted 23 August 2015 - 05:11 PM

Skateboard (So,what's the main function of Skate Park?)

  • Spadge

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Posted 23 August 2015 - 05:23 PM Edited by Spadge007, 23 August 2015 - 05:26 PM.

The game's ending should have been with more Showdown gangbang missions with proper cutscenes etc, and less repetitive gang attacks. The climax at the end felt a bit forced.


All I have to complain about.  Even though the ending was amazing, it should have been build up slower with more pressure errupting at the end.

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  • Midnight Hitman

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Posted 23 August 2015 - 09:15 PM

Also a Prison would be nice, maybe if you got busted on 3-6 stars you would be sent there.

Specially with Sweet being on jail, San Fierro is missing an Alcatraz rendition.

  • j7n


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Posted 23 August 2015 - 10:38 PM Edited by j7n, 23 August 2015 - 10:47 PM.

I'm talking about the one that gives you directions. oh, yes, kinda like a real-life GPS?
turn left at Sevlle Boulevard, after 100 meters head northwest....

That was too advanced for a 2004 game even though SA was cutting edge for it's time.

Some kind of a GPS wouldn't be too advanced for a 2004 game. Need for Speed Underground 2 had one in the form of a virtual arrow. I don't expect for the GPS to be any good though, with "weights" for the usefulness/penalty of every section of road, one that preferred straight roads, etc. All the GPSs I've seen in video games (NFS and Euro Truck), tend to send the player on a zig-zag route. I don't suppose the GPS could tell us to around Angel Pine rather than through it, or to exit in the "private" highway exit with the broken wall near CJ's home. It can't be a substitute for learning the map.

instead, they should have made a good version for PC, but NO, Sony pays them a heap of money, and they release their games for PS2/3 First.

GTA would have been better if it "felt" like a native PC Windows software, with controls taking full advantage of the keyboard, laid out logically, rather than being combined to what obviously seems a small gamepad (for example the keys for controlling aircraft, cranes or for playing casino games have weird assignments), if the saved states preserved more of the world, cars, pickups, bodies, more markers on the map, maybe if the physics weren't tied to a framerate, that cannot be ensured on a PC. Again, NFSU2 did it well. If the system had a hiccup, the game would only allow cars to move as much as they should in the timeframe of one rendered frame, kinda slowmotioning the action. Slow PC never resulted in collisions, damage or pileups. (I recall earlier NFS were more like GTA in this aspect.)

Which platform gets the first release in itself is not that important to me given that the games get played for a decade or more afterwards, and that a year or two is needed for the decent gaming hardware to catch up and become affordable. Maybe a later release could even see fixes and improvements, which is the best outcome. (I don't know the PS2 version to compare myself.)

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