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[SA] Storyline / Mission Logic


MISSINGSTRING
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Another dumb thing is on a mission, when you go to the roof in the mission Photo Opportunity, CJ and Cesar are screaming when taking the photos, Ryder, Toreno, T bone and jizzy don't even notice, even tho they're right in front of them lol.

I'm pretty sure this is because the mission was originally going to feature a helicopter, but the devs just got lazy and never re-recorded the lines.

 

OT:

Let's start with some obvious ones. Having to use RC vehicles in Zero's missions instead of doing them on foot. Tenpenny using Pendelbury's death to frame CJ when he kills plenty of cops. Having to fly a plane in N.O.E when you could use a car to completely avoid radar.

 

Not really story logic, but more like game logic: destroying the plane prematurely in Freefall will fail the mission even though that's the whole point.

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So i came up with the idea of creating a topic to discuss some of GTA SA dumb logic in the game story or missions, you know, sometimes things don't make sense.

 

For example, when the grove gets betrayed by Smoke and Ryder, CJ only tells Sweet about Smoke, he doesn't even mention Ryder.

 

Another dumb thing is on a mission, when you go to the roof in the mission Photo Opportunity, CJ and Cesar are screaming when taking the photos, Ryder, Toreno, T bone and jizzy don't even notice, even tho they're right in front of them lol.

 

If you know more dumb logic about story or during missions, share it here :^).

I think the reason that CJ doesn't mention Ryder when telling Sweet about the betrayal is that originally Ryder wasn't meant to be one of the betrayers. I read somewhere that there was an unused character in the game files who was meant to be the betrayer together with Smoke. Afterwards R* didn't make adjustments to the cut scenes anymore and therefor Ryder is never mentioned when CJ tells Sweet. Correct me if I'm wrong but I think this is a very plausible theory.

Edited by Dooqx
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Final quarry mission. The bike and fu##g dead meat sliding down from truck. FAIL WHOLE MISSION.

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1. Quarry using "magnetic" crane.

Should have been a "Claw". Then the nonsense of tapping something or Braking suddenly makes the sticky cargo bed become greased.

 

2. Worst is Losing the Train when getting too far ahead in "Other side of the Tracks", How can a train disappear (get lost) when there are no turnoffs.

 

3. Finding the superior weapons, only to have the impacts downgraded because the mission would be too easy.

 

4. I was driving a Bus, went to run over a group of four Ballas, The bus knocked down one, then like a whale breaching it popped over the bridge rail and crashed below.

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MISSINGSTRING

Another one is, when you fall from really high height with max health possible, you can survive, but if you fall from the same (or much less) height with parachute equipped, you die.

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Having to use Cesar's slow ass car to drive to Angel Pine, even though "but maybe we're too late"

Edited by Fooking
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AzelfandQuilava

The f*ck were the writers thinking when they came up with Deconstruction? It's such an overly brutal mission.

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The f*ck were the writers thinking when they came up with Deconstruction? It's such an overly brutal mission.

Maybe it's a deconstruction of the cruel and unusual punishment trope.

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I have replayed the whole game countless times but SA storyline is just pathetic to me.

 

Makes absolutely no sense, the GTA with the most missions forcing you to do all kind of risky sh*t, travel from place to place just because one dumb f*ck cop threatens you to expose you if you don't do what you're told.

 

This game could've been easily ended at The Green Sabre mission, CJ could've just simply get out of the car and kill all those pricks by one shot.

 

He's able to take over a whole city by his own, steal a multi-millionare and overprotected project from the goddamned military, take down a whole drug cartel but unable to kill a few cops, a fat drug baron and a messed up shermhead?

 

And don't come with the "no pal cj had to go these places otherwise he wouldn't have lived a better life - cj would have stayed at the ghetto then - how would cj manage to meet all these persons?"

 

With CJ's potential he could've turned into a superstar, a bussinessman whatever you wanna call it anytime during the storyline, even right after his mom died.

 

Nah... Not my sh*t tbh.

 

 

This is my opinion, don't rush me, SA is my first ever GTA and the one I most replayed but things never made sense to me.

 

 

As for previous/later games like III/VC and/or LCS/VCS, those storylines, some people claim that they were kinda of boring at some point but these ones had a logical and concrete focus excepting SA. You know what was your goal, you could feel the protagonist's skin and you had several elements (like empire building) to help you orient yourself.

 

 

Just a reminder: This is my opinion. I know that the fact that there's a lot more freedom in SA than any other 3d GTA made the game very amusing for people and made them idolize it but this is only to discuss storyline, right? So don't get me wrong.

 

Edited by SMACKED!
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Ghost Pulaski

The fact that the mission will fail if you kill Ryder during Photo Opportunity, even though he's your enemy at this point of the game.

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Lemoyne outlaw

why is cj so scared of catalina? i mean he was breaking down crying not to shoot him. yet he is armed to the teeth and is supposed to be a gangster that aint scared of nothing. i thought that was cjs weak point. also why do we have to do all those missions for og loc? he claims he is a badass gangster yet makes cj do everything. and even more cj ends up betraying him just to make mad dogg like him. even though it was cj that did it. even though i did not like og locs missions i thought he was a funny character. like manny from gta 4 everybody hates them but i like them. ironically cj ended up similar to smoke. betrayed his homie that he knew for a long time. just so he could have fame and money with mad dogg.

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From older game plays, I don't spend that much time bothering about a serious Story. I have real books for that.

 

A game story, is just something to loosely tie things together.

I find the more serious the Story, the more it gets in the way of game Play.

I lived life, and I don't need a Video Game to make more drama.

I like the light hearted, silly, improbable, and inane GTA San Andreas missions.

 

Really who should care the WHY Brian, & Mums got offed. For the story they are dead and that is enough.

So Lance gets put down by Carl, really Gang Hoods don't like to be Dissed. They think they have a face to save or entitled to "revenge". It is a Game, something to occupy the player for 40 hours. That this game is replayable (unlike IV & V) is a plus that some don't seem to appreciate.

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AzelfandQuilava

That this game is replayable (unlike IV & V) is a plus that some don't seem to appreciate.

 

Gotta be honest, anything's more replayable than GTA V.

 

That said, SMACKED is bang on right. The story's such a poorly written mess.

 

First time I played through this game I genuinely forgot about Big Smoke by the time I was at Las Venturas because the whole Grove Street plotline gets thrown to the side for 80% of the game. One thing that's never made sense to me is Tenpenny. How did this blue-wearing prick end up as such a massive hindrance compared to every other Cop character in GTA history? CJ could have easily capped both him and Polaski and be done with it. And don't give me the "killing them would put a crap tonne of heat on him" excuse because literally everything else that happens in the game surpasses their half-assed attempt of framing him as Officer Pendlebury's killer in terms of making CJ a wanted man.

 

It's so jarring that the best plot in a main series GTA game came right after San Andreas with GTA IV. R*'s writers must have gotten a serious wakeup call after San Andreas.

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Fluxion Cavalier

"Dumb logic"? The game is loaded with it. Here are some examples of this:

-The mission "Freefall". Is there really anything else to say about this?

-Peds insist on fighting you with their fists even though you're pointing an M16 at their face. Of course, this only happens when you provoke them into fighting you, but still, it's dumb.

-The mission "Black Project". You're a street hood, breaking into a heavily guarded government military facility to steal a jetpack for a drug addicted hippie. Curiously, outside of missions, the facility is unguarded, though you receive a 5 star wanted level if you go in there at any other time during the game. "Robbing Uncle Sam" and "Vertical Bird" follow the same logic.

-Learning to fly a plane, simply by playing a flight simulator.

-Apparently "learning to drive" by taking a driving lesson program, mid way through the game. And I've been doing what all this time? Seriously.

-Gangs with rocket launchers. The only standing example of this is "Los Desperados", where the Aztecas fire at the Vagos with an RPG.

-It's really easy to break into people's houses. Just walk through the front door.

-You hear an "air blowing" background noise whenever you're inside an interior.

-You receive a 5 star wanted level for venturing into the areas of the map you haven't unlocked yet.

-Running over peds at high speeds causes them to rise up really fast, and drop.

-Breakables (chain link fences, toll gates) disintegrate if you run into them.

 

Oh, and this is my favorite one:

-You kill the enemies that the game tells you to, but at the same time, it punishes you for doing so, by giving you a wanted level. "But the game told me to kill those Ballas!"

 

...to name a few. There are more of these, however.

 

Nonetheless, the game is fun, and it's obvious that Rockstar wasn't going for a completely realistic storyline.

Edited by Fluxion Cavalier
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  • 9 months later...
GTA Plus Enjoyer

Merged with existing Storyline Logic thread.

 

 

In the mission "Pier 69", Ryder arrives there in a Picador with a Balla.

 

After you kill him and most likely the Balla that was with him, his house remains unoccupied according to the GTA Wiki.

Still though, his brown Picador still spawns there!

So, how did his Picador manage to get from SF all the way to Los Santos, next to his house? Who drove it there?

 

Same thing with the Sweet's Greenwood. It always appears there, even if Sweet is in prison. Still though, the last time we saw him before prison was the Mulholland parking lot, with the Greenwood. After he was shot, CJ transported, etc., his Greenwood will spawn in Grove Street. Wouldn't it make more sense if it was impounded? (CJ does ask Sweet why did he buy the same old car near the ending of the game).

 

 

When you plant those bombs in the dam (for the casino robbery), none of the guards didn't notice ONE satchel charge? Those things were huge, and no one noticed... especially after they saw CJ inside, wouldn't they check if everything was alright inside?

Edited by Domac
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Carl's baggage left in the taxi, why did he not go to the Taxi's Lost & Found, for that matter, where is the Taxi compound?

 

Big Smoke: Why was he spooking around the Johnson house when everybody was at the bone yar?

 

Why was there no automobiles at the Bone Yard, other than when Big Smoke arrived?

Edited by lil weasel
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CJ can pretty much grab any vehicle that spawns near a safehouse (e.g. Greenwood, Buffalo, Sanchez, Hydra, Rustler, etc.), drive/fly it, crash it and make it go up in flames, go to the hospital, return to the safehouse and the vehicle that you managed to destroy is sitting there untouched. So using what I said, we can see that even if you blew up Sweet's car and pushed it into the ocean, it would still be sitting outside his driveway.

 

Also, Sweet isn't the only one that has a Greenwood. The Greenwood is one of GSF's most common vehicles so it was probably someone else's Greenwood.

 

I think we can just blame Ryder for smoking too much as he probably got so high, he drove all the way to SF in a pickup.

 

Edit: This topic got merged so just so you know, I was answering to Domac

Edited by DirtCheap
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Spider-Vice

Merged with existing Storyline Logic thread.

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SmokesWithCigs

I have replayed the whole game countless times but SA storyline is just pathetic to me.

 

Makes absolutely no sense, the GTA with the most missions forcing you to do all kind of risky sh*t, travel from place to place just because one dumb f*ck cop threatens you to expose you if you don't do what you're told.

 

This game could've been easily ended at The Green Sabre mission, CJ could've just simply get out of the car and kill all those pricks by one shot.

 

He's able to take over a whole city by his own, steal a multi-millionare and overprotected project from the goddamned military, take down a whole drug cartel but unable to kill a few cops, a fat drug baron and a messed up shermhead?

 

And don't come with the "no pal cj had to go these places otherwise he wouldn't have lived a better life - cj would have stayed at the ghetto then - how would cj manage to meet all these persons?"

 

With CJ's potential he could've turned into a superstar, a bussinessman whatever you wanna call it anytime during the storyline, even right after his mom died.

 

Nah... Not my sh*t tbh.

 

 

This is my opinion, don't rush me, SA is my first ever GTA and the one I most replayed but things never made sense to me.

 

 

As for previous/later games like III/VC and/or LCS/VCS, those storylines, some people claim that they were kinda of boring at some point but these ones had a logical and concrete focus excepting SA. You know what was your goal, you could feel the protagonist's skin and you had several elements (like empire building) to help you orient yourself.

 

 

Just a reminder: This is my opinion. I know that the fact that there's a lot more freedom in SA than any other 3d GTA made the game very amusing for people and made them idolize it but this is only to discuss storyline, right? So don't get me wrong.

 

For starters tenpenny was more than merely exposimg cj. He threatened cj with potentially framimg him for the murder of a police officer which is a serious charge that could bring a possible death penalty. It wouldve been tenpenny's word against his. Tennenny had his hooks in him so carl had no choice but to work for him. As for the green sabre revelation, Maybe he wouldve shot them but he instead chose to warn his brother.it was in that moment cj realized that sweet and his Crew was walking into a trap. He then rushes to his brothers aid and after the shootout both are busted by the cops. Carl winds up kidnapped by tenpenny with a black hood over his head and is given another ultimatum involving his brothers well being and that's how Carl winds up in the country side.

Admit it if all 100 missions were based in los Santos and solely involved gang warfare between ballad and vagos it would've gotten stale before the third act. Even the free roam portion is full of gang warfare without territory take overs. Cj's exile made the game even better and because of it we have an adventure on a grand scale with 3 sprawling cities interstate highways a mountainous countryside environment, a desert, small towns , a huge selection of vehicles, a variety of enemies ranging from hicks Asian gangs ,the mob etc.

why so serious? Its just a video game. So what if the picador spawn after Ryder gets killed? Maybe it was something in the code they couldn't avoid or something the programmers overlooked.it doesn't ruin the game for me. Its a game not an oliver stone movie. Every minute detail doesn't have to make sense, relax.

Edited by SmokesWithCigs
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GTA Plus Enjoyer

Big Smoke: Why was he spooking around the Johnson house when everybody was at the bone yar?

Probably because he was planning on murdering Sweet after the funeral, notice how he was shocked to see CJ show up instead though. (which is funny how much of a bad luck Smoke had)

 

Also, not just in SA, but every GTA:

Every protagonist and good guy's health in a cutscene is 1. Like, they take 100 assault rifle bullets to the chest, head, legs, etc, but they are scared to take one pistol bullet in a cutscene all of the sudden? (e.g. Tenpenny aiming his shotgun at CJ in the final mission) However, when you shoot the bad guy, he survives!

 

 

 

Also, don't get me wrong, I don't hate the game. The storyline is still epic no matter the logic. For the time it was made (2004) it was impressive; GTA:SA was way ahead of its time.

Edited by Domac
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