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What is the main problem in Vice City?


Palacios007

Problems and issues  

128 members have voted

  1. 1. what the main problem is

    • The way we control Tommy
      32
    • Graphics and sound effects
      9
    • The lack of good characters
      1
    • The size of the map (too short or too big)
      80
    • History and drama (too bad or not good enough)
      6


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On 7/15/2020 at 6:11 AM, TheCrazyMercenary said:

 

It isnt, its the vehicles that make us feel its small. There's so much wasted space in the map, such a shame.

No it is. Try getting anywhere on foot with unlimited stamina, you'll get there no more than 3 minutes max.

Edited by KingAJ032304
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TheCrazyMercenary
12 hours ago, KingAJ032304 said:

No it is. Try getting anywhere on foot with unlimited stamina, you'll get there no more the 2 minutes max.

tommy sprints fast as hell, what makes you think you wont get there 2 minutes max?

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1 hour ago, TheCrazyMercenary said:

tommy sprints fast as hell, what makes you think you wont get there 2 minutes max?

Tommy is a god when it comes to running, i love how fast he runs

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5 hours ago, TheCrazyMercenary said:

tommy sprints fast as hell, what makes you think you wont get there 2 minutes max?

No I'm saying your practically guaranteed.

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My real issue when it comes to Vice City would be the fact that the map is full of land in both the West and East Island that could've been developed further into something much more "interesting", both aesthetical and practical in a sense. Also, Vice City should have some kind of MRT line, just like its real-life counterpart.

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60017 Silver Fox

The lack of swimming is the only thing I can say would be a main problem to me due to how much water there is and how easy it is to fall into it. I've died a few times on past plays because of badly timed ramp jumps, the character walking into the water and not onto the boat, accidental knockbacks ect.

Even a small stamina bar to give Tommy a chance to atleast try and doggy paddle to the nearest bit of land before the health depletion started would have been a godsend for me.

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  • 2 weeks later...

A friend of mine and I were talking about this a few days ago; Vice City really missed the chance to make the North Point Mall a neon hell. All we got was a wide often vacant mall with a pitch black roof. It should've been something like this!

 

e264fc55291e3d18086c3fb3d763a2a8.jpg

tumblr_nfcuhfTvoV1qali1no1_500.jpg

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  • 4 weeks later...

What bothers me the most is the water being a health hazard, though I agree with anyone who says that a lot of space in Vice City was wasted; it could've been fuller. But the water is truly my only problem.

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TheCrazyMercenary
On 9/5/2020 at 9:33 PM, gluserty said:

What bothers me the most is the water being a health hazard, though I agree with anyone who says that a lot of space in Vice City was wasted; it could've been fuller. But the water is truly my only problem.

True.. but I think boats saved us this time, the boats were somewhat useful this time.

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Ha ha TheCrazyMercenary, the first time I played the mission 'The Colonel's Coke' for Vice City Stories, our helicopter went down by the rocks where the lockup is, and by some miracle I was able to shoot the remaining rival boats. Now, in the first Vice City game, that would've been an instant fail.

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As much as I love and cherish VC, I've had this underlying feeling for a while that something's off about it compared to other games. SA is still by far the most unique of the PS2 titles as far as mechanics go, and VC shares a lot of those with III, but I guess there's just a few awkward design choices here and there. This is what I have in mind, having engaged in some deeper thought:

 

- Tommy's comically fast running speed, probably making him the only protag to actually be able to outrun traffic.

- A very small map with very few districts compared to other cities. The biggest empty spaces (beach, airport) feel largely like filler to increase its apparent size.

- Also a very flat map with minimal elevation changes all throughout. I actually think some of the small bridges could be the steepest climbs you'll ever make in VC, short of unique jumps. I wonder if they compensated for the flatness by making some main roads extremely bumpy, not that it affects the difficulty of driving on them that much.

- Very low top speeds for even the fastest cars, and a very low height limit for helicopters that creates kind of a confined feel to the whole thing.

- Some type of instability plagues the vehicle handling in this game, at least based on personal anecdotes. Cars seem 'floaty' for lack of a better term, and the PCJ-600 is either extremely stiff (probably not aided by the camera being firmly locked in place) or all over the place at high speed, bucking you off at the slightest mishap. I swear the bike handling in SA and Stories was particularly altered to some degree, as they became more pleasant and convenient to ride.

- No time limit at all for most checkpoint race side missions, thus the only challenge comes from not blowing your vehicle up.

- Only a small amount of "typical" gangs (not counting the golfers, PIG's or soldiers) that actually populate the streets in free roam, and relatively low focus on them in the story.

- The presence of several safehouses that aren't enterable whatsoever.

- Very few mandatory story missions by GTA standards.

Edited by Carbonox
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It lacks the aggressiveness of law enforcement and hostile gangs compare to GTA III. They should be stronger than the player, but VC's are the weakest in the series which is bad and the main problem.

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2 hours ago, pianoir said:

It lacks the aggressiveness of law enforcement and hostile gangs compare to GTA III. They should be stronger than the player, but VC's are the weakest in the series which is bad and the main problem.

Gangs and law enforcement in GTA III is over exaggerated, you can barely survive if you get 5 starts. And it is a pain in the ass to drive in any island with all those gangs. Nonetheless, in San Andreas, enemy gangs were actually good implemented and felt genuine, as in Vice City. 

Edited by Palacios007
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21 hours ago, Palacios007 said:

Gangs and law enforcement in GTA III is over exaggerated, you can barely survive if you get 5 starts. And it is a pain in the ass to drive in any island with all those gangs.

Yes, you can't survive for long. That's what I like about GTA III. And I never felt those gangs on the streets annoying because I usually finish every side mission before I go to the next island.

 

21 hours ago, Palacios007 said:

Nonetheless, in San Andreas, enemy gangs were actually good implemented and felt genuine, as in Vice City. 

In missions? They're good in both VC and SA so I have no complaints about it.

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I absolutely loved this game; the only problem is that the story reaches its pinnacle in the middle of the narrative, when you kill the hispanic drug dealer and got his mansion. From that point on, missions are just pretty useless fillers until the last dramatic mission, which is one the best ending in videogame history. 

Nevertheless, it becomes kinda boring in between the middle of the game and its conclusion. 

Do you agree? 

Asides from that, Vice City is a classic who deserves plenty of respect.

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On 9/15/2020 at 7:34 AM, ChristiaNexus said:

I absolutely loved this game; the only problem is that the story reaches its pinnacle in the middle of the narrative, when you kill the hispanic drug dealer and got his mansion. From that point on, missions are just pretty useless fillers until the last dramatic mission, which is one the best ending in videogame history. 

Nevertheless, it becomes kinda boring in between the middle of the game and its conclusion. 

Do you agree? 

Asides from that, Vice City is a classic who deserves plenty of respect.

Now that you say it, most are just running over to place killing some people and going back to the mansion or whatever property you bought, it was still fun for me.

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You're right but, aside from the mission's structure, the real problem is that the plot becomes kinda stale, since none of the missions has a direct influence on what happens at the end of the game. Maybe, this situation is due to the fact that Vice City does not contemplate secondary missions so, in this way, their only aim is to stretch out the longevity of the game. 

 

Edited by ChristiaNexus
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On 9/17/2020 at 4:43 PM, ChristiaNexus said:

You're right but, aside from the mission's structure, the real problem is that the plot becomes kinda stale, since none of the missions has a direct influence on what happens at the end of the game. Maybe, this situation is due to the fact that Vice City does not contemplate secondary missions so, in this way, their only aim is to stretch out the longevity of the game. 

 

eh, not really you're trying to get money you lost in a drug trade, but ultimately see it as profit for yourself, by the end you wanted it all for yourself, not for anyone else. I loved the game because you understood Tommy's intentions and you knew about VC as much as Tommy did by the end of the game.

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I can truly empathize with those whom felt bored, even if they wanted to fragment their time doing taxi missions in 20 fares or so each interval.😪

 

Even worse, doing firefighter missions and having to collect civilians from the airport from downtown/little Havana, so the biggest problem for me was the underutilized map due to its sheer size in comparison to 3D liberty city, but that's too be expected when you have GTA maps that are comprised of a pleothara of terrain just like the countryside in GTA V and SA.

 

Edited by Donnie IKID
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On 9/24/2020 at 3:14 PM, TheCrazyMercenary said:

eh, not really you're trying to get money you lost in a drug trade, but ultimately see it as profit for yourself, by the end you wanted it all for yourself, not for anyone else. I loved the game because you understood Tommy's intentions and you knew about VC as much as Tommy did by the end of the game.

To be honest I forgotted about the initial aim of Tommy so, conducting various business has actually a meaning, in order to get to the end the story. 

Looking at them, now, makes more sense.

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The map feels very small when you play the game a lot and the inability to swim is very annoying. Other than that, VC is a great game 

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  • 5 weeks later...

All my childhood I dreamed of a developed world under water, so that Tommy had the opportunity to swim and explore the underwater world
Despite the fact that Vice City is a resort town, the beaches and the sea are beautiful there
 

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I have read a few assessments of the game talking about the mission structure and how the game "falls off" a bit once you unlock the second island and you're supposed to take over businesses and I've been mulling it over a bit. I suppose I can understand where some people are coming from with this, the game can feel like it lacks a real direction or focus since there isn't an ongoing storyline that's being continued (besides Tommy becoming kingpin but I would say that would be the game's overall plot), but I actually quite like each of the assets because it expands the world and feel of Vice City. Some of the assets are a bit dull, I was never a fan of the Ice Cream one, but I liked a lot of the others like the pr0no studio and the taxi place.

While technically not an asset, Love Fist missions also add to the feel of what the second island is going for, expanding the world of Vice City, I liked those missions too.

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  • 1 month later...
On 9/12/2020 at 9:48 PM, Carbonox said:

- Also a very flat map with minimal elevation changes all throughout.

 

Have you ever been in Florida? It is a very big flat surface with absolutely no elevation from Jacksonville to Key West.

 

I agree on the safehouses, not being able to swim, not having jetskis and the beaches. The Miami Airport is extremely busy and nothing like Escobar Intl. But the cars are as fast as they need to be it made San Andreas feel very slow. Tommy was a tall guy, so that probably explains why he was faster than anyone else. 

 

VCS has amazing safehouses, jetskis and swimming. Also has a big empire building who makes it up for all we didnt have in Vice City. It still had a lot of leftover space for a lot of things that could have been developed and werent. But remember that Vice City was done in less than one year.

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  • 5 weeks later...

I don't know if this is the game's fault but my only problem with it is that there's nothing to do in it anymore 

As a kid I milked the game to death I roleplayed in every place in the game 

And didn't leave a corner without exploring it and didn't leave any side activity without doing it and memorized every line in the game that I don't know what to do anymore.

 when I play it these days I only play with the volleyball in starfish island 

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testarossa 86
On 8/14/2020 at 11:18 AM, universetwisters said:

A friend of mine and I were talking about this a few days ago; Vice City really missed the chance to make the North Point Mall a neon hell. All we got was a wide often vacant mall with a pitch black roof. It should've been something like this!

 

e264fc55291e3d18086c3fb3d763a2a8.jpg

tumblr_nfcuhfTvoV1qali1no1_500.jpg

pretty sure this was more 90s than 80s.

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universetwisters
12 minutes ago, testarossa 86 said:

pretty sure this was more 90s than 80s.

 

idk man kinda weird for everywhere but malls to have neon in the 80s

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testarossa 86
2 minutes ago, universetwisters said:

 

idk man kinda weird for everywhere but malls to have neon in the 80s

they couldn't go wrong with a little bit of neon lights, but the excessive amount of floral within the mall really does make it 80s.

but the whole neon light thing inside malls, yes it was a thing in the 80s, but it didn't get over the top like in those pictures until very very late 80s and early 90s.

but yeah, I mean it could of used some neon lights.

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