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Grand Theft Auto: Light & Shadow [2022 Concept]


wise_man
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wise_man

DISCLAIMER:

NOT TO BE CONFUSED WITH ANOTHER CONCEPT OF SIMILAR TITLE POSTED IN 2016.

THE FOLLOWING CONCEPT IS COMPLETELY UNRELATED WITH THE WORKS OF @universetwisters.

 

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A GRAND THEFT AUTO CONCEPT BY WISE_MAN

––––COLLABORATORS––––

MEHMET HANIFI (VEHICLES LIST)

 

 THEME: Pablo - "Goes To Pluto"

 

"Everyone here goes after the relaxing weather, the nightlife’s glitz, or the drugs from South America. But in this deceiving paradise, loyalty and genuineness are more valuable. No one know who will betray, lie, or trick to get all the glories. Being truthful is not enough, and defeating them with their own game is a better choice sometimes. Among the people who are mastering this satisfying route are a deceitful hustler, a distracting assassin, and a dirty ex-lawman”

Synopsis

 

Inspired by Catch Me If You CanHustle, Leverage, the aesthetics of classy Hollywood flicks, and more; Light & Shadow offers a stylish, caper-themed rendition of 2017’s Vice City and the Bahamas. Follow the story of three manipulative criminals, each making names through the sceneries of the skylines' businessmen, the Russian mobsters, and the everlasting Latino drug empires. You're welcomed to this unique take of Grand Theft Auto that focuses on psychological manipulation and confidence tricks.

 

AUTHOR'S NOTES:

First conceived in December 2018 in GTAFanon Wikia, Light & Shadow is a project that I’ve developed in the recent years. The project was initially planned to be rebooted as Hustler of L.V.. Fair to say that modern-day Vice City concept is kind of overdone in the past, but very few that can be considered as fleshed-out interpretations. That idea of starting over was then shelved, and the original vision is further improved instead. I’d like to thanks everyone who has directly or indirectly contributed to Light & Shadow, from both GTAFanon Wiki and the GTAForums. Also special thanks to JackJackson17, Raniero R, LaMillionaire, H. Roosevelt, Mr.Korean@The Coconut Kid@sabitsuki, and @Cebra for the continuous advices and encouragements. Lastly, I'd like to give extra credits for @The Notorious MOB whose concept, Mob Rules, has further inspired the story system used in this concept.

To provide space efficiency for this post, in-depth information, such as breakdown of VC neighborhoods and complete list of vehicles, will be written in the wiki instead. For now, this topic is the only reliable source of information, whereas the wiki's version is undergoing extensive rewrites and restructures.

Any resemblance between Light & Shadow and real-life or other existing concepts is purely coincidental.

 

 

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THE NEIGHBORHOODS OF VICE CITY (WIP)

 

When first founded, this plot of land in South Tequesta is nothing but humdrum swampland. With the innovative mind of real estate magnates of America, the same land is known as where Vice City Metro Area is located today. An exotic metropolis, a capital for Latin culture, a center of glamorous life, and an architectural masterpiece; Vice City hits the entire checklist. Tourism sectors, priceless business opportunities, and ironically, drug money from the eighties have shaped up Vice City into perfection. Within thirty years, this developing city evolves into an international-level hub with strategic spots in the Caribbean.

 

The pictures of high-end, superficial, and non-stop partying life come to mind when talking about modern Vice City. Centralized in the overrated Vice Beach is the privilege that can usually be only enjoyed by someone rich enough, playboy, celebrity, or a model-level girl. From the outside, the vacation in the iconic Versace Boulevard is just an ordinary good time, but once entered, you realize it’s actually a clusterf*ck of tourist traps with hard drugs and sexy times, as well as the overpriced drinks and sly scammers. The wicked take advantage of the so-called perfect paradise.

 

While the elites reenact the hedonistic scenes of I’m Rich, the situation outside of their circle is less plastic. The Immigrant majority, from any Latin and Caribbean countries you can mention, welcomes you with their hospitality. The Cuban elders invite new faces packs of free cigars in Little Cuba’s bars. Street artists from the slump of Brazil showcase their urban artworks in the walls of El Barrio. The normal residents give a different and more colorful story about Vice City, but are all of them really that genuine? Which one of them hides a fake facade behind?

 

"No paradise here, unless you pretend you owe one.”

Jan Daniels

 

THE UNDERWORLD

By the way, things have changed since the haunting cocaine war  in the past. Not only the VCPD, DOA, and FIB have to deal with the narcotics trafficking, now they also have to watch the street, the corporations that run the city's economy, and the top underworld players from around the world that uses Vice City as a hub. From the dirty-looking hustlers to suit-wearing professionals, the social scenery of Vice City’s underworld can be divided into three layers:

 

Spoiler

THE LOWER CLASS

These are the street gangbangers, thieves, and dealers that wander the streets and ghetto neighborhoods in Vice City. Not everyone in this region is unethical and hardened criminals, some run out of options and must commit crimes to survive day and night.

  • African-American gangs – Hip-hop mixtapes, muscle cars, gun-blazing. Dozens of them spread across the city, most notably in Independence City
  • Fratènite – The largest coalition of ruthless Haitian hustlers based in Little Gonâve. Plundering drug-loaded transportations, robbing houses, and worshiping voodoo for unseen power. The outcome: recognized as the most feared in the street.
  • Cuban gangs – Walking into the wrong corners of Little Cuba and Riverfront, and you’ll encounter Cuban street gangs. A mix of senior generations from Mariel boatlift era and younger juniors, natives in American land.
  • Dominican gangs – Clustered in Little Dominica, running prostitution and drug dealings. First to suspect if El Barrio’s artworks got vandalized.
  • Cholos – Mexicans embracing Mexican street cultures.
  • Jamaican Posses/Yardies – Mostly Rastafarians. Has one significance: only sources of the purest marijuana, grown in urban marijuana farms or brought from the Caribbean.
  • Marabunta Grande – Salvadoran hustlers, mainly act as hired guns for cartels.
  • Spanish Lords – Worldwide-scale Puerto Rican street gang, divided into different clans for different regions, all adhering the same unique ideology.
  • Rednecks – Loosely tied, wild bandits and the prototypical Tequesta Man in daily news articles. Active in the rural areas, Tequesta Keys, and the Evergreen.
  • Vice Beach Boys – A surfer gang named after their area of operations, always in packs, usually raiding private parties.

 

THE MIDDLE CLASS

Better professionals that run medium venture businesses. Human trafficking, prostitution, extortion, you name it. Crime has become a sort of passion for all the members.

  • Moderate-sized Hispanic Drug Cartels – Panamanians, Bolivians, any drug-fueled crews from Central and South America that make appearances in the city’s drug scene, seldomly make alliances, more likely to compete against each other.
  • Mexican Cartels – While the participants of the Mexican drug war don’t have any physical assets in South Tequesta, they have representatives for transactions and discussions with local organizations.
  • Eurasian gangs – Basically any small gang of Eastern European immigrants below Kirikov’s food chain.
  • Barattieri Crime Family – Small, forgotten remnant of Cottonmouth-based Italian mob. A force to be reckoned with in the 20th century with figures from Sandro Barattieri Jr. to Gambetti’s underboss Sammy Bottino, before being eclipsed by other syndicates. They now serve as mediators for LC’s five families that do business in Vice City.
  • Broadway Mob – From the ashes of loyal street culture of Broadway, a more organized group of African-American criminals is surfacing. Relatively new, motivated to enter the city’s real-estate realm.
  • Ferreira's Organization – Brazilian money launderers and loan sharks, operated by Bernardo Ferreira.
  • Angels of Death & Los Incendios – Two rivalring outlaw motorcycle clubs, often engaged in convoy wars in Tequesta Keys. The former are white supremacists from San Andreas, and the latter are Hispanic-only motorcycle lovers that are united in VC.

 

THE UPPER CLASS

Charismatic and untouchable, the two words to describe them. They embrace the extensive control over the city and its government. The business they run is much covert, secretive, and lucrative; appearing on the surface as the like of legal banks. Many considers the “big four” as ultimate players here:

  • Kirikov Bratva – A mafiya organization, established by Nikolai Kirikov after the fall of the Soviet Union in the 1990s. Started off as a simple smuggling syndicate, they quickly evolved into an influential power, international-wise. In the last seven years, Nikolai has expanded his shady ties to Russian and American elites. One of them, the Cleethorpes Family, opens up the gate for wealthy ex-Soviet states oligarchs to build lines of condos and high-rise offices in Riviera. Not to mention that numbers of them have crime records.
  • Jewish Mob – Perhaps the earliest organized crime to claim territory in Vice Beach, specifically in David Beach. The mob is a collective of different Jewish families from Europe and Latin America, spearheaded by the Sharansky family from Venezuela. Focusing on smuggling and trading of illegal gold, diamond, and artworks.
  • Reyes Crime Family – A wealthy Cuban dynasty centered in a Mediterranean mansion in Ciudad Belleza. Infamous for their power over the city’s law system, infiltrating all sides with corrupt politicians, judges, and officials, powered by underworld lawyer Thiago Alarcón. Members got incarcerated? Someone speaking bad about them in public? No need to worry, the Reyes play the law like a chessboard.
  • Céntricio Cartel – Lauded as the builder of VC’s skylines. This Colombian drug empire has been standing in the high ground since the 80’s. The old days might’ve gone, but cocaine is still the number one commodity for the cartel. Plus, they have mountains of drug profits in the new century, more than enough to establish an unmatched influence all over the city. Linked to many organizations around the Caribbean.

 

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"Burying bodies is stupid idea, just feed 'em to the Evergreen. You save money, save the earth too.”

Valerio Reyes

 

Filling up almost two-third of the entire map, in the west is a vast flat area of swamps, prairies, and mangrove forest. The Evergreen National Park is isolated from the blinding lights in the east, bordered by water preserve areas and rural communities. A dangerous, rarely-explored area with wildlife, drug stashes, and redneck hideouts. Some people around the city pay off the alligator preserve; don't ask what for. Airboat tours and small trails that connect observation towers are available for traversing through the wilderness. Three important points of interest here: the small city of Calusa in the west, the abandoned Evergreen Airport Airport in the middle of nowhere, and the ghost town of Cuthbert in the south.

 

Meanwhile, in the southern portion of the map, is chain of islands known as the Tequesta Keys. A short drive from Pioneer is the Overseas Highway that connects all the islands. The route stretches from the mainland to Cayo Grande, Taberna, Maratha, and finally, ends in Cayo Frontera, the southernmost point of the United States. With a calmer atmosphere and cheaper prices, it’s an alternative for tourists that cannot stand the flashy and expensive world of Vice City. For illegal racers, the lengthy highway that includes the Expansionist Bridge is a perfect adrenaline pump.

 

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Serving as a secondary setting is the Bahamas, featured in several missions and accessible through sea and air once unlocked. Historically a popular hangout for Caribbean pirates, not much change in the present-day due to its gang violence. The area consists of Meropis Heaven Island five-star resort and casino, where high-valued criminals hide from American feds; and a colorful port town outside of it. Many international syndicates rumored to store their luxuries in the Bahamas, securing them with help of local mercenaries. With the increase of crime reports to the embassy, US authorities have alerted their citizens to be very watchful when visiting this country. The best tip is to avoid certain places when alone or at night. Visitors should watch the weather too, as the country is prone to hurricanes.

 

 

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When it comes to the nature of everyday scam, dollars is arguably the most popular lure ever used. Gifted with decent financial knowledge, Thomas Kingston is a grifter who exploits the deepest desire, greed, and distress of his marks. He pretends as someone competent who negotiates a problem-solving or money-making opportunity to the marks. He’s a brilliant but egotistical con artist who creates schemes out of spontaneous decisions.

 

Originating from Nassau, Shawnee, Thomas left his hometown following an incident that seemingly killed his partner-in-crime, Cyrus Forsell. His story then went all over the places: failed cons in different places. He ended up in Vice City, this time in a desperate state. Another failed mark, Leandro Gomez gave him the last blow, asking him for a payback. At the very least, Thomas learns the lesson to be more careful if he wishes to succeed.

 

CYRUS FORSELL – A fellow conman, Thomas' mentor in Nassau. He acknowledged the genius mind in Thomas, but overlooked him for having an ego problem. A perfectionist, planning his move before execution first in contrast to Thomas' impulse-reliant show. After surviving the incident, Cyrus isn't the same man that Thomas knows. He becomes a nomadic mercenary, tracking down Thomas' trail all the way to Vice City to question him about the incident.

 

LEANDRO GOMEZ – Local drug smuggler, small-time, addicted to his own products. The supposed victim of Thomas’ first (failed) scam in Vice City. Leandro forces Thomas to do magic against his competitors to levitate his name.

 

LAURA MORTES – Not many realize that this bartender is the daughter of a high-ranked honco of Ocean Cartel in Mexico. Laura has set a distance from her father and disdains his crime life for years. Peace is what she seeks in Vice City… she becomes a soft target for intelligence gatherers instead.

 

JAN DANIELS – Typical tourist scammer; operating a private tourist agency and a small pickpocket crew in ViMo Street. Mr. Daniels specifically targets wealthy tourists and claims his actions are justified, saying "All they do is partying and wasting productivity, what I do here is making natural selection". He dreams of moving the business to the tourist-infested area of Gleason Beach.

 

NEIL SHACKLEY – Dropped out from Tequesta College for promoting gambling to lecturers. Now an inexperienced pickpocketer, heavily addicted to gambling and horse betting, as well as the new kid in the Vice Beach Boys surfer gang. Fall under Jan's wing at a later point

 

RAFAL GROSSMAN – Born as an Israeli immigrant, Rafal used to run a jewelry store in Little Dominica. He abandoned his legal sustenance after the Jewish Mob introduced him to their 24K diamond trading. As a greedy bastard, what else is better than sitting in the cashier for hours? The FIB arrest him later on and offer him a barter: one "Get Out of Jail Free" card at the price of assisting the bureau’s sting operations.

 

QUINCY "CANNON" YOUNG – Up-and-coming hip-hop musician wannabe from Broadway, at least when Thomas first encountered him. Losing the passion for pills, graffitis, muscle cars, and the hoods; but never losing the love of riding BMX and switching to Art O’ War station. Quincy finds life lessons when facing competition from cheap rappers and music industry’s corruptors.

 

THOMAS' AFFILIATIONS IN THE SKYLINES

DIEGO PASCOAL – Self-described expert fighter from Brazil. Diego is recruited by the Da Silva Enterprises to become their security and Francis’ part-time bodyguard. With the company’s direction shifts to a more illegal direction, he is assigned to carry out plenty of dirty work, such as retrieving and transporting stolen merchandise.

 

FELIPE DA SILVA – Brazilian socialite; disliked by pretty much everyone around. His dad, Francis, is leading the transition of his freight company, Da Silva Enterprises, into a shady corporation dealing with white-collar crimes and illegal valuables to avoid bankruptcy. While he lacks the understanding of what makes his family successful, Felipe insists on taking part in the Enterprises' business and makes risky decisions without his father's consent.

 

FRANCIS DA SILVA – Has consumed books and classes about entrepreneurship, a science closer to self-motivation than economy lectures. Driven by greed and appreciation.

 

"WILDCARD" ZHENG – Lead manager of GD Treasure Fleet's branch in Viceport, a shady freight company like the Da Silva, closer to traditional triads than legitimate fronts. Coming from Macau, the Asian capital of gambling, Mr. Zheng gets his moniker from a love in mahjong games. So much that he’s frustrated with the lack of the Chinese board game in Seminole casino.

 

MARIUS FRITZ – Positively-talkative financier, claiming to be from an ambiguous German aristocratic family. Ain’t a red flag, right?

 

GLORIA DELANEY – Art director of a gallery in Hermosa. About to orchestrate one of the largest art frauds in history to make it big. Collaborating with Marius, Gloria rip offs struggling art dealers/buyers and enters the underworld of art thievery. Nothing seems gonna stop her, except her classist nature of overspending money on hotels and restaurants. Perfect personification of Jan’s aforementioned words.

 

GUNAWAN – Indonesian-Malaysian "beverage king" from Bali. Gunawan was regularly seen in wine auctions around the world before opening a private cellar in Pinedall for his collections, ready to be sold for connoisseurs. Nothing seems suspicious until you see what he's brewing in the basement. Link to the GD Treasure Fleet.

 

DESHEA MARSHALL – Ambitious founder of the Broadway Mob, commonly seen playing pool with corrupt street patroller Harold Moore. Deshea dreams big to conquer more beyond the hood after almost having his historic apartment taken over by Hernan Ruiz. He wants to invest in the high-stake property business, one shortcut to attract power in the skyline-riddled VC, though he’s an amateur in that field. Quincy said he has just returned from a booze rehab, but he’s still seen struggling in battling the alcoholic temptation.

 

RUBEN KOCHARYAN – Armenian real-estate mogul, head of the Byzantium construction company. One of the 13 co-owner of the Cleethorpes Suite, where he resides with an energetic lawyer, his Russian trophy wife named Irina. In Russian soil, he’s known to lead numerous “legal” cleaning operations against low-caliber criminals that becomes a controversial subject there.

 

YUSUF AMIR – Major Emirati real estate developer who oversees the construction of a new tower in Paramount. A picture of middle eastern excessiveness, obsessed with the color gold. Not the same Yusuf who got caught with pants down nine years ago. He's more sharp, more mature, inheriting his father’s legacy, but still a hell of fun friend in spare time.

 

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Even the government knows the power of seduction in manipulation; a classic method of playing the emotions of love and lust. Maria Vinogradova is what you can expect from a naturally alluring hitwoman: impressing her targets with fake personalities and using her sex appeal if needed. The type of siren who hides the pain of dark past behind a mysterious smirk directed to her enemies.

 

Forced to grow up within an influential syndicate in Rostov, Maria was a victim of their sex trafficking ring until she volunteered herself to be a “honeytrap” for her bosses. The syndicate later observed her potential and groomed her as their assassin. Despite her new role in espionage/killing, Maria was hired by many unpleasant clients, until she had enough of the harsh environment. A new mission offered by Vasily Petrenko and Artemiy Yelagin, both of whom have businesses in Vice City, was quickly accepted by her. What Maria wasn’t ready for is the fact that she’s going to be involved in the VC-based Bratva politics so much it may threaten her own life.

 

YELENA MAXIMOVA – Living outside of the Bratva's sphere, coincidentally in the same apartment as Maria's first safehouse. Married to Andriy Maximov in 98' only to be left alone for the next 12 years as her husband spent a decade working in Liberty City and two in prison. It was too late for a first child as the couple reunited. Yelena is grateful to have Maria next to her, another woman whom she can share disappointments and concerns with.

 

SOLOMON BRADLEY – Fresh hitman from the hoods of Vice Gardens. He kickstarted the career as contract killer to fund his family, leaving his old street life behind. Solomon needs someone who can train him how to behave and dress like a legit hit professional, while Maria needs someone who is familiar with Vice City. They like two peas in a pod, but nothing romantic.

 

MANUELO ORTEGA – Firearms distributor for literally everyone in Vice City and the Bahamas: the Russians, the Colombians, the Bahamas’ mercs, and even the legitimate Kapowitz Gun n' Wine A-rated gun store. A look of a wise oldman with one clear philosophy: gang conflict won't be a boundary in his gunrunning operation.

 

SAUL RODRIGUEZ – Ex-journalist turned all-round internet grifter. Saul used to get money from unprofessional journalism at its finest: fake news. He now expresses his machiavellian ideal through elaborate social media and dating scams. Whoever he befriends or dates via his fake accounts got their wallet drained. In the days of online honey trapping, his usefulness is exactly what Maria needs.

 

THE CURATOR – An enigmatic and secretive assassin contractor only known by his nickname. Notorious for running hit service since the 80’s drug war, when the widespread conflicts between different cartels profited him a lot. Only few of his most trusted employees are able to meet him in person at his hideout in Maratha, Tequesta Keys.

 

MARIA'S RUSSIAN CONNECTIONS

NIKOLAI KIRIKOV – Never appeared in person nor voices, only photographs, footages, and statements that show you a glimpse of his influence. The megalomaniac pakhan of the Vice City-based Bratva with powerful friendlist, from Kenny Petrovic to Lyle Cleethorpes V. Wanting to expand the organization to global scale, Nikolai turns his home, Riviera, into a sanctuary and money laundering, investment land for wealthy ex-Soviet States figures. To anticipate conflict between the hardened, original Bratva members, and the rich outsiders, he occasionally hosts court to settle any issue between them. This doesn't simply shut down the tension between them, however.

 

ARTEMIY YELAGIN – An oligarch who sells expensive boats and yachts for tertiary needs and clandestine smuggling. At some point, he formed a triangle partnership with megabillionaire Eduard Borodin and Azerbaijani eco-businessman Tahir Javan to fund terrorism and criminal activities. After the assassinations of his two partners, Artemiy is unable to overcome the high demands from his clients and is becoming increasingly insecure, fearing the bullet will hit him next. Always escorted by presidential-level security.

 

LAZAR PETRENKO – The Bratva golden boy, son of high-ranking member Vasily Petrenko, a man with high seats in VC Bratva and the international Russian gambling mob. Acting too confident that he’ll take the high rank soon when everyone above notices his indiscipline already. Promising for the future, but often seen riding fast cars and partying with random chicks instead of running his chop shop.

 

VIKTOR LUBARSKY – In the more suburban section of Vinewood is a middle-class apartment. This is where Viktor Lubarsky and his small Ukrainian crew control their prostitution and human trafficking ring. The Kirikov must take half the cut and half the girls in exchange for protection, but Viktor often manipulates the statistics.

 

MAKS IVANOVICH – Maks manages a fancy nightclub in Gleason Beach and a “suggestive” bar in Vinewood - for Bratva's circle only. His problem: the competition from Nikolai's new associates who open more grandiose entertainment fronts. This uncomfortable creep often surrounds himself with younger B-girls, hired to rob his customers, and his closest comrade, Andriy Maximov.

 

BRANDON MCCALLAN – Irish hired gun imported from Irish-American Killers in Liberty City.  He made a move to Vice City in thirst of further recognition after impressing the Russian mobsters of LC. Always acting out like a full member of the Bratva, even pulling a fake accent, badly incomprehensible for native speakers.

 

GEORGIY TOKHTAKHUNOV – One menacing big guy. Old-school enforcer of the Bratva by day, bouncer and security for the mob's clubs by night. Surprisingly simplistic, never into the glitz and glamor.

 

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Traditionally used in the criminal underworld, intimidation is a quick tool of persuasion. Someone will commonly submit once pressured rough enough. Cesar Álvarez is a former crooked narcotics detective of the VCPD. With years of authority experience, he knows how to provoke fear on his mark through acts of coercion. Ironically, this is to cope with his fear of his safety and future, especially when the Drug Observation Agency (DOA) opens up an investigation. He filed resignation to evade the agency under the guise of his alignment in the ongoing Venezuela protests, though this only attracts eyes more.

 

A Vice City native who spent most of his youth in Caracas; it was a childhood dream for Cesar to serve justice. He descended into corruption initially as a mean to distract himself from the death of his fiancée. After getting a taste with his company, Freddie Newman, he felt comfortable with the dirtier side of the city. The pair got involved in the drug scenes of Latino street gangs, even having few hustlers under their payroll. As the agency keeps their eye on him due to his suspicious departure, Cesar sees the necessity to establish a bigger name in the city so his future would be safe.

 

FREDDIE NEWMAN – The other half of Cesar in the VCPD narcotics division. As two sleazy cop buddies, Cesar and Freddie ran a show in the drug market of lower-class syndicates. Unlike his colleague, Freddie’s a happy-go-lucky guy, feeling confident that the agency won’t discover his record as he continues the police duty. He criticizes Cesar’s departure as a troublemaker. The two may have conflicted mindsets now, but Freddie is aware that Cesar won’t survive the sh*t alone.

 

MARLON RAMOS – A street racer linked to Spanish Lords (and literally anyone with enough bucks) under Cesar and Freddie’s payroll. First arrested for smuggling drugs with his fast car, a crime he repeatedly commits until now. Has zero idea that Cesar is no longer a cop.

 

WALT O'DONNELL – Eccentric guy who will casually visit a mobsters' dinner like he’s a low-rank enforcer. His real identity will shine as he speaks: a protection racketeer in the mainland since 2003. A direct associate of multiple organized crimes, mid-class cartels and the Italians in particular, that entrust him to handle their extortion dealings.

 

CLAUDE GEFFRARD – Proud Haitian-American sergeant of VCPD narcotics department division, serving as Cesar’s subordinate in the past. Always have 100% commitment on the job of fighting the drug flows, and perhaps caring too much for his career for positive reason. Cesar already left his responsibility, but it doesn’t stop Claude from requesting one or two favors.

 

ANDREA GENOVESE – Rumors said he's a former Italian Mob's soldato who sold himself to the law. Whether it's authentic or an exaggeration, he's a full-time DOA field agent today who is dispatched to spy over Cesar. A tall, cold, more intimidating bully than even Cesar that warns his target of the forthcoming consequences.

 

CESAR AND HIS DRUG CONTACTS

VALERIO REYES – The last heir and current boss of the Reyes Crime Family. Rotten to the core, sadistic Cuban gangster who pets alligators in one of the Evergreen’s many wildlife preserves for corpse disposal, punishment, and torture. Will do anything to keep the family at height through countless corrupt insiders in the VCPD, FIB, and DOA.

 

JUAN STRICKLER aka "EL RUBIO" – Independent narcotrafficker, an unstoppable challenger of the Céntricio Cartel for decades. Rarely seen to set foot outside of his private island in Colombia except for wild vacations and cartel gatherings. Very demanding in the drug market, won’t hesitate to blackmail bigger syndicates that turn down his requests.

 

OSCAR BARRUECO – Valerio’s lieutenant with an epic, long history in Vice City. True outlaw: growing marijuana at home, kidnapping a kingpin in Mexico, stealing gold from a Bolivian cartel-Jewish Mob deal, etc. Yet the police busts him more often than loses him. Only with Valerio's influence, his charges are dropped all the time.

 

THIAGO ALARCÓN – Infamously known as "El Solucionador" or "The Solver" for his excellence in defending underworld's patrons at the court. Thiago is a go-to lawyer who is willing to mess with the corrupt jurisdiction if the price is right. Despite his irritating and over-the-top antics, he knows that his job must be performed seriously.

 

RODRIGO SANDOVAL – The friendly and flamboyant forgery master, working under the Reyes Family to assist their operations. Fake patches and badges, fake ID cards and documents, his talent knows no limit. His hobby is using his works to infiltrate feasts, exhibitions, anywhere he likes for free. In an unfortunate twist, he is respected by regulars outside of the Cuban syndicate, but his hard work is rarely appreciated by his own bosses.

 

GIANCARLO AZZOPARDI – Semi-retired keeper of the Barattieri Family’s small branch in Vice City. Tequesta has been an open playground for Italian mobs since the original Barattieri’s bloodline ended, thus  Giancarlo's job is to build bridges for the five families here, from providing retirement spaces in The Castle for finished mobsters to negotiating Ancelotti's heroin purchases.

 

ANDRIY MAXIMOV – Half-Russian, half-Israeli, a key figure of Kirikov Bratva's drug network in the East Coast. His long-gone achievement was purchasing a narco submarine in the 90's. However, his popularity and capability declined after his arrest in 2008. If only he learns how outdated his smuggling methods are, then he can learn why Nikolai has entrusted new faces for his drug network. Share a common jealousy towards the Bratva’s rich outsiders with nightclub manager Maks Ivanovich.

 

NELSON DULYSSE – Ultimate fearmonger in the streets of Vice City. Nelson is a leading gangster of the Haitian Fratènite and mastermind of their drug raid operations: hundred-thousand dollars loud heists targeting goods that happens to pass the Vicio River. To whom it belongs doesn't matter, what matters is the sales' yield.

 

 

6-The-Core.png

 

We have witnessed Niko Bellic tricked Tom Goldberg with an interview, CJ posed as valet to trap the attorney, or Michael and friends easily robbed the Union Depository with fake IDs. Every previous game had featured many forms of manipulations, but never makes them the primary focus. We don't talk about bank frauds or the boring Ponzi scheme here, we talk about cons in broader sense, which includes any creative and subtle strategies of showcasing your wits. Light & Shadow introduces confidence tricks as the third fundamental gameplay concept next to driving and shooting. The concept can be considered as a departure from the aggressive nature of GTA.

 

6-1-Negotiation.png

Thomas Kingston looks after the mark’s current desires and/or problems. He poses as a reliant professional whose offers are precisely what the mark’s longing for. If he’s into antique car, then Thomas studies his car’s wishlist and walks to him as a trusted salesman or carjacker. If he has an incompetent accountant, then Thomas walks in as a better replacement. He negotiates the right deal at the right time at the right price; an offer too hard for the mark to refuse.

 

6-2-Seduction.png

Before luring the mark to their demise, Maria Vinogradova identifies what type of personality they enjoy the most. If he likes poker, then Maria impersonates a girl who’s a pro at it. Cannot play with cards well? Maybe he often drinks alone in a specific bar; Maria can pull that cliché scenario of sitting next to him as a captivating loner. Her looks and flirtations are just boosters to make her more irresistible. Any provocative tactics, like going as far as sleeping with the mark, is for last resort only. After all, is it really necessary to satisfy their fantasy at the end?

 

6-3-Intimidation.png

Cesar Álvarez is the true opposite of Thomas and Maria. While the latter two deceive the mark with a positive image, Cesar deceives them with an unwanted negative image. He exerts dominance, unleashing his wrath and posing as the mark’s biggest fear while giving a clear message, “Obey me or you’re f*cked”. When the mark is paranoid of possible FIB sting, Cesar terrorizes him as a mysterious bureau agent. If he’s a slick store owner, Cesar masquerades as a cartel enforcer asking for protection money. In this type of intimidation, violence isn't a wise move; Cesar sets a limit to never hurt his marks physically, unless the circumstance forces him.

 

6-4-Con-Games.png

Regardless of whoever you control, the protagonists can interact with any pedestrians and scam them for money, items, or information. Police officers can be misdirected or bribed to cover your crime at lower wanted level. Interaction heavily revolves on building up lies through choices of action and dialogue. Inspired by this scene from Hustle, take a quick glance before approaching, the more bits and pieces captured by your eyes, the better action/dialogue options you can pick. Don't use this power too often or people around will be more aware, avoiding before you say a word.

 

The real jewels of confidence tricks, however, are the con games. These are schemes that feature more complex interaction, with pre-planning stages of identifying a particular mark, gathering intelligence, and assuming a disguise. There are two types of scheme: a simple one-mission scenario (short-con) or an intricate multi-parts scenario, played out like Niko’s date with Tom Rivas (long-con).

 

“There’s no superior mark, only brainless conman.”

Common saying between grifters

 

Spoiler

THE MARK

In this city of vices, there are many (deserved) opportunities awaiting to be conned. From low-profile street rascal in Wesley to major drug baron living in Alphonse Island; keep your eyes open.

 

INTELLIGENCE

Knowledge. Encyclopedic list about the potential mark: their personality, daily schedules, favorite hangouts, etc. You need more than a quick observation to cater the mark of a con game. The most effective identification method is by meeting their connections. Claude Geffrard knows the staffs of VCPD inside out, so consider calling him when Cesar’s next target is a crime lab director. If you’re not satisfied yet, try to explore the map, spy over the gulls, or peek into their internet profiles/police database. 

 

DISGUISE

Different aliases, different profiles, different kinds of person you use when approaching the mark. More intel unlocks quality disguise choices. When swindling a Sharansky Family’s diamond trader, how about posing as a promising buyer? or a trustable supplier with imitations in the bag? 

 

Disguises can be a long-term investment too. ID card of exclusive hotel suite or construction outfit can be reused for future con games and free-roam exploration. Get a police badge and any protagonist (especially Cesar of course) can play vigilante side missions without police intervention..

 

EXECUTION

Your direct interaction with the mark. More intel collected means better options and elimination of weaker options. Remember to be consistent and be balanced. First, never pick the choices that contradict each other. Don’t say you came from Las Venturas, when a minute ago you said, “Los Santos is my hometown”. Second, never try too hard in persuading the mark; a perfect scheme runs in steady flow. Repeatedly making mistakes will blow your cover. Watch the mark’s behavior too, who knows he/she is smart enough to know your true intention.

 

PARTNER

Some con games are more complicated than the others, requesting a crew in the field. They will play the roles of either ‘roper’ or ‘fixer’. Roper helps the protagonists in persuading the mark directly, while Fixer prepares the resources needed in convincing the mark, such as items, places, and websites. 

 

Do outsourcing for partners. Pay off some street thugs to ambush your mark, or ask a counterfeit money factory to produce a suitcase of bad currency. The protagonists can also invite friends with useful skills. For instance, Diego Pascoal can persuade Portuguese speakers and Rodrigo Sandoval can craft fake police badges for disguise. You lose an amount of money, but you hone their skills for future uses. 

 

 

7-Gameplay.png

 

All three protagonists display different backgrounds, skills, and physiques, crafting an extensively diverse gameplay. Each protagonist has different playstyles, and has access to varying features and activities. The attributes of driving, shooting, and strength cannot be altered in any way; you must adapt with the distinctful advantage and limitation. Other skills and statistics include: stamina, lung capacity, stealth, and flying. These can be improved gradually by developing a certain habit e.g. doing sport activities add to stamina, and diving increases lung capacity.

 

7-1-Thomas.png

The driving reuses the system used in GTA IV; every vehicle has variable weight. Thomas masters driving the best, being able to take turns easier as land vehicles feel lighter. His liking on street races since days in Nassau shapes up this skill. He can continue this hobby with the abundance of challenging tracks across Vice City, from crowded Vice Beach streets to long drives across the Tampico Trail. All three protagonists can join any race and export/import cars to the Viceport, but Thomas has supplementaries: car theft missions strand, taxi driver roleplay, and “transporter”–deliveries of cargo between underworld clients. Stay long enough and you'll unlock stock market saboteur for him.

 

Thomas' confidence profession, however, is also a curse. He rarely uses firearms, influencing his poor shooting skill. Reloading/switching takes longer, recoil is more noticeable, and blind-fire cannot be performed. Muzzles and extended clips are modifications that can cope with this weakness.

 

7-2-Maria.png

Thanks to her assassin background, Maria has the best marksmanship skill. Faster reloading/switching, better recoil control, increased aim and precision, and able to blind-fire while crouching.  Contract killing is an exclusive activity as various contacts, especially The Curator, provide Maria with hit targets. Similar to The Fixer's Assassinations, many tactics can be used: stealth, frontal attack, or short-con using her feminine wiles. In addition, she can take part as blackmailing material gatherer, bodyguard for celebrities, and gunrunner for Manuelo Ortega.

 

For obvious biological reason, Maria is also the weakest in strength and melee combat. Damages, especially from close combat, cost more health points, and it takes longer to heal wounds. Her unarmed combat move, based on Krav Maga, is more defensive-oriented compared to Thomas and Cesar.

 

7-3-Cesar.png

Having trained boxing back in the VCPD, Cesar has the best brute strength and can perform unique boxing techniques via button combinations. He has better resilience, absorbing less damage, wounds are faster to heal. With that being said, Cesar can partake in muscle-based activities of arm wrestling and cage fighting. He’ll also receive part-time job vacancies as bouncer in Gleason Beach's nightclubs, collector for loan sharks, and "smasher" for extortion racketeer Walt O'Donnell.

 

Meanwhile, his driving is arguably the worst of three. Do you miss EFLC’s full boat-like experience? drive any land vehicle as Cesar, it’s a lot heavier.

 

7-4-Vehicles.png

Cars, bikes, boats, helicopters, and several fixed-wings aircrafts can be simply jacked or be bought from dealerships and online. Los Santos Custom-esque car modification made possible by mod garages around the map. The trio starts with one personalized vehicle in the beginning, replaceable with any vehicle if you decide to change: Leandro's grullo Declasse Fiorento for Thomas, navy Übermacht Sentinel SN for Maria, and silver Albanny Pierre for Cesar. Complete list of vehicles is available here (WIP).

 

7-4-Weapons.png

The art of deception alone won’t be enough for your adventure; weaponize yourself.

 

Returned and reworked from GTA IV, environmental and everyday objects can be utilized as either melee or thrown weapons. Damages and noises produced depend on the object's material and size, a brick will break windows and distract people around more efficiently than a post parcel for example. These objects are everywhere around, but cannot be stored into your pocket, unlike traditional melee tools like knife, hammer, baseball bat, and crowbar. Going further, Cesar can equip the powerful knuckle dusters, metal bat, and sledgehammer.

 

Unlike GTA V where you can ridiculously own all weapons, the loadout system is more restrictive: 4 one-handed weapons and 2 one-handed weapons at max. A briefcase or duffle bag will be necessary for carrying sniper rifles or heavy weapons, as well as spare clothes and materials during con games. For convenience, you can (finally) store guns inside car trunk and safehouse's gun closet. Never leave them in the dust, though; weapons' quality will degrade overtime. Firearms are classified into three classes that determine their users and where you can obtain them: Complete list of guns is available here.

 

7-4-Gambling.png

Yes, you can attend magic shows, have fun in nightclubs or strip clubs, or head to gyms for combat training, as well as playing at golf courses, shooting ranges, etc. Go to the beaches and enjoy beach volleyball, parasailing, Blazer racing, any leisure activities you can imagine from the words “Vice Beach”. The rules: beachwears, shorts, bikinis are restricted to this area + no carrying weapons in pocket.

 

The real deal of Light & Shadow, however, has to be the gambling. What a con-themed video game would be without poker card games? Horse betting and drinking games? Slot machines and roulette tables? Blackjack and good old' Texas Hold'em? 

 

Sure it ain't the Strip, but you can play it anywhere: at the yacht, at the clubs or the bars, at the Seminole Park Racing & Casino in Haiyakpo or the Meropis Island Casino in the Bahamas. Go to Little Cuba's domino park and place bets on rounds of domino and chess. Explore the map carefully and you'll end up finding illegal gambling spots or strangers playing three-card Monte trick. Like in RDR II, most games are sabotage-able to minimize the loss provided you master some sleight of hand tricks. Thomas does this the best, further showcased by the ability of pickpocketing pedestrians or inserting items to their pocket.

 

7-4-Customizations.png

The more limited customization has been adjusted to fit the trio's personality; whatever combination you use, the charisma never drops. Other than outfits from casual wear of Binco to must-have tailored clothing of Perseus, as well as hairstyles from the barbers, accessories can be bought. Wearing a watch reveals current in-game time above the minimap. Having an earphone allows you to listen to radio broadcasts on foot. Jewelries enhance your social value, but also attract thieves. Maria has wider customization options to embrace her femininity: skirts, elegant dresses of different materials and necklines, flats (no high heels for practical reason), and makeup from Pharaoh Cosmetics, applied by interacting with the safehouse's mirror (Thomas and Cesar can modify facial hair instead). Unlike in GTA V, the protagonists' appearances persist permanently, save for the makeup.

 

 

8-Soundtrack.png

 

ORIGINAL SCORE by Michael Hunter

Butches Brew • Dubs and Rarities • Echo Tone Defeat • State of Flux • Turntable Technology

 

RADIO STATIONS (WIP)

Spoiler

ART O' WAR Hip-Hop, Soundcloud Rap

 

EVOLUTION Progressive Rock/Metal, Electronic Rock

 

ETHER Alternative/Indie/Folk Rock, Reggae Fussion

 

ULTRA House, EDM

 

LATE NIGHT ARCADE Electronic, Synthwave

 

GENTLEMEN Pop, Contemporary Electroswing, R&B

 

GOLDEN AGE 80's Time Machine

 

RADIO VICE BEACH Power Pop, Dream Pop, Indie Pop

 

TRANQUILITY Soft Rock, Chill R&B, Folk

 

CALLE OCHO Contemporary Latin Pop/Pop Rock

 

SAN JUAN SOUNDS Merengue, Bachata, Latin Hip-Hop

Coming soon.

 

BABYLON REPUBLIC Reggae

Coming soon.

 

GLOBAL HAVANA Everything Cuban

Coming soon.

 

 

10-Story.png

The main story is non-linear, formed by a string of con games with different marks. Setting up those targets won’t be easy, and thus the role of ever-expanding connections is significant. The right acquaintances provide the protagonists with quality details regarding the targets, some even give hints of certain opportunities earlier. Many paths can be taken. The marks are fixed, but the protagonists can miss out a connection entirely. Some may leave the town at one point or even get arrested/killed.

 

The story is divided into two main parts. The first-half works like EFLC: three separate and loosely tied stories for Thomas, Maria, and Cesar. Only one perspective can be played at a time. The second-half is closer to GTA V post-Friends Reunited as the three stories intertwine into singularity. The character wheel is now unlocked to switch between protagonists, but can only be used while outside of missions and activities.

 

THE NEGOTIATOR, THE SEDUCTRESS, & THE INTIMIDATOR

To Obey the Street Codes THOMAS

Parasitic Relationship THOMAS

 

THE OPPORTUNIST

Coming soon. 

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sabitsuki

Looks amazing so far. Totally looking forward to this one

 

Edit: Had a more thorough read through it. The Con minigame reminds me in some way of the interrogations in LA Noire, albeit with more sweet talking than shakedowns. Really interesting mechanic but I'm just wondering how it might differ from protagonist to protagonist. Thomas is obviously a masterful conman and Maria's the classic femme fatale/honey trap but I'm not too sure how Cesar would approach it.

 

The music sounds really promising so far, but I'd definitely increase the number of songs for each station to maybe at least 15-25 songs per station like in V. Definitely include stations that play Soundcloud Rap (or partially containing it), EDM and modern Latin music (similar to Motomami Los Santos) since these genres have a large footing in Miami today. A phonk, lofi house or hyperpop station might be good as well to set your concept apart from the others.

 

The graphics are really nice, there's sort of the whole minimal vibe going on which I think is really cool and fits that classy, high society modern-day Miami atmosphere that you're going for. I liked how you didn't just go for the same old neon synthwave aesthetic that plagues a lot of the other Vice City concepts, so hats off to that.

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Datalvarezguy

Finished the V1, it looks fantastic. A more subtle approach to GTA, I like it. From what I understand, modern day Miami (and by extension Vice) is like, Bratva Headquarters or paradise or something, so I eagerly await once again for the clusterf*ck that is Russian Mob politics to come back in full swing.

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VanHostell97

That was a good concept I love Vice City in modern times better 

 

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wise_man
Posted (edited)
On 4/16/2022 at 11:31 AM, sabitsuki said:

The Con minigame reminds me in some way of the interrogations in LA Noire, albeit with more sweet talking than shakedowns. Really interesting mechanic but I'm just wondering how it might differ from protagonist to protagonist. Thomas is obviously a masterful conman and Maria's the classic femme fatale/honey trap but I'm not too sure how Cesar would approach it.

Thank you for the comment. I'll take it into account.

 

The point of Cesar's "intimidation" is to apply pressure, make his mark stressed out and force them to corporate with him. The methods are based on fake MI5 agent Robert Hendy-Freegard, who pressured his victims into doing his wishes, claiming that the IRA was after them. That sounds a bit like how Steve Haines forced Michael co. to do stuffs for him because he knew about the deal with Norton. 

 

Netflix has a documentary about him too, The Puppet Master: Hunting The Ultimate Conman.

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wise_man

A quite extensive updates today with updated format and descriptions. Finally finished naming all the neighborhoods, only need to put on their description. I don't really think I need a map, pictures are enough to imagine the settings. Also adding new characters with temporary image link, will be replaced with links to their detailed profile later on. Hey, it's started to take some shape now. 

 

By the way, I've just watched Runner Runner, the movie mentioned by @The Notorious MOB while ago. Not really enjoying the story and characters, but the exotic style and presentation exactly match my vision on L&S. Honestly I'd recommend it for the atmosphere alone.

 

 

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sabitsuki
20 hours ago, wise_man said:

A quite extensive updates today with updated format and descriptions. Finally finished naming all the neighborhoods, only need to put on their description. I don't really think I need a map, pictures are enough to imagine the settings. Also adding new characters with temporary image link, will be replaced with links to their detailed profile later on. Hey, it's started to take some shape now. 

 

By the way, I've just watched Runner Runner, the movie mentioned by @The Notorious MOB while ago. Not really enjoying the story and characters, but the exotic style and presentation exactly match my vision on L&S. Honestly I'd recommend it for the atmosphere alone.

 

 

Kinda reminds me of RocknRolla and Layer Cake vibe wise, both good films as well.

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The Coconut Kid

This really is an excellent idea. I'm glad you've been able to port it from the Wiki post so seamlessly! The topic looks terrific.

 

I'm going to have to make time to go through each section of this individually. For the moment, I'll focus on the Con Games feature because I know Confidence Tricks are the core of your concept. It's also something I can tell you're really enthusiastic about.

 

The main draw here has to be our opportunity to essentially create our own story. We decide which protagonist to approach a con with. We choose the mark. We control our approach to the con by building our own identity and doing our own background work. Our chances of success are directly affected by our choices.

 

It's a fantastic direction - and one that is completely new to me and unique to this concept. 

 

It also isn't lost on me that the Confidence theme plays out with a lot of the same logic as Heists in GTAV. It's not just a gimmick. You've put a lot of thought into how this can actually work gameplay and story-wise.

 

My question to leave you with has to be this - are you planning on posting any story missions at all to show us how these dynamics work? I'd love to see 'em. Show us how a couple of cons play out!

 

This is a very enjoyable read. It reminds me almost of an interactive Elmore Leonard novel. I'll come back and focus on your location work and your supporting characters soon... but you can be very happy with this. Great work. :^:

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wise_man
Posted (edited)
On 4/29/2022 at 11:35 AM, The Coconut Kid said:

My question to leave you with has to be this - are you planning on posting any story missions at all to show us how these dynamics work? I'd love to see 'em. Show us how a couple of cons play out!

First of all, thanks for the comment.

 

The story will indeed be non-linear, but it'll always lead to a same conclusion. Thomas could end up fail to persuade Cyrus. Maria could end up losing her ties with the Russian mob. Regardless of what happen individually, the story always ends with the main antagonist being dead, and the protagonists reconcile despite still not trusting each other.

 

The full story itself will be presented like this. I doubt that a story structure like Mob Rules can be conveyed in mission by mission format. I've also planned some con missions, though they'll take more time for me to develop, as I'm aiming to have a comparable open-ended complexity to Hustle (not for all the missions, but majority of it).

 

I must said that your Liberty City 1978 concept with @Akaviri also inspire some of L&S mechanics, considering that's the first concept to actually introduce a conman protagonist. 

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The Coconut Kid
On 4/29/2022 at 9:45 PM, wise_man said:

The story will indeed be non-linear, but it'll always lead to a same conclusion. Thomas could end up fail to persuade Cyrus. Maria could end up losing her ties with the Russian mob. Regardless of what happen individually, the story always ends with the main antagonist being dead, and the protagonists reconcile despite still not trusting each other.

This is interesting. It makes me wonder about the possible consequences of a failed con.

 

It seemed like consequences were completely absent from the heists in GTAV. It doesn't matter which way I prepare or execute a heist. The outcome will always be the same. Some crew members are programmed to die and I'll lose a tiny amount of the take, but there aren't any real consequences.

 

Which brings me to another thought - are you planning to feature crew members who can be brought in to assist with a con? You've assembled a lengthy supporting cast, and I'm assuming many of them will take this role. But I'm interested to hear your thoughts either way.

 

I'm glad you're planning to post a summary. I'm familiar with Hustle from my days in the UK - it's an understatement to say I'm looking forward to your examples.

 

On 4/29/2022 at 9:45 PM, wise_man said:

I must said that your Liberty City 1978 concept with @Akaviri also inspire some of L&S mechanics, considering that's the first concept to actually introduce a conman protagonist. 

 

Thank you. The big inspiration for me to include con was the film Trick Baby. I'm sorry about the quality but the first ten minutes are golden - they're exactly what I was going for. There's a second long con to complement the first short con later in the film. Might be worth a watch!

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wise_man
Posted (edited)
On 5/1/2022 at 1:46 PM, The Coconut Kid said:

This is interesting. It makes me wonder about the possible consequences of a failed con.

 

It seemed like consequences were completely absent from the heists in GTAV. It doesn't matter which way I prepare or execute a heist. The outcome will always be the same. Some crew members are programmed to die and I'll lose a tiny amount of the take, but there aren't any real consequences.

 

Which brings me to another thought - are you planning to feature crew members who can be brought in to assist with a con? You've assembled a lengthy supporting cast, and I'm assuming many of them will take this role. But I'm interested to hear your thoughts either way.

Honestly, having every cons "irreversible" sounds ambitious, but also complicates me in designing the story, so only few that can be "missable" due to player's failure.

 

It works like the killing choices in GTA IV. Sometimes they cause minor outcome (becoming random characters when spared) or major outcome (killing Derrick/Francis leads to a funeral mission). If the cons alter the story in major scale like that Derrick/Francis scenario, then there's possibility that it cannot be repeated.

 

Yes, there's ability to optionally call some connections for some cons. A single team, however, is limited to two to four members (including the protagonist). I feel like GTA V's crowded heist team lacks some bond, specifically between the trio and the crew members. Apart from that conversation in The Paleto Score, nothing really interesting happened between Michael and let's say, Karl Abolaji . A small crew is enough as long as there's some proper chemistry.

 

EDIT: Here's the updated mechanic for partner system in con games.

On 4/16/2022 at 11:06 AM, wise_man said:

PARTNER

Some con games are more complicated than the others, requesting a crew in the field. They will play the roles of either ‘roper’ or ‘fixer’. Roper helps the protagonists in persuading the mark directly, while Fixer prepares the resources needed in convincing the mark, such as items, places, and websites. 

 

Do outsourcing for partners. Pay off some street thugs to ambush your mark, or ask a counterfeit money factory to produce a suitcase of bad currency. The protagonists can also invite friends with useful skills. For instance, Diego Pascoal can persuade Portuguese speakers and Rodrigo Sandoval can craft fake police badges for disguise. You lose an amount of money, but you hone their skills for future uses. 

Edited by wise_man
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The Coconut Kid
On 5/1/2022 at 5:48 PM, wise_man said:

Yes, there's ability to optionally call some connections for some cons. A single team, however, is limited to two to four members (including the protagonist). I feel like GTA V's crowded heist team lacks some bond, specifically between the trio and the crew members. Apart from that conversation in The Paleto Score, nothing really interesting happened between Michael and let's say, Karl Abolaji . A small crew is enough as long as there's some proper chemistry.

 

This makes sense and I'm glad it's the direction you've chosen.

 

It actually reminds me of Burn Notice and how closely the main characters operate. They take care of business, but they also aren't afraid to chill around the hotel pool.

 

Which brings me to your work on the location. You've done a really good job of bringing contemporary Miami to life. You've even fleshed out the neighbourhoods! I got a giggle out of your references to people who've resided in this part of Florida over the years -- Versace, Jackie Gleason, and Alphonse Capone himself.

 

You're probably going to know already how much I love Miami. But it takes a lot to convince me that I'd enjoy it as much present day. You do that. You also go above and beyond with the surrounding area. It's important that the Bahamas and Keys are in a re-imagined Vice City map.

 

I'm also interested to know. How much research did you drop on the location? I know you've mentioned City-Data forums in the lounge. Where have you been looking? And where would you recommend we look if we want to learn more?

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wise_man

Haven't watch Burn Notice yet, but have seen some clips and trailers. Such a promising show about modern Miami. Not sure if I have the time to watch all 100+ episodes, though, maybe only a couple later.

 

1 hour ago, The Coconut Kid said:

I'm also interested to know. How much research did you drop on the location? I know you've mentioned City-Data forums in the lounge. Where have you been looking? And where would you recommend we look if we want to learn more?

Youtube helps me alot in studying Miami with countless documentaries and blogs. Among them I'd recommend The Field: Miami about the hoods and hip-hop scene, Miami Nightlife Guide about the scummy practices in Miami's nightlife, and this real estate agent talking about the luxurious side of the city.

 

That City-Data Forum was found by accident when I was looking for info about Westview. Wikipedia lacks the info needed sometime, so diving into that forum can fill the blank spaces. The forum is helpful enough to learn cities from locals' perspectives, but the web design makes it difficult to search topic by publish date.

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sabitsuki
On 4/16/2022 at 2:06 PM, wise_man said:

Nice. One of my favorite dream pop songs in there.

 

I recommend adding songs by Cocteau Twins or Electric Youth as well, I personally think they're good fits for the vibe of the station.

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AkshayKumar
Posted (edited)

My favourite thing about reading concepts is the unique ideas people come up with. Con games and confidence tricks sounds very novel and fun. Like you mentioned a markedly different approach from the usual GTA power your way through approach, I'd say so much of a deviation it almost appears like a different game to GTA but it's good to shake up the formula makes things more interesting for sure. 

 

I like how you combined GTA IV and GTA V's approach to the multiple protagonist storyline. The seperate stories that intertwines into one large story in the latter half is probably my preferred approach to see too. Having the three protagonists play differently is a good touch too, it's something I think many have been asking considering how IV and V's protagonists play more or less the same. (Also Cesar being the worst driver means the driving will be like GTA IV for him😂 i like that though I imagine GTA IV fans wouldn't lol)

 

I'm a bit mixed about having the different grade weapons to be bought in different places. On one hand it feels more convenient to buy all in one place but on the other it makes more sense that an underground store won't have the quality merchandise that the top gunrunners have. It's definitely more immersive this way though. 

 

Good job on making Vice City look bleak, the whole tourist traps and only the wealthy enjoy the city... it really feels like a city of vices heh. 

Edited by AkshayKumar

 

 

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wise_man
3 hours ago, AkshayKumar said:

I'm a bit mixed about having the different grade weapons to be bought in different places. On one hand it feels more convenient to buy all in one place but on the other it makes more sense that an underground store won't have the quality merchandise that the top gunrunners have. It's definitely more immersive this way though. 

Yeah I just found it weird that while a GTA game can have many gun stores around the map, all of them act almost identical. In GTA III and the original Vice City, aside from the normal Ammu-Nation stores, we also have Phil Cassidy stores where heavy weapons are exclusively available. In GTA V, we only have Ammu-Nation outlets that sells all weapons. 

 

The different grade system will also play role in the gunrunning side mission, something I will work later on.

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wise_man

Just dropping another extensive update. Graphics, descriptions, and credits are updated. New hyperlinks are added, not only for images and wikipedia pages, but also youtube videos about Miami which I think worth enough to watch. Grammar, spelling, and formatting mistakes have been sorted out. Ton of new information is added, including two familiar characters 😉 and more comperhensive explanation on the con mechanic.

 

Now I'm feeling obligated to make at least one mission post, for proper example.

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sabitsuki

I've been lurking this thread from time to time and I gotta say, the amount of work you put in and updated in this is incredible and pretty admirable.

 

Really great attention to detail and graphically pleasing while staying true to that classy rendition of 2017 Vice City you went for. Makes me wish it was actually a real game.

 

Keep it up man 👍

Edited by sabitsuki
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Posted (edited)

Decided to re-organize the characters with new image links to postimage (as anticipation if the original links gone). Vehicles and weapons will be re-added soon with new graphics. Also merging the Gameplay and Diversions sections into one. I don't think exploring all of possible activities and side missions are worth enough, it takes away the time that can be allocated for story/missions instead.

 

Speaking of the story, both parts will be posted on separate posts with missions in-between. Progress on them are quite slow due to RL things, hope I can finish it before the end of the year. Summer break is coming, but I won't be able to do much in early to late July for reasons.

 

In the meantime, let's expand the discussion here.

 

On 4/16/2022 at 4:23 PM, Datalvarezguy said:

Finished the V1, it looks fantastic. A more subtle approach to GTA, I like it. From what I understand, modern day Miami (and by extension Vice) is like, Bratva Headquarters or paradise or something, so I eagerly await once again for the clusterf*ck that is Russian Mob politics to come back in full swing.

You can actually check the page's history for the complete changelog from 2018, back when it still an obsecure concept, zero direction, same cast but completely different vision.

 

I have added Maria's Russian Connections section under Maria's profile for characters related to the Russian underworld of Vice City. What will be explored is an opposite to @Jeansowaty's The Russian Roulette, more about grit behind glitz, high calliber Bratva's figures of wealthy oligarchs, playboy, and high-class prostitution racketeers, where the "American Dream" is alot easier to achieve. Personally I use Dukhless 2 as tone influence, eventhough it's not an action-crime film and I don't understand a single word. Don't forget to check out Thomas' Affiliations In The Skylines and Cesar and his Drug Contacts sections too.

 

On 4/29/2022 at 11:35 AM, The Coconut Kid said:

It also isn't lost on me that the Confidence theme plays out with a lot of the same logic as Heists in GTAV. It's not just a gimmick. You've put a lot of thought into how this can actually work gameplay and story-wise.

Other than watching Hustle, I would recommend The Confidence Game book by Maria Konnikova for a bigger picture of how the con works. I try the best to keep anything grounded, not too over-the-top and unrealistic.

 

On 6/12/2022 at 3:11 PM, sabitsuki said:

Really great attention to detail and graphically pleasing while staying true to that classy rendition of 2017 Vice City you went for. Makes me wish it was actually a real game.

Details and complexity have been unwritten goals here. Two things that I find missing from other modern VC concepts I've read. So far, I only know three concepts that are close enough to reach that: Vicio ImperiaVICE, and Vice City True Story by @Jezus Holy Christ (I still own the original savefile before its gone). I would also mention the ideas thread by @The Made Man, though it's not really a concept. They don't influence L&S directly, but still worth some attention.

 

I also have that thought, I mean an AAA game centering on the realistic side of confidence tricks is strangely yet to be existed. The closest caper simulation I know is The Big Con indie game. It's possible that Rockstar would head to that direction, we have con options during GTA V and Online heists, and we have Hosea Matthews in RDR II as one of fan-favorite side characters.

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wise_man

Updating the gangs section, now in The Underworld section under Jan's quote. So if you're looking for more in-depth gang information, street gangs, the Italian, the Russian, whatever, you're welcolmed to click on the spoiler.

 

Updates on the rest of the main post can wait.

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Posted (edited)

Vice-City-sunset.jpg

Introduction sequence inspired by:The Kids Will Have Their Say” by Raniero R

 

The game starts with a cutscene: the opening credit, always unskippable in the first ever playthrough. "Goes to Pluto" by Pablo plays in background. The camera shows the scenery of Vice City in the yellow sunset as the streets get more crowded and the city lights are turned on. The cutscene then shifts to three scenes of interest: Thomas Kingston meeting a guy in Ventura Key beach park with the visible skylines as a backdrop; Maria Vinogradova taking the skytrain departing from Frank Taylor International; and Cesar Álvarez driving his Albany Pierre along the traffic when he receives a phone call.

 

Once the music ends, the screen turns black abruptly with the game's title in the center. As the logo fades, the character’s wheel is shown in the down right corner. Choose one protagonist to experience first; you'll return to this section after completing the first story.

 

Story-Part-I-1-Thomas.png

Continuing the scene on the beach, Thomas attempts to sell fake cocaine to Leandro Gomez. He assumes Leandro is just another small time drug dealer, dumb enough to believe it's a genuine product. That is, until Leandro conducts a sample test and uncovers Thomas' scam. He points a silver to the conman's head, saying that he's too smart for a street hustler like him. Thomas speaks up, convincing the dealer to spare him; he'll make Leandro a big shot if alive. Too good to be true, Leandro agrees with a warning, "You get a second (chance), but no third."

 

Leandro has migrated illegally from Mexico after a prison release a month ago. He's new to VC, but already knows the rhythm of its drug network. Competition in the street is tight: the DOA has actively hunted dealers, smugglers, anyone with connections to the dirty side of VCPD, unbalancing the drug network in Vice City; added the presence of many young cartels and the unpredictable Fratènite. Thomas already has some over-the-top plans, such as setting up a new profile for Leandro: prominent Mexican drug baron on the run. Understandably, it's an instant gateway as Thomas doesn't like to be around Leandro for too long. Leandro doesn't buy the idea well. He wants Thomas to do it step-by-step: make an image of a trustworthy, talented empire builder from scratch, while they're in fact hijacking the business of Panamanian newcomer Horacio Vera.

 

For others, Leandro is another rags-to-riches story; only he and Thomas know that the empire is built from deception. The two proceed to steal influences from the Mexican Ocean Cartel's associates in VC, which in one possibility, made possible by persuading Laura Mortes who has knowledge on the Mexican. Leandro and Thomas also use a traveler smuggler ring to transport drugs. When the travelers betray them, allegedly after finding out Leandro's fabricated reputation, Thomas recovers their drugs and profits with new associate, tourist scammer Jan Daniels.

 

Thomas never discloses his "accurate" background to anyone but Jan, a man with same passion, same frequency. While drinking coffee in the morning at La Pantera riverside restaurant, Thomas reveals to Jan that he came from Nassau, Shawnee, more than thousand miles away. In early 2017, a con went south, his partner-mentor Cyrus Forsell was shot dead, and the mark forced him to leave the state for safety. He then fed himself by committing many cons across the East Coast before ending up in Tequesta. Thomas doesn't tell Jan he failed most of those cons, however. Too shameful. He does express the desire to drive Leandro away, wanting to be a free man again.

 

Leandro now enjoys a life in clover by the sea, a sign that he's ready for higher stakes, higher payout works. Buying a large quantity from the Bahamas, he needs a transporter now. Thomas then mediates his partnership with the Da Silva Enterprises, one of many shady entities in Viceport through their enforcer, Diego Pascoal. Little do Leandro know, this deal is one step for Leandro's downfall, so Thomas can escape the dealer's shadow. The conman ruins the short-lived Gomez empire. Two of possible scenarios include: angering the Bahamian cartel as the money "disappears" or communicating the truth to the major Mexican cartels. Depending on how this con runs, Leandro will be killed, arrested, or fleed, and will either be aware or never discover Thomas' betrayal. Whatever happens, he's finally out of the conman's picture.

 

From the television in the Searrows private tourist agency in ViMo Street, Jan watches the Weazel News report about Leandro, dubbed by the media as A Fabricated Drug Lord. Jan then informs Thomas in a phone call that Thomas has a good way to flex and sharpen his skill: fellow aristocrats of crime across the city. Gloria the director needs a breakthrough in the form of stealing artworks for Delaney gallery. Helping her is financier Marius Fritz, who seems to have an agenda of his own. Then there’s wine frauder Gunawan who will actively serve the champagne society above. Jan himself introduces Thomas to his brat boy, Neil Shackley

 

Going through at least one of these figures leads to an optional venture with negligent diamond dealer Rafal Grossman, as he causes troubles while doing the Jewish Mob’s chores. Also present is the opportunity to help Quincy Young the "Cannon", whom Thomas may've met earlier when he bought weed from Leandro. Quincy has quitted the drugs and hoods of Broadway. He's inspired to launch a music career, but the industry is filled with artificial, gibberish soundcloud rappers and corrupt recording companies.

 

Alright, these names sound irrelevant to you, but they can provide full support for Thomas’ schemes, directly providing approach options, becoming partners, giving intel, or opening some connections earlier. Later, they can be solutions for Da Silva's debt.

 

Now what's up with Da Silva Enterprises? The Brazilian company runs by the father-son duo of Francis and Felipe Da Silva? While Thomas' going places, Diego contacts him for something urgent. The enterprise is under severe debts to Bernardo Ferreira and his loan sharks gang. As far as Diego knows, Francis has loaned money from them for business expansion, which is already due for payment. Francis is negotiating with Bernardo and other parties, while Felipe prepares the cash by managing the company’s illegal trading.

 

As Thomas jumps into the field, however, he gradually learns one reality: the father and the son are equally bad omens. Francis turns out using like 80% of Ferreira’s money for himself and for amusing his businessmen circle. On the other hand, Felipe is straight up incompetent, would rather partying and loudmouthing around. He sniffs coke with the Bratva prince Lazar at the Russian club's VIP booth; dates the Mexican cartel's princess Laura; and does a deal with the self-interested devil, "Wildcard" Zheng that will siphon funds from the Da Silva's kingdom.

 

Whether the debts and problems are sorted out or not, Thomas and Diego know the company's doom is inevitable. Francis wants his son kicked out for ruining the reputation (and affects his earning). Felipe wants to overthrow his father for caring more about the green than family; and runs the enterprise alone despite how inept he is. Thomas needs time to consider the choices while he, Jan, and Diego plan a con game of their own: hitting oligarch Ruben Kocharyan. Right before the action however, Thomas finds himself tied in a warehouse.

 

The man who brings him here is an old forgotten partner: Cyrus Forsell. We now learn more about what exactly had happened in Nassau. Thomas and Cyrus attempted to con a stock broker, but they didn't expect the violent turn when the mark discovered the truth earlier. In a meeting at the city's park at night, Cyrus was shot and Thomas managed to run away. Cyrus survived and was hospitalized for weeks. His mind rushed, unable to perceive that his perfect plan was spoiled; Thomas must've been betraying Cyrus. It has to be, for that Thomas has problems with envy and ego.

 

But this isn’t the same Thomas that Cyrus last saw; that’s what Thomas tries to convince. The failures of his cons and the encounters with Leandro, Jan, Da Silva family; all have shaped up Thomas’ new direction. He’s less sloppy, more careful, more aware of possible contingencies; and most importantly, no longer motivated to outdo his mentor. Thomas hates that Cyrus interrupts the peace, but he’ll welcome the idea of collaborating with his mentor again. Cyrus nods even though he still suspects Thomas for backstabbing. He’ll observe from afar while pushing his new gun-for-hire life.

 

NEGOTIATION GAMES:

To Obey the Street Codes

Parasitic Relationship

 

THE SEDUCTRESS & THE INTIMIDATOR WILL COME SOON

Edited by wise_man
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wise_man
Posted (edited)

Mission1.png

Credit to @Datalvarezguy for the Spanish translation

 

Another failure meets another consequence. For now, Thomas has no other choice to survive than serving Leandro, the drug dealer he tried to rip off earlier. It’s another spontaneous decision of his to vocally offer his talent for the mark. It’ll give Thomas time to replenish his mind and skill, necessary for him to trick Leandro again, successfully in the future.


Leandro forces Thomas to take rest in his hideout: a small, unexciting apartment in Gladeville with packed drugs and daily stuff scattered around. Thomas has no problem with the living condition, but he does have a problem with Leandro’s laziness and tendency to get high from his own supply. It’s the first impression that Leandro gives that night, after the pair drives away from Ventura Key.

Thomas-Leandro.png

“So, all I do here is carrying a lazy weed-smoker ass up the ladder,” Thomas mutters.

 

“Don’t forget whose idea this is,” Leandro answers while laying back on his sofa, smoking his weed, “you prove to me how lying is an easy gateway. Few, fabricated words, and people believe ‘sh*t just got real’.”

 

“Scamming is easier said than done. I got caught this noon, that’s how inefficient my state today.”

 

“Lucky boy, other thugs would blow your pretty face before you talk. Like ‘em, I hate liars, snakes, but you seem special from the moment we ‘accidentally’ met.”

 

“There's no accident. Why did I target you? I thought you’re an exploitable prick who’s gonna fall for the simplest Vinewood prop.”

 

After a short conversation, Leandro says that he needs to go out for some unfinished business. Thomas is left alone, locked in the apartment as Leandro will return in the morning. At this point, you regain control of a tired and frustrated Thomas. 

 

“Think quick, Thomas. How to escape a mad drug dealer?” he can't stand Leandro and can’t think of ways to outsmart him on the second try. No helpful contact on his phone. No suitable tools around for escaping. Police siren is heard from outside, take a peek from the window and you'll see police cars lighting up the dark scenery. Turn on the TV or read the pile of magazines, do something in this claustrophobic space to wait until sunrise or go to sleep on the sofa.

 

In the morning, Leandro returns and gives further context while he and Thomas chew the bland-tasted breakfast bought from a restaurant nearby. Leandro reveals that he wasn’t coming alone to Vice City. He left Mexican prison a month ago with a trio of prison lads, who invited him here for a fresh drug dealing experience. However, they robbed and betrayed him after a week and ran the business themselves. Leandro then establishes his own venture, small-time, and grabs a few customers from gangbangers across in Independent City.

 

“Carlos, Lucas, and Rique. Three dumb pendejos I’ve met in prison. We moved here, it was fun and games till these friends stabbed your back for extra cuts,” Leandro says the trio’s name.

 

“I hear that’s how street norms work,” Thomas comments.

 

“Being untrustworthy ain’t part of street codes, es parte de tus códigos (it’s part of your codes).”

 

Words from the street say that the trio is having an unfortunate time in Little Dominica. Leandro has predicted it: this trio expect the glory will follow instantaneously. With them being in trouble, Leandro looks for sweet revenge. This will be Thomas’ first job. 

The-Mark-Carlos.png

Thomas drives Leandro to Little Dominica's hoods in a grullo Declasse Fiorento, a nice ride Leandro hijacked from North Vice City just three days before. After a bit of exploration, Leandro witnesses Carlos and a Dominican gang member in front a house doing heroin transactions. Overhear the conversation and you learn that the trio business went downhill because of a feud with the Yardies. From the way he speaks, his English isn't as fluent as Leandro: saying simple vocabs and mixing Spanish words. As the Dominican left disappointed with Carlos’ overpriced product, you’re instructed to observe him from the car.

Observation.png

By observing marks, you’ll dig more intel about them. Never underestimate this special ability, it will impact the available dialogue choices and the way Thomas talks. More details mean Thomas will understand him better and more personal, modifying the conversation’s flow. 

 

Use the analog stick to examine Carlos, who’s standing still next to the house, from head to toe. Press (X) when you catch any interesting bits. 

 

In this case, you’ll see a desperate facial expression, implying that it’s difficult for Carlos to find a customer, at least for today. A duffle bag flings is hanging on his shoulder, definitely full of heroin. Leandro suspects it’s Carlos' last stock, hence why he sells it at a high price. A dirty pistol can be seen in his right jeans pocket. Wrong steps and surely he'll fire it.

 

As this is a con game tutorial, Carlos will never catch Thomas and Leandro spying on him. For future cons, however, always consider the distance between you and the mark when observing him/her directly without utilities like binocular. The further, the more time for observation before the target notices, but the less details you can dig out. The closer, less time but greater details are visible.

 

After quitting the “observation mode” by pressing L3 + R3 again, Leandro orders Thomas to teach him a lesson. Exit the car, go approach Carlos, have a talk. Leandro waits, anticipates if anything goes wrong.

Greet.png

“Heard you got nice stuff there, mate,” Thomas greets the dealer.

 

“Heroin, special,” that’s the first two words from Carlos, simple and straightforward.

 

Afterwards, you’ll decide the direction of the conversation through different dialogue choices. Thomas can act as someone new or familiar to Carlos, and he replies, “Really? never seen you before. Quizás me olvidé de tu cara (maybe I forgot your face).”

 

For the latter, Thomas can question Lucas and Rique’s fates, and Carlos tells that they had dumb deaths during their feud with the Jamaicans, as they attempted to rob their weed shipment. Carlos is in control alone now, homeless, constantly moving around Little Dominica. What’s in the bag is only a few baggies of heroin, which Carlos sells highly in hope for a quick buck. By the end, Thomas can pose as either buyer wanting to buy all of the heroin stock or fellow dealer looking for barter. Decide the path, and return to Leandro for a second, “My friend is in the car, hold on."

 

BUY

Leandro reluctantly hands him some cash, less than what was asked by Carlos. Thomas must bargain the price well until Carlos agrees. The deal is done with Thomas holding the bag, but he continues talking with Carlos about his desperate time, his dirty pistol, or his venture in Mexico (if Thomas pretends to be a forgotten familiar face). It’s a misdirection act to steal the money back from Carlos’ left pocket, unnoticeably.

 

TRADE

Leandro hands Thomas the fake cocaine powder he used yesterday. Carlos doesn’t want a coke-heroin barter at first. Thomas must convince him anyway, telling lies like he obtains them from a big cartel in the city, fake it as an A-grade item.

 

After the short-con, Thomas leaves Carlos politely, “Appreciate it, hope the best for you.”

 

Take the car and leave the area immediately. Carlos finds out that Thomas has just taken the money back or tricked him with fake merchandise, he’s yelling from behind, “¡Eres un puto estafador! (you’re f*cking swindler!) ey! ey!”.

 

Leandro is satisfied as they speed up, “Ha! good work Tom, know you’ll be this useful,”

 

“That’s like the first successful scam I've done in ages, jezz. What’s next for him?”

 

“Leave and forget it, he’ll be eaten alive by the city in no time.”

 

Arriving back in the apartment, Leandro tells Thomas it’s time for his gig: taking his career up to the sky. Thomas believes he needs more time and research for inspiration, perhaps looking around the city would help. Luckily, Leandro’s in a positive mood after the conman displays his talent. “If that’s how grifters work, fine,” Leandro approves, “...but keep the deal in mind. Again, no third chance.”

 

Complete free-roam around the map is now possible. Remember, Thomas is still under Leandro’s wrath for now; ignoring his wish for too long will ignite his anger.

Success.png

Edited by wise_man
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This is really good. I find the Russian protagonist's role very interesting. Not very original, but nonetheless unique to the GTA setting, never seen before. Makes me very curious what it'd be like in a real game. Keep it up. Very interesting gameplay idea too, with those superficial conning techniques.

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I love the Vice City Concept. But i thinking about doing a Vice City Concept like yours. But unfortunately, I don't know how to make Radio stations. 

 

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Thank you, glad you're enjoying it @E Revere, you're in for a treat :)

 

It's odd that no existing modern-day concepts so far has explored the Russian mafia's roles in Vice City, and that's what I'm aiming to do with Maria's story. Shady things going on in real-life, news of Russian rich guys buying condos/mansions, and some European immigrants believes a Bratva organization involved behind the scene, but nobody really knows what happened. 

 

Not only does it fits with the general theme of manipulation, having a honeytrap protagonist fits the situation of the game's setting. In early 2017, Russia was accused for blackmailing Trump, and going back to early 2010s, we have sensations ranging from ''Katia'' Zatuliveter, dating Mike Hancock and safely able to enter the British parliament; to Anna Chapman the spy turning celebrity after release. But why making Ms. Vinogradova a deep cover spy infiltrating US government, when you can make her infiltrating the VC Bratva's politics instead? Lot more interesting to explore than repeating GTA V FIB-focused pattern again.

 

Still working on the second mission for Thomas, lot better than first in my biased opinion. Then we'll see her in action 😉

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