![]() In each game's story, the protagonist - voiceless Claude in GTA III and Balkan war veteran Niko Bellic in GTA IV - is new to Liberty City and begins by working for a criminal organization that betrays him, so his personal need for revenge lead him to being further-embroiled in organized crime as well as doing dirty favors for the political establishment.Ĭlaude as a voiceless cypher moving through a world of caricatures does not have as much agency or impact. The members of each criminal enterprise wore matching outfits and had matching cars - from the Diablo's Stallions with flame paint jobs to the Leone family mafia with their BMW-inspired Sentinels. It was a fun location but, relative to what GTA fans saw later, not a deep one. Grand Theft Auto III's Liberty City also wasn't static, but it felt like a playground, not an ecosystem, populated by flatter characters and generic group stereotypes. ![]() Grand Theft Auto IV goes further, with the Empire State Building recreated as "Rotterdam Tower," Coney Island recreated as "Firefly Island," a coffee-wielding Statue of Liberty called the "Statue of Happiness," and the Unisphere in Flushing, Queens recreated as the "Monoglobe" in Dukes, just to name a few of the many. GTA III's Liberty City landmarks do not stand out as clearly as those in GTA IV, though Staunton Island tries to recreate Manhattan's financial district with "Torrington," Times Square with "Bedford Point," and a park in its center. Related: GTA Online Player Goes On No-Hands Joyride While Smoking, Holding a Gun GTA IV also recreates the state of New Jersey as Alderney, while Staten Island gets skipped over. In GTA IV, the comparisons are more exact: The Bronx is recreated as Bohan, Brooklyn as Broker, Queens as Dukes, and Manhattan as Algonquin. In GTA III, working class parts of Brooklyn and Queens combine with parts of Long Island to become the industrial island of Portland, Manhattan's commerce is recreated in Staunton Island, and parts of upstate New York and New Jersey are combined with the Bronx for the residential Shoreside Vale. GTA III led to five sequels and spin-offs on the sixth generation of videogame consoles ( Grand Theft Auto: Advance, Vice City, San Andreas, Liberty City Stories, and Vice City Stories) as well as a legions of clones like the True Crime series, Mercenaries, and Saints Row. Both games have rich legacies, but GTA III's sandbox arguably had a wider reach in the popular imagination of casual gamers (and society-wide moral panic that has been a common staple). Grand Theft Auto III was one of the first games to popularize open-world design shortly before the release of The Elder Scrolls III: Morrowind, a legend in its own right. Related: Grand Theft Auto 6 Theory: The Protagonist Is From GTA 4 & 5 Beyond the obvious graphical upgrade, the new gaming systems and the new engine provided new ways of interacting with the world, even as those interactions were built off of the established Grand Theft Auto formula of stealing cars and hurting people. ![]() Grand Theft Auto IV was cutting edge it was just the second game released - after Rockstar Presents: Table Tennis - in Rockstar's own proprietary RAGE (Rockstar Advanced Game Engine). ![]() Between 19 there were nearly thirty games made with Criterion's RenderWare game engine technology, though GTA III is far and away the most iconic. Some of these differences can be explained in the tools used to create them. The differences between Liberty City in Grand Theft Auto III and Grand Theft Auto IV show how much the possibilities of gaming changed in six years.
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