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Grand Theft Auto:

Chinatown Wars

            Grand Theft Auto: Chinatown Wars has received a great deal of attention since it’s unveiling at E3 2008, perhaps more so than any other third-party Nintendo DS game. This probably Electronic Theatre Imagewon’t come as a surprise to most Hardcore Gamers, as many feel that the handheld system has rarely catered to their demographic in recent times, and such a stand-out “mature” game should undoubtedly grab the headlines. However, these headlines have been limited to that exact audience, and the sales since release have been decidedly sluggish. So, is Grand Theft Auto: Chinatown Wars a case of growing awareness, or having made the wrong market aware?

            By its definition, Grand Theft Auto is the pinnacle of casual gaming. Not only does it feature open-ended gameplay in which the player is free to set their own goals, but it does so without relying on complicated status screens or confusing control configurations. This is why many felt that Grand Theft Auto: San Andreas may have crossed into too much new territory, and also why Grand Theft Auto: Chinatown Wars is everything a Grand Theft Auto game should be.

            Viewed from the top-down perspective most closely linked to the first two Grand Theft Auto titles on PC and PlayStation (and, of course, their subsequent expansion packs), the Nintendo DS vision of Liberty City is immediately recognisable despite the eagle-eye view. Controlling your on-screen avatar with the Nintendo DS’s diminutive D-Pad can initially seem unpredictable, but soon becomes second nature when coupled with a generous use to the L Button to centre the screen. Vehicle handling is considerably easier to get to grips with, with cars, trucks and bikes automatically aligning themselves with not just the road, but each individual lane. The automatic adjustment isn’t so much that you can rely on it to keep you heading in a perfect line around corners, but it will allow for nipping in-and-out of traffic with only quick stabs of the D-Pad.

            Other controls have been refined dramatically, such as automatic targeting when driving and the incorporation of the host system’s Touch Screen into many of the series’ general gameplay aspects. Hotwiring transport, raiding dumpsters for weaponry or ammunition, organising your drugs stash and utilising the features of your apartment are all conducted with simple swipes of the Touch Screen, and each has been delicately adapted – including sufficient delay to allow for removal of the Stylus from its’ tidy home.

            The missions present have also been designed entirely around the handheld ideal: short bursts of play with increasingly intriguing storyline suggestions. And though not quite as forceful in the offering of its freedom as its most recent bigger brother, Grand Theft Auto IV, many of the objectives can be tackled in numerous ways. The delivery of each mission objective also seems to be of a deeper weave than the home console releases seen so far, with each and every mission being the result of, or introduction to, a new shift in the storyline. The only killing for killing’s sake in Grand Theft Auto: Chinatown Wars is that which the player decides for themselves.

            Reinforcing the instantaneous nature of this outing, the game allows the immediate restart of a mission after failure simply by pressing the select button. The “trip skip” option may notElectronic Theatre Image be a new idea, but it is certainly more warranted when you’ve only five minutes to play, opposed to five hours. Plenty of distractions are available – both the cabbie and police side missions make the jump to handheld, as well as the much touted drug dealing Mini-Game. Here, the player is treated to an admirable recreation of the infamous late 90’s shareware Dope Wars. While the original application may have been little more than a comedic calculator, here it is engrained into the roots of Liberty City, and is bound to reappear in subsequent releases.

            Liberty City looks fantastic, the Cel-Shading technique looking just as fresh as in Jet Set Radio or The Legend of Zelda: The Wind Waker. Each and every street is intricately detailed and brimming with life – more so than most comparative home console offerings in the same genre. Newer fans of the franchise may find the perspective somewhat disorientating at first, but only at first, and fans of the original outings will immediately offer respect to Rockstar Games for not being ashamed of what may sound like particularly diminutive roots on paper, and proving that in-play it’s more than just a series of checkboxes on a Press Release.

            The adult nature of Grand Theft Auto: Chinatown Wars is unmistakeable; even the Splash Screen prior to the game displays mysterious white parcels being exchanged for cash over two variants of the Rockstar Games logo. The developers were clearly anticipating more anti-Nintendo DS Grand Theft Auto campaigning than the game actually received, as it seems that almost every aspect is designed to create controversy.

Rockstar Games may have been striving for loftier goals at retail, with many reports claiming the end of their interest in developing for Nintendo systems has come about rather suddenly. Indeed, much of the Hardcore market is widely known to have moved on from regularly purchasing Nintendo DS releases – casting a worrying shadow upon SEGA and High Voltage Software’s upcoming The Conduit, as the situation is very similar with Wii at present – and although they may well be aware of the game, few so far responded with monetary support. This, unquestionably, is more than just a shame, and unless players begin to recognise the simply astounding presentation that is Grand Theft Auto: Chinatown Wars, developers could be turned away from offering traditional videogames on the Nintendo DS forever.Electronic Theatre Image

Kev J.                                                                                                                                           Reviews Score Table Interpretation.

14/05/09

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