2004 was a big year for gaming, with several
heavy hitters like Metal Gear Solid 3: Snake Eater and Half-Life 2 releasing to
critical acclaim and a lasting legacy. If there’s one game that I distinctly
remember from this time period, however, it’s Grand Theft Auto: San Andreas
(San Andreas), Rockstar’s fifth entry in the Grand Theft Auto (GTA)
series. Even though I wouldn’t have been able to play the game at the time, I
remember that everyone talked about the game, including a number of students in
real life, and how great it was, with additional praise from gaming news
sources. I also remembered the “Hot Coffee” controversy and how it made the
news at the time, along with the recall and rerelease of the game. Eventually,
I heard enough hype that I actively sought out a copy, but couldn’t find a
single one in any GameStop that I looked at (back when I actually bought all of
my games at GameStop). Fortunately, the game was rereleased under the Greatest
Hits label and I got a complete copy that way.
Sometime later
and about eleven years ago, I tried to play San Andreas, but for
whatever reason only completed three missions (or about an hour of gameplay)
before I got epically sidetracked by other games, including Grand Theft Auto
V (GTA V), the only GTA game I had played to completion.
Since then, I wanted to try playing San Andreas again, but that interest
didn’t fully reignite until I saw footage of the botched Grand Theft Auto:
The Trilogy – The Definitive Edition, glorified console ports of mobile
ports of console games. With San Andreas now relevant again, I passionately
played the original PS2 version over two weeks, with an in-game time of 24:07
and completing the main story with an overall percentage of 63.10%. With that
goal finally accomplished, I can confidently say that despite its rough edges, San
Andreas is still a game worth playing and has definitely earned its
reputation.
In 1992, following his mother’s murder, Carl “CJ” Johnson returns home to Los Santos to attend her funeral. When he arrives, however, he is intercepted by the LSPD’s corrupt C.R.A.S.H. unit, who threaten to frame him for the murder of an officer if he doesn’t cooperate. After he’s released, without any of his stuff, CJ reunites with his old friends, Sweet, Big Smoke and Ryder, at the funeral, where he learns that the Grove Street families’ territory has been overtaken by the Ballas, their main rival. CJ agrees to stick around and help Grove Street regain their influence, but gradually finds that there’s far more going on than he bargained for.
CJ returns to Los Santos and the gang life. |
From beginning to
end, San Andreas shows very strong writing, with a memorable cast of characters
that have their own distinct personalities and believable histories. Just in
the introduction alone, CJ’s implied history with Officer Tenpenny sets the
tension between them while also hinting that they will cross paths more than
once throughout the story and neatly establishing how the player starts off
with no cash or inventory despite CJ returning home with a number of items from
his stint in Liberty City. Gang members like Big Smoke and Cesar Vialpando are
also quickly endearing and contribute to CJ’s character growth, which helps the
player get invested in what happens to CJ and more easily lets them feel many
of the same emotions that he does. Los Santos also does a great job capturing the
atmosphere of 1992 Los Angeles and the story around the city addresses many
heavy subjects from that time period, including the crack epidemic, the C.R.A.S.H.
anti-gang existing as a corrupt gang in its own right and the LA riots
following the acquittal of four officers charged with using excessive force against
Rodney King. Without going into detail about the real-life event, San
Andreas tactfully depicts the utter chaos of the riots under a different
context and comments on the long-term negative consequences.
Though there’s
plenty of serious commentary, however, the game also has a great sense of
humor, with a lot of satire of the sensibilities of the time period that still
proves funny today. For example, the radio ads poke fun at many of society’s
ills, such as rampant obesity and the obsession with wealth, all without sounding
preachy or mean-spirited. Humorous character interactions also help certain
moments stand out and stick with the player, like Wu Zi Mu performing certain actions in spite of his blindness, like looking at a playing card he was just dealt.
Some subplots also exist in the radio broadcasts and are funny to follow if you
can catch them.
Even with all of
the great and memorable writing, however, there are some inconsistencies. For
example, a series of missions with The Truth ends with CJ stealing something for
him and cryptic future implications, but nothing comes of it. There’s also how
officers Tenpenny and Polaski appear in Las Venturas (the in-game equivalent of
Las Vegas) without any explanation. Some plot elements, like the officers
appearing in Las Venturas, are explained through radio broadcasts, including
the news bulletin in WCTR, though the randomized nature of the radio means that
not everyone will hear them unless they’re patient.
There’s also the
matter of CJ. As the first GTA protagonist depicted sympathetically, he’s
a complex character with plenty of qualities and actions that can easily influence
whether or not the intended depiction resonates with the player. Personally, I
ended up liking CJ after following his character development and growing
independence and between this game and GTA V, he became my favorite of the
protagonists. However, I have to acknowledge that the mission Deconstruction
paints him in a very negative light, as he ends up burying someone alive just
for insulting his sister. There’s the possibility that this came about from a
development cycle that resulted in a lot of cut content, but it still feels generally
out of character. I also ended up not liking his brother Sweet by the end of
the game, as he comes off ungrateful and a hindrance to CJ thriving on his own.
CJ (center) is an interesting character; also pictured: Ryder (left) and Sweet (right). |
Before I get too
far into describing the actual gameplay, I should make a note here about the number
of missions, specifically the number actually required to complete the main
story. If you count the introduction as a mission, then there are 101 story missions
in the game, the most in any GTA game. While this sounds daunting, three
mission tracks are completely optional: Zero, Wang Cars and Heist (marked with
a green dollar sign in Las Venturas). This means that thirteen of them are
skippable, bringing the total down to 88. Three of these, however, are
cutscenes that count as missions, bringing the actual mission total down to 85.
In other words, only 85 out of 101 missions are actually required to beat the
game.
Getting into the
actual gameplay now, the basic controls feel great after nearly twenty years,
but do take some getting used to, including how Cross both lets CJ run and accelerates
vehicles (as opposed to the more modern R2). I also had to invert the Y-axis on
the camera for more standard movement. Combat feels a little basic, but
effective and it’s worth noting that you can only hold one weapon of each type,
which you cycle through with L2 and R2. This system still lets CJ carry a good
number of weapons and allows players to better change their loadout based on
their needs and gameplay style, but without feeling overwhelmed, which I
appreciated. San Andreas also feels very much alive thanks to a number of
random actions, like police chases, that happen all around the player, which gives
the feeling that the world continues its business without your intervention.
One thing worth mentioning
now is how the game responds when you fail outside of a mission, when CJ is
either Wasted (killed) or Busted (arrested). Should either condition be met, CJ
will respawn at the nearest hospital or police station respectively, but will
lose all of his weapons and some of his cash, the latter for different reasons;
the hospitals take money for the bill while the police take some money as a
bribe. If you want to avoid the negative effects of starting from zero,
however, you could simply reload your last save.
Unlike previous GTA
games, San Andreas included an RPG-like stat system that influenced how
well CJ could perform certain actions in an attempt at adding some level of
realism. These stats, which players can view at any time with L1, are Respect
(more on that later), Stamina, Muscle, Fat and Sex Appeal. While saving can
reliably refill CJ’s health, he has to eat every so often or else he’ll faint.
In this case, CJ can refill his health by drinking from vending machines or
eating at fast food restaurants, with a choice between Pizza Stack, Burger Shot
and Cluckin’ Bell and their $2, $5 or $10 meals that restore an appropriate
amount of health. You’ll have to watch what he eats, however, as eating enough fast
food will also increase CJ’s Fat stat. For this reason, fast food places will
also offer a salad meal that doesn’t increase fat, though it only recovers as
much as a $5 meal and usually costs $10.
CJ has other
stats as well, though these are tracked separately from his main stats and
includes his skills at driving and flying or how long he can hold his breath
underwater, among others. Spending time doing different activities will
naturally increase these stats over time, though I only found out when occasionally
looking up mission hints that players can find a number of oysters and
horseshoes that respectively increase his maximum Lung Capacity and Luck stats.
Based on this experience, I can confidently say that you can potentially go the
entire game without ever learning about or finding a single one of these
collectables (fortunately, you don’t need them anyway).
Just as there are
multiple methods for grinding and managing CJ’s stats, there are multiple
methods for making money, which is vital for keeping up with the game’s gradually
increasing difficulty. Killing certain NPCs like drug dealers and rival gang
members can help, as will completing story missions and side missions (more on
that later). Controlling territory (more on that later) and owning certain properties
can also help CJ earn passive income and gambling money at casinos can work for
those who are patient. However, the best and most efficient method for me was virtual
horse racing, which you can access early in the game at the Inside Track
location in Los Santos. By repeatedly betting the maximum amount of money
possible on the teal horse, making sure to reload my save to try again in case
of failure, I quickly went from about $1000 to about $24 Million and never had
to worry about money again. After going through the campaign and liberally spending
money on properties (including houses with save points), armor and ammunition
as needed, I still ended the game with more than $23 Million left.
Although this screenshot depicts betting on the yellow horse, you should always bet everything on the teal horse. |
CJ can also get
around San Andreas in a surprisingly wide range of vehicles, each with their
own strengths and weaknesses based not only on the method of transport, but
also the different models. Low Riders, for example, have poor handling,
Patriots (Humvees) are very durable and motorcycles are fast but are more prone
accidents due to their quicker turns. Regular bikes are also an option and
while you can’t listen to the radio with them, you can more easily do tricks
and can even ride up steep hills if you do it the right way. Speaking of steep
hills, I observed that while falling, you can mitigate damage if you hug the environment,
so long as the incline isn’t 90 degrees or more.
Aside from ground
vehicles, CJ can also fly planes, which the game teaches you through the
mission “Learning to Fly”. Unfortunately, thanks to misguided attempts at
emulating the reality of flying a plane, of which there are naturally many
types, the controls feel very awkward and frustrating. One sticking point was
assigning R3 as the button for retracting the landing gear, which means
momentarily sacrificing speed or upward steering unless you awkwardly use
another finger. Later on in the game, you’ll fly the Hydra, a military-grade
plane that can also hover, an ability that can also feel awkward to use.
No matter how
much time passes in the game, the frustration of flight never completely goes
away, but I’ll admit that after spending longer than I would have liked on “Learning
to Fly”, I eventually got the hang of flying and, for the most part, had no
trouble with it. The main issue comes from the amount of subtlety the game
demands from the player when moving the left analog stick, with diagonal
movement required for proper banking, as well as good knowledge of when to
use the rudder to stabilize yourself. Persistence really pays off with grasping
flight, especially since not learning it will bar you from playing the rest of
the game. There’s also a later mission that grants you a very helpful jetpack
afterwards, so the effort is more than worth it.
Flying planes has a surprisingly steep learning curve. |
One stat the game
greatly emphasizes, however, is Respect, which CJ can earn from completing missions
or taking over territory. The higher CJ’s respect is, the more Grove Street
gang members he can recruit to assist him against rival gangs. Despite the
heavy emphasis on this stat, this is actually the only thing it’s good for and
even then, it only works within Los Santos on turf controlled by the Grove
Street families. Recruiting gang members may also not be worth the effort, as
the AI acts pretty questionable a lot of the time and they can die pretty
easily. As such, you’re better off going it alone most of the time.
Even without a
gang, however, CJ can engage in gang warfare in Los Santos (unless you intentionally
trigger a glitch that assigns territories to the entire map of San Andreas). To
start a gang war, simply kill three rival gang members within the purple or yellow
territories, which are controlled by Ballas and Los Santos Vagos respectively. Afterwards,
just survive three waves of increasingly powerful enemies and the territory
will turn green, signifying ownership by the Grove Street families. During my
playthrough, I also made the observation that some extra gang members may
attack you while killing the initial three gang members and you may have to
kill those before the three waves attack.
There can be some
difficulty in taking over gang territory, so it’s best to have the proper equipment
and good stats before seriously attempting a takeover of multiple territories.
Fortunately, when CJ is solo, you can potentially cheese the encounter by standing
in the right spot, like behind one or more walls, so that enemies are forced into
approaching single file rather than a chaotic mass from multiple directions.
Once you control
territory outside of what Grove Street initially owns, it may occasionally come
under attack from rival gangs. You’ll know which territory it is by which one
is flashing on the map or radar. Unfortunately, this can occur no matter where
you are in San Andreas and even during other activities. You can prevent this
from ever happening by taking over every single territory, but some territories
are a lot smaller than you may think, with some even as small as a small strip
of the street, which can make this task rather daunting. You can, however, mitigate
gang attacks by starting and then canceling a vehicle-based side mission (more
on that later), so when seriously committing to taking over territory, it’s
best done while driving a taxi or police vehicle around so you can cancel
attacks at any time. It also helps if you know that rival gangs will only
attack Grove Street territories adjacent to theirs.
While perhaps from another release, this map shows the gang territories in Los Santos. |
As for the best
time to attempt gang wars, it’s best ignored at first. You can get some money
for holding territory, but when you return to Los Santos towards the end of the
game, all of your progress gets reset anyway, so there isn’t really any point
sweating over it early on (especially since horse racing is far more
efficient). From my own experience, I can say that attempting a widespread
takeover is best done at the end before the mission “Riot”, since the city will
be in chaos and can make getting the required kills without incurring a Wanted
Level more difficult, though it’s still surprisingly manageable if you go for quieter
areas. Knowing the best time is crucial, since accessing the final mission of
the game requires first controlling 35% of gang territory in Los Santos (I
accomplished this with only 19 territories as opposed to at least 20).
While out in the
world, the crimes you commit might grab the attention of the police and raise
your Wanted Level. Your Wanted Level goes from one to six stars and police will
go after you with an appropriate level of force. If you want to lower your
Wanted Level, you can find a good hiding place or take the vehicle you’re driving
to a Pay ‘n’ Spray repair shop, which, for only $100, will change the color of any
non-police vehicle and give you a probationary period where your stars flash.
If you commit any crimes while your stars are flashing, however, the full Wanted
Level will be immediately reinstated. I’ve also observed that saving your game
can instantly remove your Wanted Level, as will participating in a gang war if
you can stay away from police long enough. While I have no real problems with
the Wanted Level system, I did find it annoying that merely tapping a police
car by accident, as well as an AI pedestrian jumping in front of your car with
the police watching, can start a Wanted Level.
With a state as
large as San Andreas, there’s a lot to do outside of potentially committing
crimes. Different buildings within each of the three main cities provide
different benefits for CJ. These include, but aren’t limited to, Gyms for gaining
muscle and stamina, losing fat and learning new combat moves; Barber Shops,
Binco stores and Tattoo Parlors for changing CJ’s appearance; Emmet’s for
obtaining guns in the early game; Ammu-nation for buying guns, ammo and armor;
Mod Garages for altering and upgrading your vehicle; and Inside Track for virtual
horse racing. One quality-of-life addition I appreciate is that players can
actually preview what it is they’re spending money on in these buildings before
committing, which makes it easier to back out if it’s not right for them. One
thing to keep in mind with Gyms, however, is that CJ can only work out so much
during each in-game day and using the machines involves a lot of button mashing,
so prepare for potentially sore thumbs.
Outside of the
main story missions, CJ can also participate in various side activities that
add a lot more gameplay variety while potentially providing extra benefits.
Vigilante missions, which involve a police vehicle, can raise CJ’s Armor
capacity to 150%; Paramedic missions, which involve an ambulance, can grant CJ
maximum health; and Firefighter missions, which involve a fire truck, can make
CJ fireproof. Some other side activities simply provide an extra revenue stream,
like driving Taxis and Trucks, performing nighttime burglaries or completing
jobs at a Quarry, among others. Of course, there are also neat little
distractions, like shooting hoops and playing arcade games, or you can go on
dates with three different girlfriends like Denise for unique benefits. You can
also tag over graffiti in Los Santos to represent Grove Street for unique
rewards. I’m aware that prostitutes and strip clubs are a thing, and even have their
own budget values in the pause menu, but I ended up not engaging with these.
If you want the
best benefits for the time commitment, I found Paramedic and Vigilante missions
the most important, though you can also complete the Firefighter missions for a
fireproof CJ if you want to make the final mission just a little easier. Paramedic
missions can get frustrating since you have to drive all over the city with a
limited time limit, but you can make it significantly easier by driving around
Angel Pine, since the area is so small that everyone will spawn pretty much
next to each other and you can complete all 12 levels with time to spare. I did
find some annoyance in not seeing the Ambulance spawn at the town’s hospital right
away, but running around nearby for a bit until it finally appeared helped
(coincidentally, this same tactic works if you can’t find any rival gang
members to kill for gang wars).
Paramedic missions are worth the effort (but go to Angel Pine). |
Vigilante
missions can run into the same problem as Paramedic missions, but it notably
has a very specific exploit you can perform to gain the 150% Armor reward in
under half an hour without actually chasing or directly killing any of the
targets. From my understanding, this glitch takes advantage of how the game only
renders what’s directly in front of the camera and works as follows:
1) Park your
police vehicle next to a fast food restaurant so that you’ll automatically
enter the door when you exit (it doesn’t matter which restaurant, but Cluckin’
Bell seems to have the highest success rate).
2) Stand inside
the building for about 20 seconds. You can also rapidly enter and exit the
building, but either way, make sure that the camera is facing away from the
target marker(s) on the minimap.
3) At this point,
the target should register as dead. You might need to stand outside, again
facing the camera away from the target marker, for a few seconds until this
happens.
4) If the target
doesn’t register as dead, repeat the process until it does. Make sure to also occasionally
re-enter the vehicle to both reset the timer that appears at the bottom of the screen
and start the next level to continue the process.
From my experience,
if you decide to cancel the Vigilante missions after obtaining the Armor
reward, you’ll still keep it and can move on. It took me a few tries to get
this glitch to work, but it felt very satisfying once I did, especially since I
was on a time crunch for this review. I will note, however, that if you attempt
it with a police bike and park it too close to the door, CJ will appear on the opposite
side of the bike when exiting the restaurant, unnecessarily lengthening the
process for attempting the glitch.
For the optional arcade
games, I only encountered two of them, but found it interesting that Rockstar
went out of their way to develop full-fledged games that you can play. The
first one that I encountered, They Crawled from Uranus, looked like a
combination of Tempest and Galaga that I actually got into once I
understood how it worked. However, the other one, Duality, wasn’t as
fun, since it was a variation of Asteroids that involved black and white
spheres, but I couldn’t figure out the rules and gave up.
Arcade games can be a neat distraction for a few minutes. |
For the purpose
of this review, I thought I would make a note about a couple specific missions.
Early in the game, players will receive a mission from Big Smoke called “Wrong
Side of the Tracks” where CJ has to ride a motorcycle next to a moving train so
Big Smoke can shoot some Vagos. While this mission is known for its difficulty
and players hearing the same failure phrase over and over, I actually beat it in
one try after I understood that CJ has to drive the motorcycle with enough room
for Big Smoke’s shots to actually land. Another mission, “Amphibious Assault”, requires
CJ to have at least 25% Lung Capacity. Since I didn’t have this stat boosted in
any way before this, I raised it by going to the nearby docks and repeatedly diving
and resurfacing for over 20 minutes. While only 25% is required, I had over 50%
capacity by the end of the exercise and would advise players to get over the
requirement for the sake of making the mission easier. If you just want the
bare minimum, however, the diving and resurfacing method should only take about
10 minutes. Also, the final mission is broken up into two distinct parts and restarting
after failing the second part skips the first part entirely.
As much as I
enjoyed the gameplay and its immense variety, however, I’ll admit there are
some rough edges. The difficulty of the story missions feels pretty inconsistent.
One minute you’re just chasing someone down, the next you’re sneaking through a
mansion to steal something and then you’re later wrestling with the frustrating
flying mechanics, driving into the back of a plane while dodging barrels within an
unforgiving time limit or chasing down a plane you can only just keep up with.
While this does mean missions have a lot of variety that makes them more
memorable, it also means dealing with some unnecessary frustration until you
can figure out how to cheese the mission to your favor, like blowing out a car’s
tires before a chase sequence can begin. When you can cheese some missions, like
“High Noon”, it can feel more like you won through dumb luck rather than skill.
On top of that, if you fail a mission, you have to go all the way back to the
mission marker (though you can also just reload your save if you’re like me and
save between every mission).
When firing at
multiple enemies, the auto-aim can be a pain to work with at times. Sometimes
it insists on targeting anyone but the enemy directly in front of CJ, sometimes
CJ will aim at a wall if he’s improperly positioned even when someone is in
range and, most annoyingly, he might not aim at someone at point-blank range.
Friendly fire is also active at all times for some reason, which can get
annoying when AI partners insist on standing directly in front of CJ. This can
get especially annoying when certain missions will automatically register as failed
if a specific character like Sweet dies. In fact, I once accidentally killed
Sweet in an early mission because I didn’t realize that friendly fire was
always active and unloaded several rounds into him while trying to hit a rival
gang member. Speaking of the AI, there’s a certain sophistication to the random
events in the open world for a game from 2004, but it can also result in random
traffic pileups at always the worst times or pedestrians leaping directly into
the path of your vehicles instead of away.
When driving any
car with hydraulics, most likely a wild Low Rider, they suddenly feel harder to
control. I quickly realized that it was because for some reason, you can no
longer freely control the camera, as the right analog stick now activates the
hydraulics instead (and L3 raises the car’s elevation). This means reorienting
yourself with L2 and R2 instead, which can add some unnecessary difficulty to one
story mission where you have to race against Low Riders.
While not really
much of an issue with the way I played the game, I also found that the game
didn’t properly explain the Sex Appeal or Luck stats or how to increase them. I
quickly figured out that Luck related to gambling, a stat made potentially
useless with virtual horse betting, but had to independently look up that Sex Appeal
affected which women CJ could date. Additionally, the combination of CJ’s clothes,
hair and car influence this stat, which would explain why I once saw the stat
about halfway full and then empty. I think if the game at least had something
in the pause menu that explained this, players wouldn’t need to guess.
For an open world
PS2 game, San Andreas’ graphics hold up surprisingly well. Both the
environments and the character models have an art style that’s very much
grounded in reality, but still has some nice touches of stylization that help
the game age more gracefully. Alongside the gradual and consistent day/night cycle,
the game features some impressive reflections and wind and rain simulations.
Draw distance fog also helps make the map feel much bigger than it actually is,
which can help with the immersion, and the traffic that spawns in happens from
enough of a distance that you can still safely maneuver while driving.
Never a dull moment in San Andreas. |
Of course, the
visuals aren’t perfect. While draw distance doesn’t get in the way of traffic,
the simulation can occur in odd places, like a boardwalk or cul-de-sac, which
can make players question where exactly the cars even came from. The low draw
distance can also make flying in urban areas more difficult, as buildings and trees
suddenly pop into existence while flying at high speeds. As such, during one
mission in particular, “N.O.E.”, you’re better off mostly flying over the water
until you have to circle back. The otherwise impressive simulations can also
lead to minor performance issues when enough objects and effects are drawn
onscreen and there are rare moments when the textures get a little wonky. For
instance, I once saw through a Pizza Stop building while turning the camera in
a certain position and during one run of the final story mission, I saw some
very obvious texture loading on a flight of stairs.
Praise also goes
to the incredible voice acting. For the most part, the characters sound very
natural, with dialogue that sounds like how people would actually talk and
inflections that help everyone sound very distinct from one another. Some big-name
talent also made its way into the voice acting pool, though the two I recognized
more were Samuel L. Jackson as Officer Tenpenny and James Woods as Mike Toreno,
both of whom come off as appropriately intimidating. The game also features
eleven distinct radio stations, which mostly play a number of licensed songs
from multiple genres alongside the hilarious radio ads and station breaks. All
of the content on each station plays randomly, which greatly aids the immersion.
Since I played
the PS2 version of the game, I had access to all of the songs without any of
the cuts that some later releases would have due to expired licenses. This pool
of songs contains a generally good selection with plenty of heavy hitters, some
of which I already recognized and others I heard for the first time and wouldn’t
have otherwise. The songs that the game introduced me to that I ended up liking
include "Children's Story" by Slick Rick, "You Dropped a Bomb on
Me" by Gap Band, "Groove Me" by Guy, "Don't Be Afraid"
by Aaron Hall, "Motownphilly" by Boyz II Men, "Poison" by
Bell Biv DeVoe and "Pretend We're Dead" by L7.
I’ll mention here
that like in GTA V, characters will sometimes speak while driving, which
can make players want to slow down just to hear the full conversation. However,
San Andreas has better timing of these conversations, mostly ending just
before reaching the appropriate marker. There were also some small
discrepancies between the subtitles and what character actually said, as well
as some odd timing and not actually rendering all of the spoken dialogue once,
but nothing that really harmed the experience that much.
Of course, it’s hard to talk about this game without bringing up the “Hot Coffee” controversy, which I actually remembered seeing news coverage for at the time. Without going into all of the finer details, the short version is that during development, Rockstar president Sam Houser pushed for the inclusion of the infamous sex minigame as a way to push boundaries. Though he was warned that the minigame would earn the game an “AO” rating, removing it entirely would unintentionally break the game, so it was instead hidden behind cutscenes. Soon after release, modder Patrick Wildenborg discovered the content and released a patch that would allow players to access it. Unfortunately for Rockstar, the mod’s existence would lead to legal action and responses from politicians, which led to the game’s reclassification with an “AO” rating and a swift recall. Rockstar would re-release the game with the “Hot Coffee” content removed, along with some bug fixes, a running change reflected in both the Second Edition and Greatest Hits releases. Naturally, any original black label copies that are still floating around still have the “Hot Coffee” content on them, so any interested party can still access it that way.
Personally, I
always found the controversy a little overblown. While the existence of the content
would understandably raise some eyebrows, it wasn’t actually accessible on the
disc through normal means. Players would have had to actively go out of their
way to modify the game just to see it and even then, most players likely wouldn't have even known that the content existed had there not been such an uproar over
it. Still, Rockstar’s response of cutting the content was very understandable.
On a more
positive note, San Andreas also has a modern legacy of spawning several memes.
While there are many examples that I could list, the ones that stuck out most
from the game were CJ’s “Aw shit, here we go again” and Big Smoke’s lengthy
order at Cluckin’ Bell and Big Smoke saying, “You picked the wrong house, fool!”
Though I never encountered this line, Big Smoke is also known for saying “All
we had to do was follow the damn train, CJ!”, a line that anyone who fails “Wrong
Side of the Tracks” will grow familiar with.
If you have any interest in playing the GTA series, San Andreas remains a must-play and a good staple for any PS2 library. While the Greatest Hits release couldn’t fix all of the issues the game may have had at launch, the colorful cast of memorable characters and the sheer variety of activities in the varied open world can easily keep anyone hooked from beginning to end.
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