Call it Grand Theft Auto Gaiden. While there have been handheld takes on  the GTA series in the past, none of them have ever properly captured  the things that made the modern installments in the series so popular.  Things like the sprawling environments, its fast-action freestyle  mayhem, and, of course, the series' great sense of humor just haven't  come across on a handheld before. Grand Theft Auto: Liberty City Stories  is not without its problems, either; but it gets enough of the series'  signature features in there to do you right. 
Call it Grand Theft Auto Gaiden. While there have been handheld takes on  the GTA series in the past, none of them have ever properly captured  the things that made the modern installments in the series so popular.  Things like the sprawling environments, its fast-action freestyle  mayhem, and, of course, the series' great sense of humor just haven't  come across on a handheld before. Grand Theft Auto: Liberty City Stories  is not without its problems, either; but it gets enough of the series'  signature features in there to do you right.  
Over the years, the missions in Grand Theft Auto have gotten more  complex, but the overall difficulty has lightened up. The missions in  Liberty City Stories, however, are extremely simple for the most part.  Most of your given tasks are one-dimensional, such as stealing a  specific car and driving it back to a location without wrecking it, or  taking out a series of gang members and blowing up their prized tank. A  few missions get a little deeper, but at some point, the missions just  start to all run together because they aren't very interesting. The  combat-heavy missions tend to be a little tougher than the driving  tasks, because the game's control scheme occasionally gets in the way.  The lock-on targeting in GTA games has always been a little squirrelly,  but when you add a less-than-optimal target-changing control to that mix  (left and right on the D pad, by default), you end up with some  frustrating moments. In missions where you're given a large number of  targets to take down, you're better off doing it from a distance with a  sniper rifle, if possible. 
The weapons in Liberty City Stories are what you'd expect from a Grand  Theft Auto game. You'll start out finding basic pistols, submachine  guns, and shotguns, but over time, your enemies will start to drop  higher-powered weaponry. You can only carry one weapon of each type at a  time, but ammo for one weapon in a class will work for another, so  running over weapons is handy for collecting bullets, even if you don't  decide to switch out for a lower-powered weapon. The system works  roughly the same way that it worked in GTA: Vice City. In fact, the  whole game feels like it's the world of Grand Theft Auto III, with some  (but not all) of the Vice City enhancements thrown in. The game has  motorcycles, for example. You'll also be able to change your clothes,  but this works on an entire-outfit level, not on a piece-by-piece level  like in San Andreas. You'll occasionally fight alongside other  Leone-friendly gangsters, but they're completely controlled by  rudimentary artificial intelligence. You can't issue commands to them  like you could in San Andreas. Considering how dopey the AI can be in  some spots--we witnessed more than one occasion where our allies decided  that the best way to get closer to their target was to run in place up  against a wall--a simple "get over here" command would have been handy.  
 A big, big part of the Grand Theft Auto series has always been that  sense of freedom...freedom to cause wanton destruction, that is. It's  not a mission, and it's not something that helps your cause, but just  loading up on weapons, walking into the street, and attempting to blow  up and shoot as many things as possible is among the best, most  thrilling aspects of the series. As is trying to escape from the scene  of said crime in one of the game's various vehicles. Liberty City  Stories allows you to do this much better than any of the other handheld  games have, but it still does it on a slightly reduced scale. Police  response definitely isn't as fierce as it is in other GTA games. You'll  still see helicopters, but the game seems to know exactly when another  police car onscreen would send the frame rate screeching down to  single-digit territory; so it's possible to take care of all the lawmen  in your immediate vicinity and not have more immediately pull up to join  the fight. Also, there are a handful of other technical issues that  tend to get in the way from time to time. Occasionally, getting into or  out of a car causes the game to seize up for a second or so while it  loads (or unloads) the radio-station audio. If you're in the middle of a  rampage and attempt to dive out of one car and into another while  surrounded by angry cops, that's one halt for getting out of the car,  which flows into an action sequence with a somewhat choppy frame rate,  followed by a total halt when you get into another car to make your  escape. It certainly makes sense, given that the technical capabilities  of the PSP are definitely below that of the PlayStation 2, but Liberty  City Stories comes so close to matching the PS2 experience in so many  different ways that these things do tend to stick out at you. That said,  it's still fun to drive around the city and cause trouble, thanks in  part to the game's variety of cars, each with their own different  handling characteristics. 
 One thing that sets Liberty City Stories apart from the recent console  games is its inclusion of multiplayer support for up to six players. The  game has a handful of basic modes, including takes on deathmatch,  capture the flag, and king of the hill. You've got team games as well as  free-for-all modes, and you'll unlock more characters and locations as  you proceed through the single-player game. While you can play the game  with two players, the big environments make playing with two players  pretty boring. But in a larger group, the game's definitely got some  multiplayer charm. Just don't expect it to steal the show. 
Liberty City Stories looks great for the PSP, and it's doing some very  ambitious stuff from a technical standpoint. However, some parts of it  do look noticeably unsightly. While the frame rate is definitely less  than stable, the game still manages to convey a good sense of speed when  you're driving fast. The game's characters look about as good as you  could hope for, and animate pretty well in the game's many cutscenes.  There's a lot of pop-up--pretty much par for the course throughout the  GTA series--though here, the horizon is just a bit closer, causing cars  to magically materialize just ahead of you on the road. This can make  fast driving a little tough at times. Even though it has its bouts with  low frame rates, it's easy to be impressed by the way the game handles  such large environments. Also, the load times throughout the game are  very manageable and never get out of control, which makes the game's  large areas even more impressive.  
The audio end of Liberty City Stories is structured identically to how  it's done in the "big" games, but again, on a slightly smaller scale.  The cutscenes are given full speech, and for the most part, the  characters are well-portrayed and voiced, even if you don't recognize  most of the names in the credits. Whenever you're in a car, you can  listen to a handful of different radio stations; as you'd expect, it's  here where the game gets its jokes in. From commercials telling you that  the Internet is clearly a tool of the devil that ruins lives (which is  true) to ads for generic mascot-driven kart-racing games, there's a lot  of funny stuff here. However, the radio stations loop more frequently  than you'd probably like, presumably due to storage limitations. 
he music in the past two Grand Theft Auto games has been incredibly  important in setting the game's tone. The '80s music in Vice City and  the rap stations in San Andreas were key to both the tone and the pace  of those two games. The PSP game's soundtrack doesn't really serve as  the same type of pop-culture touchstone. The rap station, hosted by DJ  Clue, depicts a pretty accurate take on late-'90s East Coast mix-tape  and rap radio. A bunch of the music on the other stations, however, was  custom-written for the game, with a focus on sounding sort of like  various forms of pop music. While 1998 might be a little too recent to  get nostalgic about, there's still a bunch of really awful boy-band pop  music from 1997 and 1998 that would have made for perfect "driving  around and running over cops" music, so it's disappointing that some  higher-profile stuff didn't get licensed. The game has a custom  soundtrack feature, as well, but it doesn't directly work with any of  the audio already on your PSP memory stick. Instead you have to download  a custom CD ripping application that Rockstar has developed and inject  the audio into your saved game. Additionally, it's been built to only  work with commercial CDs, so your sizable MP3 collection is apparently  useless. Considering that the PSP already has MP3 file playback, it  seems strange that you have to jump through so many hoops to get custom  music. 
 It's worth mentioning that this game makes absolutely no concessions  when it comes to making it a little friendlier as a portable game. You  still save at safehouses, still have to drive your way to each mission,  and still have to start the entire mission over again if you fail. When  you're busted or wasted on a mission, the game spawns a taxi that will  take you back to the mission start point, if you desire. But that would  put you at the beginning of the mission with no weapons, no armor,  nothing. That's not much of a help, so you're left reloading your game  every time something goes wrong and going out of your way to save as  often as possible. 
 If you're the type of person that plays your PSP games sitting down, at  home, in large chunks, this doesn't make any real difference. But if  you're an on-the-go sort of person who tries to squeeze in a few minutes  of GTA here and there, the time it takes to get into a mission and  start making progress might be a bit too much. Some in-mission  checkpoints or other options would have probably solved this problem. At  least the PSP has sleep mode--you won't have to load the entire game up  just to play for a few minutes. Also, it's worth mentioning that while  the game seems to be spinning the disc almost constantly, there doesn't  seem to be a noticeably heavy drain on the system's battery life. You'll  get roughly the same amount of battery life out of GTA than you would  out of most other PSP games. 
 It's really pretty amazing that GTA: Liberty City Stories manages to  cram in so much of the GTA experience that you're used to seeing on  consoles. While the game is definitely a fine technical achievement and  one of the best PSP games to date, the dull storyline and basic mission  design do bring the whole thing down a bit. Maybe it's not entirely  reasonable to expect for this game to live up to its console  counterparts in every respect, but it retails for just as much as they  did, and attempts to do many of the same exact things, so it really is a  whole new GTA (just in a familiar setting). Yet for all it squeezes out  of the PSP, it doesn't quite squeeze everything that makes the GTA  series so special. But if what you're after is a game that looks and  plays like a Grand Theft Auto game for your PSP, you'll definitely be  satisfied. 

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