8/28/2023 0 Comments Play gta 2![]() ![]() ![]() ![]() The following can be found in the ".gxt" text files. Many are found within the game's files and are fully functional, but for some reason are not included anywhere in the game. Objects to be put on a map, some similar to the original Grand Theft Auto. Using the numpad, the player can adjust the view or teleport themselves: The following keys are enabled when "Do Debug Keys" is ticked: From here, you can enable a lot of debug features, cheats and other such things. GTA 2 feels almost like a live testing ground for ideas that would come into their own in Grand Theft Auto 3, which launched to great acclaim just two years later.A "Debug" tab can be added to the GTA2Manager setup executable by editing the Registry, by going to HKEY_LOCAL_MACHINE\SOFTWARE\DMA Design Ltd\GTA2\Debug and adding a string bob_debug_display with a value of 1. It marks a rare time when Rockstar was not at the forefront of technology, with the game's website making a point of saying that it cares more about complex AI and fun missions than "throwing millions of polygons around." The in-game radio stations were also a big step up, with amusing DJ chatter and tongue-in-cheek commercials for fake products that would soon become an integral part of the series. GTA 2 is still fun to play, but is perhaps more interesting as a historical artifact, documenting a transition period between the 2D and 3D games. I don't think we'll ever see a GTA with this kind of setting again, but it was an intriguing experiment. But the team at DMA Design (now Rockstar North), displaying a wonderfully anarchic spirit, dreamed up something dark, futuristic, and offbeat instead. After the success of the first GTA, people wanted more of the same. It's so far removed from anything else in Rockstar's catalogue, and I love that about it. It's a deeply strange game-not just because of the neon-tinged dystopian setting, but the tone of the writing and the surreal humour too. Grand Theft Auto as we know it today sticks to a fairly standard formula when it comes to the setting, writing, and general vibe, which makes GTA 2 such a fascinating outlier. I wouldn't call it a pretty game, especially now, but it's certainly interesting to look at. The first GTA reused assets heavily across its three cities, but the various regions of Anywhere City are a lot more visually distinct. It was broken up into districts-Commercial, Residential, and Industrial-each of which had a unique look and feel. The design of the city itself was a major improvement over the previous game too. You could pick up missions from green payphones at any time-but to access the more lucrative (and as a result more difficult) red and yellow payphone missions, your reputation with the gang in question had to be at a certain level. The respect system also fed into the mission structure. These relationships were tracked in real-time via a series of meters, and it made for a dynamic, reactive world. However, if you want to get back into Zaibatsu's good books, you could go on a Loony-killing rampage and show them where your loyalties really lie. Piss off the Zaibatsu Corporation and you won't be able to work for them-but their arch rivals, the Loonies, will love you for it, throwing jobs at you. There are seven gangs, and your standing with them changes as you play. ![]() The respect system, which sees you cultivating relationships with the various gangs that run the city, was particularly innovative. Reviews were mixed, but over the years GTA 2 has developed something of a cult following among fans. Related: GTA: San Andreas Is Still Rockstar's Most Ambitious Game ![]()
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