Day 3 of playing this thing. I finished all the main and secondary missions on LS up to Green Sabre and conquered every gang turf (the first of two times in this playthrough).
The aggressive AI made the gang wars actually challenging, since in the OG I would exclusively use guns with low weapon skill, like in this playthrough they were the normal pistol, the silenced pistol, the Deagle, the shotgun, the micro SMGs and such; but I had to half-ass it and alternate between those and the AK/M16 because even while having expanded health and expanded armor I still was getting my ass handed to me in some situations.
And in the mission "Reuniting the families", after you drive to the place and watch a cutscene, you start crouched with a regular shotty outside of the Jefferson motel and you are supposed to just sneak to the door and continue the mission, but what I normally do shoot at the SWAT members with the shotty to farm some more weapon skill if I don't have it at Hitman level yet, but when I tried that here I was killed in seconds since all of the present SWAT members instantly locked their fire on me with their SMGs.
All of this was pretty engaging, so I praise the aggressive NPCs yet again.
Of course there were bugs today. I tried out one of the most famous GTA SA bugs first and it worked (partially). I'm talking about the Jefferson motel underworld access bug. In the original game there are 2 localizations where it's easy to get to the underworld: The Jefferson motel and the gym in Ganton. In the DE the missing portion of the ceiling of the gym was actually fixed so you can't mess around there anymore, but the hole in one of Jefferson motel's rooms is still intact. To get through the hole and land in the ceiling without mods, first you have to activate the KANGAROO cheat to super jump, then you have to jump to get on a plant that is under the hole, the wall will help you have an easier landing. When you are there, you have to line up your jump (a Deagle/Silenced pistol/Assault rifle can make lining up easier) diagonally, then run for a second and jump right before you fall from the plant. If you did it successfully you should be standing over the ceiling and you'll see several save icons floating around, along with the entirety of the motel's layout. If you have expanded max health you can actually tank a fall from any height, but to make it "safer" you can bring a parachute or get one with a cheat. Next, as part of this ritual, I have to jump to the right side (from the perspective of when you jumped from the plant) and normally you'd find the area around the Jefferson motel with missing textures and no peds or NPCs in general (asides from cops if you have a wanted level) sort of like the PUs from SM64. This underworld actually has access to every interior in the game and even gives you access to unused interiors, but generally it's impossible to make it to most of them since the yellow arrows are all over the place, outside of your reach if you don't use mods.
In the DE it doesn't work like this at all. The beginning actually got me hyped up because it was exactly like in the original with the floating save pickups, but when I jumped down I realized it wouldn't be fun at all since the entire screen was obscured by an strange brown fog that didn't let me see anything, and some kind of map limit fuckery also didn't let me roam around freely since it kept teleporting me back to the general Grove street area arbitrarily, and the only way to even see something was to activate the unnecessary, stupid and ugly weapon wheel, and even then it puts the game in slow motion even if you use the speed up everything cheat so this was a massive fail. Maybe I can see something if I bring Night vision/Heat vision goggles but I doubt it'll make it any more interesting.
When I was gangbanging I found a rare legacy bug: Someone getting run over but the corpse remains floating in the air. I rarely find this in the original, so seeing it in the only DE playthrough I'll ever do is pretty neat.
https://files.catbox.moe/tc1bf9.png [Show]A legacy trick/unintended strat I forgot to mention yesterday: On the OG Loc mission you can skip most of the bike chase if you bring an M16/Other weapon with high damage and good accuracy (even an RPG or a well timed grenade would be good) to kill the Vago with a headshot in an specific spot around Los flores or simply destroying his bike if you can't land the headshot. In the original game, doing this will play the cutscene where you just killed him, CJ will offer driving Loc to his technical janny job and when the cutscene ends, you'll be back to where you were and you can continue the mission normally. In the DE however, it teleports you to the area where the cutscene happens. Not too important, but I've never heard of anyone else doing this and finding a new thing is cool.
There are some places in the map where there are gaps between the floor and the hills, but I don't remember if this also was in the original.
A legacy trick that still works is the one that makes police helicopters stop chasing you if you get under a bridge. Pretty useful for police chases, before you get the gatling or the sniper rifle at least.
A legacy bug that I haven't gotten around to try out is one where grabbing onto a ledge on Sweet's house's roof instantly kills you. This is an engine problem if I remember correctly, so maybe they fixed this bug, maybe even involuntarily.
Some other legacy bugs I'll be trying out will be the infamous "Basketball glitch" that happens when you save the game at Madd Dogg's mansion near the end of the game and the bug that makes the game impossible to finish if you used the riot cheat, more specifically if you use it before the mission where you save Madd Dogg from killing himself because when that cheat has been activated at any point in your save it irreversibly changes some values with how the NPCs work and turning the cheat off won't turn everything back to normal; so Madd Dogg will bug out during the cutscene and will fall to his death before you even get the chance to control CJ, instantly failing the mission every time.
A problem I've been running into since the start and I hadn't mentioned until now is the fact that the notifications are bugged out. Most of the time they play the notification sound, but they don't appear on screen so you have to manually check everything. I almost missed a couple of gang territories because those times not even the notification sound effect played and the "Turf being taken over" icon has no priority here, which is another UI blunder.
A bug that pissed me off further was one that happened to me on the bridge above Grove street. In the original game, be it because on an oversight, foreshadowing or whatever reason; the bridge has an specific part that can be destroyed when you drive into it or shoot at it. This happens because
in the final mission, Tempenny falls through that bridge in the stolen firetruck and dies (I know everyone already knows how GTA SA's story goes, but I wanted to see if the spoiler thing has been implemented on the site) and when you destroy that part of the bridge, it obviously should lose its collition since it isn't there anymore, but on the DE the collition remains and you can't drop down to GS from here anymore.
Now I'm curious of how the final cutscene will play out. And that bridge collition was not the only messed up collition in the game. I've found at least a couple of street light posts that have their collition and their model in different places, so you can go through their model and crash into an invisible object
And talking about street lights, in the original when destroyed they fell down to the ground, they broke down and then they disappeared after a moment. In here they just go through the fucking floor as if they were being dragged to hell.
A mechanic I wasn't expecting this thing to have is the car dirt mechanic. Cars start out clean, but the more you drive them off road the dirtier they get and the only way to get them clean is to repaint them on a Pay 'n Spray or changing its color on a Transfender and other similar vehicle tuning spots. Supposedly, Rockstar had originally planned a car washing mechanic and this is supported by the various car washes around the map and the fact that you can see a working one during the rail shooting section in Reuniting the families. This did not work on the original PC port of the game by default and the famous modder Silent had to make a patch to fix that, so it's surprising they put at least that much care into this.
Some other problems the original PC port had were some trucks missing their second set of tires, so i'd have to check that.
One final bug, and the one that ended my session today, was something that I don't know if to blame it on the game or on my machine; but when I was driving around the countryside that connects LS with SF on my way to Angel Pine, the Stallion I was driving overturned, scraped along the hill for some seconds and then I got a blue screen on my computer. I took it as a sign so I layed off the game for the night.
I kept looking closely at the games' textures and some of them look even worse upon closer inspection. The graffiti woman near the bridge in Ganton is deformed and smeared and the same goes for one of the GSF members, the one that uses a basketball shirt with the name of a team on it. In the original it said a low res name (maybe Rimmers, since that's a popular one in the game) but here that thing looks like it's in Hebrew. That GSF member's shirt is also a victim of the infamous default font since the useless retards who developed this abortion of a remake had a moment of lucidity and decided to actually take advantage of this being a remake and they made variations for the usual peds you see around the game, but their minds went back to retard mode when making the textures so you have stuff like that NPC I mentioned having a completely fucked shirt, and on release that same shirt still had the bump mapping for the stilyzed 7 from the original game so it's even more laughable since it was a poorly made texture poorly placed in an otherwise decent shirt model.
Another thing that was bastardized is the bench press minigame. In the original game, you had to mash 2 buttons to lift the bar and it was harder or easier depending on the weight and CJ's current muscle stat. If you tried to lift the heaviest weights from the beginning it would be impossible since no mashing could make up for CJ's weakness. On the DE, however, they threw this simple system out the window and instead introduced a braindead "press a button when a particular part of the bar gets highlighted" and even if you go for the heaviest weights from the start you can still lift them easily since the highlighted space is big even in the "hardest" difficulty, so a skelly CJ can go to the gym and instantly lift 320lbs (145kg for my burger friends) without breaking a sweat. And of course, the UI for this new minigame is atrocious.
I'll correct something I had wrongly stated in my previous post: The main menu does not have only one sound, it actually has only two. And neither of them are correct, since the sound I missed at first was the "highlighting an option" sound, but it uses the "accept option" from the original. If they had used all 3 sounds then none of them would be correct, come the fuck on.
Something I haven't mentioned until now but still is important is how you require a more than decent GPU to run this thing. I'd understand such a high requirement if it was some imppresive thing like that "GTA IV: San Andreas" mod that got C&D'd almost a decade ago, but this runs slightly worse than GTA V for me. I can get a modded copy of the original game with better looking graphics, models, textures and certainly with better FPS.
What pisses me off the most about all this is not the butchered remake itself, but the fact that this once in a lifetime chance of getting some kind of "GTA SA: Director's cut" with most of the beta content that was cut because of time/space or simply not knowing how to make it work at the time; with extra QoL features and GTA V tier models and maybe even new animations made from the ground up without fucking too much with the original fun physics; maybe even new weapons and transportation methods like the skateboard that was in the beta, all of this with a built-in mission creator and browser based on DYOM, which in itself was based on some DLC missions the game was planned to have in the original PS2 version; that dream opportunity gone forever in the worst possible way.
I know this seems to be turning into more of a diary blog than a review, but the game has so many details and this remake has so many faults that I can't do them all at once off the top of my head after I finish it, I have to write them down before they all get together in my mind in a single blur that screams "This remake is shit".
>>95
Yeah. Writing long posts like this is actually pretty relaxing and a remake as bad as this is the perfect fuel for posts