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Looking for information? Find all the at GTAV.NET.Welcome to GTASanAndreas.net!This site is dedicated to Grand Theft Auto: San Andreas, the fifth title in the Grand Theft Auto video game series. The game was released in 2004 by Rockstar Games, two years after its predecessor GTA: Vice City. The game was initially released for the PlayStation 2 platform, and later released for the Xbox and PC. San Andreas, one of the most successful video games of all time with over 20 million units sold, is set in the early 1990s and tells the story of Carl Johnson, a gangbanger who returns to his hometown of Los Santos and immediately gets sucked back into gang life. OverviewPC Version Released:June 7th, 2005 (USA)June 10th, 2005 (EU/AU)FormatPS2 Version Released:October 26th, 2004 (USA)October 29th, 2004 (EU/AU)Format DVD-5Xbox Version Released:June 7th, 2005 (USA)June 10th, 2005 (EU/AU)Format DVD-5/DVD-9ESRB (intense violence, blood and gore, sexual content and/or strong language.)Players 1-2 (no online multiplayer)Publisher (Parent Company )Developer Two years after the release of the mega-hit 'Vice City', Rockstar Games with a new chapter in the Grand Theft Auto book, 'San Andreas'.

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Set during the 90's in the pseudo-California state, we hit the streets of three cities with Carl Johnson, our newly met gangster.The title was surrounded by enormous hype during its development, and is widely recognised to have passed the expectations set upon it. This addition to the Grand Theft Auto series was warmly welcomed by the general public, and strengthened Rockstar Games' position at the head of the industry. It has sold over 20 million copies to date, no small accomplishment.Boasting partnerships with leaders of the entertainment industry such as, Rockstar aimed to compliment their game with one of the strongest soundtracks ever in a video game.In a press release ending the fiscal year of 2004, Take 2 Games announced the success of Grand Theft Auto: San Andreas. The title alone brought in 54% of the fourth quarter sales of 2004. The latest sales numbers have passed $300 million, and the title has set records in the UK for the fastest selling video game title.

According to NPDFunworldSM data, San Andreas was the top selling PlayStation 2 title in the United States in October and November 2004, and has so far brought in close to 30% more revenue than its predecessor Grand Theft Auto: Vice City.In an attempt to maximise exposure and bring the game to a wider market, Rockstar Games released in the summer of 2005. Story & OrientationThe official game information is as follows. For more about the story, see the page.' Five years ago Carl Johnson escaped from the pressures of life in Los Santos, San Andreas. A city tearing itself apart with gang trouble, drugs and corruption. Where films tars and millionaires do their best to avoid the dealers and gangbangers.Now, it's the early 90s.

Carl's got to go home. His mother has been murdered, his family has fallen apart and his childhood friends are all heading towards disaster.On his return to the neighborhood, a couple of corrupt cops frame him for homicide. CJ is forced on a journey that takes him across the entire state of San Andreas, to save his family and to take control of the streets.Liberty City. Now San Andreas, a new chapter in the legendary series. Grand Theft Auto returns to the PlayStation®2 this October.'

The game design was reworked as part of the new approach Rockstar seems to be favouring lately. This is an extract from an interview given by Dan Houser:'It's about giving people that freedom of choice. It's still very much an action game, but there's also a whole world out there to explore if you want to. At points in the GTA existence we've gone very, very non-linear, like GTA2 was very, very non-linear. And we've tried to get the best of that (in GTA: SA) which comes down to giving people the freedom of choice at any moment.

You can also get the advantage of a story which relies on emotion and characters. So the story opens up, it feels very non-linear, then it closes for a bit, then it opens up again. It works quite well I think.'

PC & Xbox VersionsThe PC and Xbox versions of Grand Theft Auto: San Andreas at the end of 2004 and were released simultaneously in the second week of June, 2005. Rockstar Games began actively promoting GTA San Andreas PC in April of 2005 with a in Gamestar magazine. Here are the general improvements provided by the ports (for more specific details, scroll down to either the or sections).See buildings frommiles away and driveright up to them!Real reflections on water.The visibility (draw) distance has been improved to take advantage of the more competitive hardware. The game world feels more solid with higher quality textures and a higher level of polygons. The game textures were originally compressed for the PS2 version, so with the new versions the game looks as it was meant to look. Real-time shadows and reflections were added to the game.

An additional radio station was also added, allowing you to import your own MP3 songs for in-game listening. You are able to set your songs to be played in a radio-station mode, meaning there will be DJ commentary, San Andreas advertisements and weather bulletins inbetween songs. The quality of the in-game sound was improved, and supports Dolby Digital 5.1 surround sound. A 'replay' mode allows you to relive the past 30 seconds of your gameplay action with cinematic camera effects. You are also able to save these replay files in a convenient format and watch them later or share them with friends. You are once again able to play GTA in a widescreen mode. PC Version InformationGrand Theft Auto: San Andreas ships on a single layer DVD disc (DVD-5) for the PC.

Those without a DVD-ROM drive will need to upgrade if they want to play San Andreas PC. Xbox Version InformationThe Xbox version of San Andreas is very similar to the PC version; however, the native resolution of the Xbox is smaller than the PC, so the same level of detail cannot be expected. Similar to the PS2 version, players are able to move the camera around the character or vehicle with the right ministick and the 2-player mode from the PS2 version is also included.

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For the first time you are able to make 30 second replays and have a custom soundtrack on an Xbox GTA, though. This shows that the Xbox version resembles the PC version more, as opposed to being a straight port from the PS2 game. 'If you have been waiting all this time to play it on Xbox, you won't want to let it pass by; San Andreas is a must-play videogame experience.' - Official Xbox Magazine, June 2005.

In 1997, when controversy was still running high over the 'immoral' content of games such as, and, Scottish games studio DMA (of fame) came out with a game to top them all. Called, it allowed the player to working his way up the ladder of organised crime. The game offered an overhead view of a city, through which your character could walk or drive; the basic objective was to gain enough points — or rather, in the context of the game, earn enough money — to progress to the next level. The lowest-paying activity was damaging cars by fender-benders or by shooting them; more money was earned by stealing cars, destroying cars, and running down pedestrians; more still by selling the stolen cars down at the docks and by killing police officers. The main source of income, though, was by accepting missions from a faceless, voiceless criminal boss, by either answering certain phones or getting into certain cars. It wasn't necessary to complete or even accept these missions (which could be done in whatever order the player wished), but doing so was worth a lot of money, and raised the amount of money the lesser activities were worth. The missions included such noble exploits as,.

All the while, the player had to keep from losing all his lives, as well as keeping out of the clutches of the police.Ironically, the first game wasn't all that gruesome - simple blotches of red on the pavement marked your kills, and the detail regarding damage to your current car was not high. Still, the game was a massive success,. This was deliberately contrived by the game's publishers: they hired the notorious tabloid publicist Max Clifford to create a furor in the media, which resulted in a huge demand for the game. In 1999, two expansions were released: Grand Theft Auto: London, 1969 and Grand Theft Auto: London, 1961.

Both were essentially the original game with somewhat different art design, a new setting ( in opposite ends of ), and a batch of new missions. Also that year came, which was almost the same as the original but set, with the chance to save your game (at a steep cost), much improved graphics, and a finicky 'Respect' system whereby you could strengthen your standing with one of three gangs by carrying out acts against the other two.was an entirely different ball game. It's probably not a coincidence that DMA were now working on a new console and attached to a new publisher: the wealthy Rockstar Games division of Take Two Interactive. First and foremost, the overhead view was done away with, bringing the game into three dimensions instead and allowing for a LOT more gore. An overhead camera could be selected for those who liked the old way, but only in that particular game. Vice City and onwards did away with the option fully.Also, an actual story was implemented, about a thug who escapes from a prison van, and plots revenge against his traitorous partner in crime/ex-girlfriend while establishing himself in the underworld of. Voice actors were brought in for the first time note but ironically, — including respected Hollywood character actors like Robert Loggia, Michael Madsen, Debi Mazar,.

The number, variety, and complexity of the missions were raised. The radio stations started using licensed material and send-ups of radio commercials and DJ chatter.The game's success paved the way for a series of games which. DMA, now wholly incorporated into Rockstar as 'Rockstar North', came up with two more titles. Moved the action to a cheery mockery of, introduced motorcycles, and was the first entry where the lead character spoke (with the voice of Ray Liotta, no less).

After that came, set in with a flavor that was less and more. It allowed the player jet aircraft and more than enough airspace to get the use out of them, as well as three cities (expies of, and ) with in between. It also cast as the.

Meanwhile, Rockstar's other studios crafted (a prequel to GTA3) and (a prequel to Vice City) for the PlayStation Portable, and Grand Theft Auto Advance (another GTA3 prequel in the original overhead style) for the.The series' seventh-gen debut, and went in a direction, and saw a return to Liberty City, now fully redesigned to look more like. It was the first GTA since 2 to have online multiplayer, and it also had two DLC mission packs, and, made for it., set in the same canon, returned to overhead action for the, the, and.was released on 17 September 2013, amassing over a billion dollars in sales over three days, and became the fastest selling entertainment blockbuster in history. Taking criticism of GTA IV's downer tone to heart, Grand Theft Auto V follows the story of three new villain protagonists fighting to better themselves in a cynical, morally bankrupt world in and around the city of Los Santos. In addition to many new activities and gameplay refinements, such as the ability to switch to other player characters instantly, the new Grand Theft Auto Online boasts an ever-expanding compliment of up to a thousand missions and other diversions.Compare,. Also, there's and, both considered to be to the Grand Theft Auto franchise.Not to be confused with the movie of the same name, though you can blame that movie for why this likely won't have a film adaptation.Now has.

You can vote for your favorite game.Works within this series (details on games with their own pages) listed by:2D era. (1997). (1999). (1999). (1999)3D era. (2001). (2002).

(2004). (2004). (2005). (2006)HD era.

(2008) and Episodes from Liberty City (2009):. (2009).

(2009). (2009).

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Grand Theft Auto V Drift King

and Grand Theft Auto Online (2013; in 2014/2015)Other.This series has examples of the following tropes:Note: If a trope only applies to a single game in the series, and that game has its own page (see above), then place it on that page. If the trope applies to the many in the GTA universe, put it under.: The mobile ports of the 3D Era games change the FBI to the FIB to match the HD Era.

The FBI is still mentioned, and the FBI Car is still called that.: Averted in San Andreas with the Desert Eagle, AK-47, and TEC-9, and Vice City with the MAC-10, TEC-9, and MP5, (but NOT the M4, the model used in both games is a Colt Model 733) but played straight with every other weapon. Played straight in the -era games, which sees generic names applied to all weapons. The AK-47 is aptly named 'Assault Rifle', while hilariously, the M4 is called '.: The biker gangs in Vice City and Vice City Stories, and the Lost Brotherhood and the Angels of Death in IV.: Go on a killing spree? Police will shoot, fair enough. Steal a bunch of cars with police nearby? Police will shoot, still kind of fair. Pushing past someone or lightly tapping a cop car?

Police will shoot.: Starting with IV. And the III/ Vice City// San Andreas continuity is separate to the original game.: Asuka and Maria in III are implied to be lesbian lovers. 'That's not a massager.' .: The 'Rhino boost' from the 3D era games note Except San Andreas, where it didn't work due to the different handling for the Rhino tank allowed you to get a speed boost while driving the Rhino tank by turning the turret around so it faced behind you, then firing it and allowing the recoil to propel you forward (similar to a ). This turned the Rhino from one of the slowest vehicles in the game to one of the fastest. Which, when compounded with its already terrible handling, made it nearly impossible to control. But damn if it isn't awesome propelling the wrecking ball that is the Rhino straight into traffic at a speed to rival using the power of a tank cannon.

This is especially true in Vice City and VCS, where the long boulevards mean you can cross half the map doing this.: Implied to be, at it's very least, a high percentage of the cops in the series.: And how.: Salvatore Leone from III is the best example.: Good luck getting from one side of town to the other without driving like that. You may be polite the first couple times, but on your umpteenth attempt of a tough mission where you have to drive all the way back to the start point to try again, and you've gotten really angry. Well, let's just say the title will fit more and more.:. In IV, you can get drunk at a bar with a friend. The screen gets very blurry, and you swerve all over the road. If the cops see you, they start chasing you.

In Vice City, Tommy Vercetti has to drive Phil Cassidy to the hospital after a boomshine accident. Problem is, Tommy is messed up from merely smelling the boomshine, and the cops think he's drunk (which he is).

Grand Theft Auto V Drift King

And the screen gets all blurry and the car hard to control. San Andreas did something similar with the last of The Truth's first set of missions, though it's not 'drunk' so much as it is 'high from the marijuana field you just torched,' and the effects aren't as severe as in the Vice City example. Vice City Stories has 'Purple Haze', where Vic gets knocked unconscious, falls face-first into a pile of cocaine, wakes up a few minutes later having inhaled a fair amount of it, and has to carry out the rest of the mission (retrieving a stolen van full of drugs) while coked out of his head. The effect is pretty much the same as the drunk effect from previous games, except a purple tint is also applied to the screen.: Rather obvious in III. Returns to some degree in.: Pretty much all of them.: The setting of every GTA game, with the exception of the London expansions for the original. Played as Type 2, without exception. Mike Toreno: I'll be a nice guy and I'll lose!

And then what'll we have? That kind of bullshit.:. The first two games were 2D, played from an overhead camera. Also, the box art showing multiple images in a sort of 'mosaic', from which the series is famous for, appeared for the first time in GTA III. The box art in previous games consisted in just one single image. The first game was brutally due to you being a and having limited lives while armor only protected you from three bullets. The first game is the only one you could also choose the character you want to play between a few avaliable and also change their names, instead of having the protagonist fixed to the plot.

Also, there was women between the possible protagonists, making it the only game in the franchise which can have a female protagonist (if you don't count GTA Online). However, those choices don't affect the gameplay whatsoever.

GTA: London 1969, the for the first game, is the only one to be set in a real-world city rather than a of one. GTA 2 is probably the weirdest of them all. It is, to date, the only GTA game set in the future, specifically a that combined '50s-styled cars ('as if Havana got transported to the 21st Century', as the game's website describes it) with the aesthetics of '70s/'80s and dystopian sci-fi movies. On a gameplay level, it had a 'respect' system where, instead of a linear story path, you could choose to do missions for one of the three gangs in each district in order to build your reputation with them, at the expense of your reputation with their rivals — a mechanic that no other GTA game followed up on.

Andy Kelly, for PC Gamer, noted that, whereas later games (especially from Vice City onward) each had a very unified aesthetic from the art design to the music, GTA 2 was far more offbeat, disjointed, and anarchic in its presentation. GTA III still had many mechanics as a leftover from GTA 2 which were dropped in Vice City.

For example, many of its collectibles (hidden packages, weapons, etc) were only available through jumping to high locations (in 2, the 2D view came with a lot of platforming), as opposed to the rest of the 3D-era games, where they're usually found in secluded places and corners, or occasionally through a car jump. The overhead camera is also available as an option, the last game in which it would be so. The games up through Vice City (and the later Stories games) had 'Rampages' giving you a free weapon and X time to destroy X cars/people. These were dropped in San Andreas and IV, though V brought them back as side-missions for Trevor, fewer in number but with introductory cutscenes and commentary on Trevor's part. In the early 3D Universe titles, San Andreas is mentioned and treated as though it were a single city (like in, where it was a San Francisco expy). It wasn't until that San Andreas became an entire state.: Occurred over the course of the III era.

Had a reference to the city of and to the then-newly elected president; later installments had almost no real life persons (barring figures like that are intrinsically tied to the setting, and ' cameo in ), and Miami was replaced with Vice City in. Then comes out, which does away with even more real-life stuff — the is replaced with the, SWAT is replaced with NOOSE (which is also based on the Department of Homeland Security), all guns are now, and the president in 2008 was Joe Lawton, and.: A huge amount.: In Vice City and VCS.: The 'Firefighter', 'Vigilante', and 'Paramedic' missions can all be played by driving a firetruck, police vehicle, or ambulance respectively.: Many, though the boats are rarely actually all that convenient. IV, however, plays this straight a couple of times.: Starting with the third game, each installment mocks the sad state of society, the sad state of people who refuse to take part of society, minorities, white people, gay people, straight people, transpeople, feminists, misogynists, you, game developers, religion, atheists, cults, the military, the government, those against the government, foreign art, and old people. About the only thing not mocked is Britain. It's like and teamed up with and to make gangster flicks.: Before IV, cars that took enough damage would star flaming and explode within a few seconds. In Vice City and San Andreas, this could even happen if you stomped on the roof long enough. Somewhat averted in IV, where, after enough damage, the car's engine will die.

They'll still explode given enough extra rounds though.: Real estate mogul Avery Carrington is a stereotypical Texan, right down to the cowboy hat.:.: All of them have this in some fashion.: Nearly every game has at least one.: They take up most of the radio airtime on I and II but get less prominent as the series progresses, consigned to two stations in III and LCS, and just four bands in Vice City though one of them plays a part in the storyline. Some of these bands make cameos in IV and V, chiefly as in-game CD props or ringtones.: In the series, most of the places you can get food are fast food places, hot dog vendors, or food trucks. (This makes sense as most players probably don't want to take a break from unfettered chaos for a fancy meal at a fancy restaurant.) The only exceptions to this are when the player is on a date or out with friends, then a diner or fancy restaurant is an option.: Given the violent nature of the game, it would be unlikely for real-world automobile companies to grant licences to Rockstar for use in GTA, so fictional substitutes such as the 'Huntley', a parody of the Land Rover Discovery in San Andreas, to name one, make up for the lack of actual marques.

Naturally, some of the most common mods for the games are those that replace the vehicles with their real-life counterparts.: The 'tourist' maps. These were rendered somewhat obsolete in GTA3, though the psx titles were borderline impossible without them. Even if one stuck to the general rules (remember the names of neighborhoods, use highways for fast travel), the destination markers would intentionally mislead you.:. Liberty City (the game's stand-in for New York City) is in the fictional state of Liberty. and take place in the fictional state of San Andreas. GTAV also introduces the fictional state of North Yankton and a town called Ludendorff within it.: Standard since San Andreas.: A lot of the protagonists, particularly in the -era games start out as small time thugs but end up becoming some of the most notorious crime lords in their respective cities.: GTA Advance, Liberty City Stories and Vice City Stories, without a doubt.: GTA2 was the only game to avert this. There, if you killed members of a particular gang while free roaming, your respect with them will go down, and eventually they will stop giving you missions and start shooting you on sight.

In every other game, you can kill a hundred members of a gang, and then take a mission from them five seconds later.: While your archetypical 'bangers are present, organized crime isn't treated as particularly different. Ken Rosenberg: It looks like you ruined your suit! And Tommy, that was a beautiful suit!. Averted even more in the fifth installment, where the main characters aren't the only ones with multiple outfits.: Fifteen games across three universes in a massive open world setting, this is to be expected. The relevant wiki lists.: The series in general, with its trademark gameplay, falls into this. Is the biggest offender in this regard, as the story missions only count for a very limited percentage for the.: More noticeable in some games than in others.: The final boss of San Andreas, Big Smoke, takes several dozen assault rifle bullets to the face to kill and serves as a traditional boss fight (complete with health bar) in a game series which has generally avoided such conventions. In contrast, the final shootouts against Lance Vance and Sonny Forelli in Vice City, Sgt.

Martinez and Diego Mendez in Vice City Stories, and Dimitri Rascalov or Jimmy Pegorino in GTA 4 were against reasonably realistic opponents, who had somewhat more health than standard, but who still went down after a second or so of concentrated gunfire. In the case of Big Smoke, it's justified due to him snorting crack before you run into him, thus he wouldn't feel anything unless his body completely gives out. The body armor he wears also makes the trope more true. Most of the player characters also fall into this. Tommy Vercetti, for example, could jump out the 30th floor of a high-rise office building and live.

The main exception is Niko, who, in keeping with IV's increased realism, can't survive falls greater than a couple of stories, and gets cut down by gunfire fairly quickly. Also more or less averted in GTA 1 & 2. While you could withstand more punishment than the average, you were still relatively fragile and could often be instantly killed by explosions, long falls, fire or simply being run over. Trevor in GTA V is this when using his special ability.: With the exception of II, they appear in every game in the series, either as good guys, bad guys, or both.: Maria, although she abandons this lifestyle in III.: Appears in GTA2, and features heavily in the plot of IV, where they wind up becoming the.: Mike Toreno in San Andreas certainly qualifies. In IV, there is a shadowy government agency using a paper company as a front (a possible to ) that gives Niko work and ultimately helps him find the man who betrayed him in the Balkans. Niko's first girlfriend, Michelle (or Karen, or whatever her name is), also turns out to be working for them, as Niko finds out when she takes down a drug deal he was involved in.: Vice City and San Andreas.

It's debatable, though, because they were so much bigger than III, and added so many new elements to gameplay (especially San Andreas), that many fans will argue that they are the superior games. The Stories games, however, fall very cleanly into this trope. According to, the idea was to give each city featured in the original GTA its own game, starting with GTA III. Hence the two sequels are called Vice City and San Andreas instead of IV and V, respectively.

Once they had completed this inofficial trilogy, they continued numbering their games. But why GTA III isn't simply called GTA: Liberty City is anyone's guess. GTA London plays this trope more straight.: The first few GTA games were known for their zany, over the top humor and for not taking themselves too seriously.

Then IV came along and the humor was toned down in favor of gritty realism and drama. Many fans didn't like this change, so V returned to that zany, over the top humor.: Only because it's hard to disassociate this game from the idiocy of Jack Thompson.