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Wow, looks like a complete rip off of gameloft "Gangstar" series.

I wish companies could be sued for ripping off intellectual properties. but we have a broken legal system. Gameloft is one of the best IOS developers in existence, and they are continuously being copied by games that came out years before. Pisses me off.
 
To all these people giving negative posting towards a real controller with real buttons..........

I know this is a hard and perhaps new concept to grasp, esp if you are used to Apple products. But what we are talking about is a concept called "Optional"

It means that there can be an "Optional" physical controller, that you can buy if you want to. Then the devs can create games, using the exact same on-screen controls as they do now, but also, you will be able to go into the games settings screen and select your "Optional" controller.

The the on-screen controls will be removed from the screen (which will be nice), your thumbs/fingers won't be over the display area (which will be nice) and you will be able to play the game fine, or probably even better with your "Optional" controller you decided to purchase.

Hope I cleared that up for you :)
Then the whole thing will be fragmented.

There r only very few possible ways to implement it:

1) The thing must be released by Apple, otherwise - fragmentation & limited functionality
2) Apple has to wholly revamp the whole iOS SDK
3) The thing has to be wireless - Bluetooth? A battery hog for both the controller & the iPhone / tablet.
4) So how about the guys who don't have this controller? The game then switch back to screen display again?
5) And so now Apple is officially in the gaming business? No, they are not doing this.


The whole idea really doesn't work. This may even go against the underlying philosophy of the iDevices... that's a versatile product that is 'everything' in a very simple and elegant package. You only need your finger to do everything.

So Apple does not make any stylus (S-Pen by Samsung........ugghhhh).

If every application needs its own sets of physical buttons attached to an iPhone, think about the terrible disaster.

Apple after 1997 is all about simplicity of product lines. And that's one of the reasons why they flourished.
 
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So far it's running good on me on my iPad 1, 2 things you will noticed if you have the first generation iPad is no lights on the traffic signals or when cars break no red stop lights or blood effects but everything else is perfect.

The game is exactly as the one I played on my play station 2. Mos def worth the $5:cool:
 
Im having trouble driving the cars

Im driving like im drunk all over the place

I like gangstars car controls better
 
Does this game have all the radio stations as the original PS2 game? Amazing they can condense all that into a package under 500MB.

It is - also the graphics and models are updated apparently - not a surprise when your phone has 10x the memory of the PS2 it originally came out on, never mind 3-10x the CPU power and who knows how a SGX543MP2 compares to the graphics capability of the PS2 or an eight year old PC.

Also out on Android... £3.23, no brainer really, whatever platform you prefer.
 
Never ever bought anything on the Xbox Live Marketplace, PSN Store or Android Market. But as soon as my iPhone 4S turns up next week I am so buying this! :D Will bring back memories of buying it on release for the PS2.

Just deciding if I should buy it for the SGS2 now or wait and just buy the iPhone one.

Well the Android version is the same as the Apple A4 variant graphically. My Samsung Galaxy SII doesn't even get warm when playing it. No idea why the more advanced graphics aren't available. So wait for the iPhone 4S in my opinion.

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Well, obviously they won't re-write the whole engine and graphics of a 8 years old game just to released it on a new platform. They already did the hard work by porting VC to a different architecture...

I'm assuming that this patched GTAIII is actually running on a recent version of the "Generation III (GTAIII, VC, SA)" engine, so getting the other games running is probably more an issue of download size than having to port the entire game again.
 
Well the Android version is the same as the Apple A4 variant graphically. My Samsung Galaxy SII doesn't even get warm when playing it. No idea why the more advanced graphics aren't available. So wait for the iPhone 4S in my opinion.

Probably has to do with the fact that no Android device has a GPU that rivals the A5's SGX543MP2.
 
i didn't beat this game yet on ps2, xbox, and on my mb from the app store... hopefully i'll beat it on the iphone
 
Jw - do you guys know of any good tests or benchmark comparisons to prove this that I can point some of my droid obsessed friends to?

I think GLBenchmark is cross platform. I know that FutureMark is working on a benchmark for cell phones, though they claim it will be Android only...
 
Wirelessly posted (Mozilla/5.0 (iPhone; CPU iPhone OS 5_0_1 like Mac OS X) AppleWebKit/534.46 (KHTML, like Gecko) Version/5.1 Mobile/9A405 Safari/7534.48.3)

Any way to play on iPhone and continue the saved game in iPad? Perfect use for iCloud methinks :)
It's not compatible with iCloud for some unknown reason. Scribblenauts is a perfect example of a game that uses iCloud's Documents and Data function to allow users to pick up where they left off on any iDevice. It's a great user experience to have this feature, especially for a game like GTA

I would suggest anyone that wants this feature to submit a request on Rockstar support http://support.rockstargames.com/home

As apps tend to receive updates based on feedback, if enough people let Rockstar know how stupid they are for omitting this feature I am sure they will come to their senses
 
To reiterate my points:

1. Carrying around a controller to be used with your iOS device, something designed to be sleek and simple, makes your iOS less portable, and cumbersome if you want to recreate such a gameplay experience on the go. Try doing that on a bus or a train, I can't imagine many situations where such a thing is convenient.
(By the way, if people want to do that, indeed thats for them to decide if given the opportunity, just like its for me to decide if I'd like to share my thoughts on it).

2. If you're seeking gameplay experiences that legitimately greatly benefit from having a controller, then IMO, you're probably reaching outside the scope of how of lot of games for these devices are designed. Thats why I brought up the Vita and 3DS. Those devices are more dedicated to deep gaming experiences, will likely feature libraries for deeper game experiences, and are DESIGNED to be used with controller-like interfaces from the ground up. There is no external input device necessary to carry around with you.
When you start talking about controllers for an iPhone, you may as well be talking about games experience with control interfaces that are not so simple such that they can be pleasantly controlled with a touch screen. And frankly, I think you're reaching for something that an iPhone is not meant to offer. To give you a quick example, you will not find a game that plays like BlazBlue on an iPhone, but you will on a Playstation Vita and a Nintendo 3DS. Those systems are designed for game experiences like that, and are marketed towards those who play them.

Finally, carrying around a bluetooth controller is not the same thing for me as carrying around a PSP. The bluetooth controller would be pretty much a pure accessory that has no absolutely purpose other than to sync with my iPod when/if I want to play a game on it. If, say I decide to play game on it, now I gotta prop it up somehow (and if I'm using an actual propping device, thats another thing I gotta carry around, and then I have at least two separate devices out, and who knows where and public I'll be (could be on public transportation) just to play a game.

My PSP, DS, and 3DS all have cases with close, yet padded fitting oval designs that feature internal compartments to accommodate at least three cartridges/UMDs. They all fit comfortably in my pocket. If want to play a game on them, I can, no propping necessary, no external input device to connect. Also, physical media for traditional portable gaming devices is become increasingly optional. I still prefer physical media out of personal preference, but I know of many people who buy most of their PSP games digitally and have them all stored on a memory stick. This is getting beside my point, though.

Overall what I'm saying is, if you're truly desiring controllers, I think you're probably asking for an iOS device to be a kind of gaming device it was not meant to be. An as an avid gamer, I think the types of portable game experiences that truly call for controllers are best found on devices that are more truly designed for them (at least at this point in time) That is why I brought up the Playstation Vita and the Nintendo 3DS.

I dont disagree with what your saying but I do stand by my thoughts on it. You mention propping up again but ive never had a problem doing this every day so i can watch something on my phone without having to hold it the whole time. Also i still believe that a controller that would hold the system for you would be the best option. As for wanting something outside of the scope of what the IOS was designed for I believe this thread is the perfect example that this already exists on IOS. GTA3 is not your simple touch game and is outside of what you believe the system is designed for. It requires more complicated controls then simple touch and gestures as evidenced by the fact that they are trying to emulate a physical controller on screen. If it could be done by touch and tilt alone then there would be no virtual Joystick. Apple wants their devices to be genuine competitors for the PSP, Vita, and DS and as such I think they should at least offer an option for people who agree with that philosophy. I honestly believe they will never be taken serious as a gaming device, like they want to be, unless they work out a good control scheme just like Nintendo, Sony, and Microsoft had to. For carrying around if it attached to the phone for example i dont see this taking up any more room than a DS. The phone is about the thickness of one part of a DS and if the controller were the same size then it could fold down just as flat and be just as portable. Lastly I would just point out that my post in no way is to prevent you from expressing your thoughts on the subject. I like nothing better than to hear others opinions on stuff but when that philosophy doesnt agree with my own then I feel perfectly in my right to express how I feel using others examples as a basis for why I dont agree with their philosophy. Nothing personal against your or how you feel about it, but it just represents best the opposite of how I feel on the subject and I apologize if you perhaps took it personally.
 
Well the Android version is the same as the Apple A4 variant graphically. My Samsung Galaxy SII doesn't even get warm when playing it. No idea why the more advanced graphics aren't available. So wait for the iPhone 4S in my opinion.

Yeah, I can't see any visual difference between my iPod 4G and Motorola Atrix. The only difference I can ascertain, besides the Atrix running a different resolution (the physically larger screen runs a slightly lower res; 960x540), is that the Android version has crashed three times at the very beginning of the game, and the iOS version has not crashed yet. Could be just dumb luck (or lack thereof), though. I have maybe a total of an hour on both platforms combined.
 
Anyone else getting crashes on iPad 1? I don't get any issues on my iPhone 4, but on my iPad it'll crash atleast once an hour, most commonly when I go in to the safe house to do a manual save. Still love it though, I'm just thinking it will be very annoying if it's still doing it later in the game during some of the more challenging missions... anyone remember the one where you have to blow up the coffee stands?
 
So here's my issue; I just finished "Exchange", the final mission for Catalina. Evidently, this is supposed to be the "last" mission, since the end credits came up after I finished it. However, when I let the credits run all the way through, and it brought me back to the game, it said I was only about 30% done with the game. What's gonna happen now? I just now started doing some missions for the jamaican guy who you talk to over the pay phone, because I want to finish the game, but it there is no sense of finality (Since I already "beat" the game), I'm wondering what's going to happen when I get to 100%?
 
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So here's my issue; I just finished "Exchange", the final mission for Catalina. Evidently, this is supposed to be the "last" mission, since the end credits came up after I finished it. However, when I let the credits run all the way through, and it brought me back to the game, it said I was only about 30% done with the game. What's gonna happen now? I just now started doing some missions for the jamaican guy who you talk to over the pay phone, because I want to finish the game, but it there is no sense of finality (Since I already "beat" the game), I'm wondering what's going to happen when I get to 100%?

You have to collect all the hidden packages, do all the vigilante missions (police car), do all the pay phone missions, collect all the vehicles and take them to the 3 different warehouses, etc. etc. etc. Do some Googling, there will be plenty of guides about.
 
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