I've been spending time just driving around the highways and countryside on a bike just to build up my motorcycle skill, and I've now taken to my own mini mission of exploring the city and painting over the rival gang signs to unlock new weapons and stuff. It's really hard to find weapons if you die or are arrested - so much so that if I fail a mission I just re-load from my saved game rather than try again from the hospital or police station.
There is no shame in using a strategy guide or FAQ while finding all 100 gang signs etc. I did just that - even knowing where they all were, the process took literally
hours, and, cynically, I wasn't too surprised to discover that some of the hidden items in this game are so completely fuck*ng obscure that they could only really be found with a strategy guide or a hardcore case of Asperger's. I think my enjoyment of San Andreas was greatly enhanced by having readily available weaponry (as an aside, there's conveniently located armor in the drainage canal behind Sweet's house) - the game is challenging enough as a
game without the added tedium and frustration of making tedious, complex FedEx trips all over town to replenish weapons / ammo.
If you go around finding the signs on a motorbike or a bicycle (and you'll certainly need that manuverability), you can pretty much expect to max out your stats in those vehicles. I really did appreciate the way SA implemented the improvement mechanic - you really can feel a difference in both shooting and driving as time goes on.
Oh, and it's all just worth it for Woozie.
I feel the same way about Toreno. That was a wonderful piece of casting, and yet another reason why I wish I could replay old missions.
People who call GTA open-ended are dirty liars or do not know what the term means.
Yeah, you know how buzzwords get thrown around in the wild world of games journalism. Hell, remember
blast processing? I think people were pretty much using "open-ended" as a synonym for words like "flexible" and "rich" - you can, as you pointed out, take a break from the plot to spend a week BMX racing or staging spectacular crashes or just about whatever else you can imagine
* without being penalized. Hell, it's practically encouraged - in Jough's case, he'd be well-advised to forget about that irritating OG Loc mission until he built up some motorcycle skillzzz. Oh, and remember "Farewell, My Love"?
Ugh.
In my ideal situation, the entire map with all non-story missions (schools, properties, etc) would be available right from the start. The deliberately inaccessible nature of a lot of things is almost
mocking. That there is a PC version gives me hope that the game will eventually be modded to allow conceits like this.
I have to disagree about most of the murders being optional - even apart from the alarmingly frequent assassination / HOLY SHIT KILL ALL THESE GUYS missions (for a game all proud of having added "stealth elements", they sure didn't get a lot of mileage out of them), you've got the whole gang turf thing. This isn't Planescape: Torment - you're not going to
talk the Ballas into giving up their territories.
The whole mass murder thing is fine when you're controlling what is more or less a cypher, like in, say, Time Crisis. But when you try to shoehorn a complex plot / character into that role, it feels weird, especially at certain dramatic points in the game in which CJ seems almost
reluctant to and sheepish about simply pulling the trigger on his antagonists. Oh, earlier you popped the skull of some anonymous blowjob because you wanted to drive his Corolla into a river, but now you've got a Very Bad Dude dead to rights and suddenly you're Jean-Jacques Rousseau?