It’s an endless generator of Bullitt-style car chases, in which you beat a timer to ram an escaping target off the road-preferably knocking them on their roof to trigger a favourite mechanical quirk of classic GTA, the upside-down-explosion. In retrospect, GTA III’s best mission isn’t a scripted set piece at all, but the Vigilante challenge you can access from any police vehicle. By contrast, GTA III’s ludicrous, dangerous bustle generally feels like it’s working against you-as if, at any second, two men will walk out into the road carrying a sheet of plate glass between them. Everything on-screen is in service to the race and keeping momentum. There, guard rails crumble and barriers bounce you back on course, like the training bumpers in ten-pin bowling. It’s a very different experience to playing an arcade-y motorsports game, exemplified by the exquisite Forza Horizon 5. Crossing Staunton Island with your foot down is an act of extreme hazard perception, and survival a matter of learning to filter out the visual noise and focus on the obstacles that threaten to flip your ride. Since GTA III is built to be busy and interesting when traversed on foot, it’s frankly overwhelming at speed-stuffed with street furniture and civilian AI waiting to get tangled under your wheels. There’s something perversely exciting about screaming through a city that hasn’t been expressly designed for that purpose.
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