
I don’t want to use the word careless, because I can only presume that nobody who worked on these remasters intended them to be substandard. The level of craft in Grand Theft Auto games has always been exceptional and astonishing. This is a company that most recently spent the best part of a decade painstakingly recreating the old west for Red Dead Redemption 2, down to horse sweat and grime on gunmen’s revolvers. Here’s why this stings: Rockstar is notorious for its perfectionism.
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And, embarrassingly for Rockstar, the games were temporarily pulled from sale on PC because they were released with hidden and superfluous notes and files from the original code, reportedly including the abandoned Hot Coffee sex mini-game that caused an industry-shaking legal meltdown in 2005. You can walk through walls or fences only to find invisible walls just beyond. Puns have been ruined by erroneously remastering a nut into a wheel. Now that the games have been out for nearly a week there are thousands of YouTube videos and Twitter posts cataloguing them. I don’t want to spend too long itemising the many imperfections to be found in these remasters.

Grand Theft Auto: The Trilogy – The Definitive Edition – Vice City. Their proportions are all off, especially in Vice City. Where characters were blocky and low-resolution, now they are … weirdly plastic. The rain effects, particularly, are so ugly that they obscure your view you’d better hope it’s not raining if your mission involves seeing where you’re going.
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There has, objectively, been a graphical upgrade to these games, in that they don’t look as foggy and fuzzy as they did – but honestly, I’m not sure I would say that they look better than previous re-releases. I could hardly make out characters’ faces, or pick out coloured blips on the map, or see purple graffiti tags on red brick.

In San Andreas, the colour balancing is so bad that in order to see what’s going on under fictional California’s sunset skies, I had to turn the contrast down as far as it would go. I ran through collectibles that I could not pick up. Within a couple of hours of starting GTA III – the oldest and least interesting of these three games, an astonishing step forward for gaming in 2001 that feels a little sterile now – I had reached a mission that I couldn’t complete, because the character I was chasing kept falling through the world. But why are we putting up with it now, and paying for it? These remasters feel less stable than the PlayStation 2 originals.

Graphical glitches, irritating controls and random crashes were, to be fair, all part of gaming in the 00s, before the days of online patches that allowed developers to fix things bit by bit. Seeing them like this is more than a disappointment. These versions of Grand Theft Auto III (2001), Vice City (2002) and San Andreas (2004) are in no way definitive. But when a publisher applies the label “definitive edition” to newly packaged versions of three landmark open-world crime games, games that loom so large in collective pop-cultural memory, it is reasonable to expect more than unstable rereleases with a graphical update. G iven the extreme complexity of the art form, remasters of decades-old games can be … variable.
