In re-imagining the GTA universe, Rockstar North looked around at its old maps, and there, staring up at the team appeared a shiny bright star, a tacky neon pink badge begging to be paid attention to, like a fleshy young Madonna on MTV or Michael Jackson singing Billy Jean and before the surgeries. That icon on the map was Vice City, an old section of the GTA universe, but yet one that's never been exploited to this degree. Also, setting this game in the 1980s, the team expanded on ideas it previously wanted to implement -- and also it incorporated ideas from its own fan base to create a game its fans would adore.
GTA: Vice City does things GTA3 didn't do. The full list is far too extensive, but the crucial elements are as such: 1.) You can ride motorcycles (four different kinds, a high-powered street bike, a chopper, a scooter and a dirt bike) all over the city. They all handle remarkably well: Some are incredibly fast, and others handle traffic better than others. And you can pull off Stunt Jumps with them, adjusting the bikes in mid-air, thanks to a city specially designed with ramps, jumps and surfaces designed for launching you into the air. 2.) You can pilot helicopters through the skies, lifting up above everything and landing down on whatever permits a vehicle of that size. Vice City is designed as two large, mostly symmetrical thumb-like islands, enclosing at least three smaller islands, providing channels of water in which to skipper boats. 3.) Yes, Rockstar expanded the use of boats, and just like the acquisition of cars, motorcycles and helicopters, players can now acquire a quiver of water-ready vessels to ride.
Just as the city has expanded on the outside to include more waterways and more rooftops (you'll be surprised to see the lines of rooftop jumps designed for you Stunt Jump artists our there), it's also expanded internally. 4.) Lead character Tommy Vercetti opens doors and then walks inside them; and after a short load time of five to 10 seconds, he's inside, be it a strip club, mansion, dance club, movie studio, apartment, hotel, what have you. Missions take place inside buildings, sometimes using a combination of both inside and outside structures. Inside, the camera work isn't perfect. In fact, it grows quite aggravating; and for the most part the architecture isn't stunning either, but the idea of levels taking place inside is a natural extension of the game, and it work out well enough.