This is one outlet's own report from IGN — the article as it was filed. Other outlets are covering the same event; open the full story to compare every source side by side.
Over the next few months, I’m going to be taking a look back at each of the core Grand Theft Auto games and replaying them in the lead-up to the arrival of Grand Theft Auto 6. What we’ll be putting together won’t be traditional re-reviews, and they won’t carry IGN’s typical score out of 10, because it really wouldn’t be at all fair to simply pick apart old games published multiple hardware generations ago and make them sweat under the harsher standards of 2026. What we will be doing, however, is re-examining what made each GTA remarkable upon the time of its release, digging into what they achieved and the legacies they established, and rediscovering how much fun each of them remain today. We’ll also be identifying both the parts of the GTA experience that have seen the most evolution and growth, as well as the parts that remain fascinating, commendable, and timelessly impressive. At the end of the project, using GTA’s previously six-star wanted level, you should be able to get an idea of where each of these games roughly sit in my long-term love for this series.
Grand Theft Auto 2 arrived right at the tail end of the 20th century, sticking with the same brand of top-down turmoil that previously propelled its predecessor to great success. It’s a noticeable refinement of the original in some fundamental ways – slightly more forgiving thanks to the ability to save, and also a bit smoother to drive around in. It didn’t, however, replace its antiquated, tank-like on-foot controls for something that better exploited the dual-analogue controllers that had rapidly reinvented the status quo in the late ’90s. What it did shed was the original GTA’s recognisable, contemporary setting. It instead opted to set its action at an unspecified point in the near future, in a stylised, retro-futuristic backdrop called Anywhere City, USA – a place overrun by gangs, ruled by a megacorporation, and featuring the highest rate of Elvis Presley’s per capita this side of Graceland. Did it work? Well, the answer – unlike Anywhere City’s proliferation of Elvis impersonators – requires a little more conversation.
GTA 2 immediately comes off as a game with a bit of an identity crisis. Even if you ignore the fact that it sports a totally different look and vibe to the original, it also completely clashes with its own box art, and even its own intro movie – which features contemporaneous ’90s cars and an obvious New York setting. At the time of its release, I actually bounced off GTA 2 rather quickly, and this was absolutely a major reason. As soon as it began it just felt like an entirely unrelated product to everything that had come before – up to and including the tone-setting FMV intro it just served me. That’s a really weird problem to have. As a result, I don’t feel like I stuck around anywhere near long enough back in 1999 to get a feel for how much slicker it actually is to play.
I don’t feel like I stuck around anywhere near long enough back in 1999 to get a feel for how much slicker it actually is to play. Despite the fact it costs in-game currency to use, the addition of a save function represents a clear improvement over the original. Just head to the nearest church, and the good lord above will remember your progress for you. Jesus indeed saves in Anywhere City, albeit for a fee. Straight away GTA 2 appears a little more aware it’s a PC and home console product. By the late ’90s, hefty, mission-oriented action games had largely moved on from the ruthless arcade philosophy of starting from scratch every session with a tiny set of lives. Developer DMA Design adjusted its format accordingly, albeit only slightly. That is, GTA 2 retains score-based progression, still operates with strictly limited lives, and is hard as hell – but saving is nonetheless a crutch the original did not have.
A newly added health bar addresses another major frustration from the original GTA. If you’re trying to avoid cheating just to get through the missions, the boosted health is an even more useful fix than saving. Health in GTA 2 works on a 10-point scale (with five hearts that can be halved). This is in stark contrast to the first GTA, which essentially operates with your character on his or her final sliver of life at all times – where you’re instantly wasted after sustaining just a single hit. The tank controls make dodging incoming fire hideously difficult in both games, but the challenge is at least tempered here by the very sensible addition of that extra padding. It doesn’t make it easy, by any means, but it’s certainly less annoying.
Another Soul Saved!
The improvements don’t stop there. GTA 2’s camera is considerably less janky and, while it still shimmies around a little as you drive, it does a way better job of tracking cars smoothly. Cars also self-straighten when blazing along the streets, so it’s far less finicky to line up within a lane – or indeed change lanes – with less furious tapping of the d-pad.
There are also far fewer obstacles for cars to get hung up on than there were in the original. With the top-down perspective, it can be challenging to tell what objects are rooted into the ground and will cause a crash, because depth can be a difficult thing to effectively communicate from directly above. GTA 2 skirts this by having skinny things like light poles not even register to cars at all. It's not a particularly realistic approach, but it cuts down on the constant collisions which bogged down the pace of the original.
Cars can now be fitted out with weapons and gadgets, like machine guns, mines, and oil slick traps, and the amount of handheld weapons has been more than doubled. GTA 2 adds tossable explosives like grenades and Molotovs, a suppressed SMG that won’t alert other nearby NPCs, a shotgun for more devastating close quarters damage, dual pistols to dial up the John Woo factor, and a futuristic electro gun that will saute suckers into skeletons. The electro gu...
Grand Theft AutoI'mOverI’mIGN’sGTAWe’llGTA’sNextIt’sAnywhere CityUSA
AIPROPX is an independent multi-source news index — we track, compare, and connect coverage from across the web into one place you won't find anywhere else.