Rotating Image

True Crime: Streets of LA (1992-)

  • TrueCrimeLA_3.jpg
  • TrueCrimeLA_4.jpg
  • TrueCrimeLA_2.jpg
  • TrueCrimeLA_1.jpg

True Crime: Streets of LA was developed by Luxoflux and published by Activision. It was originally released in November 2003 for PlayStation 2, Xbox, and GameCube, and was later ported to Microsoft Windows in May 2004. A Mac OS X version followed in March 2005, and a mobile adaptation was released in November 2004. This title marked the beginning of the True Crime series and stood out for its open-world design and combination of action and adventure gameplay.

In the game, players take on the role of Nick Kang, a detective in the Los Angeles Police Department's Elite Operations Division. The open-world recreation of Los Angeles allows players to explore neighborhoods, engage in combat, and complete a variety of missions. Gameplay mixes beat 'em up mechanics, third-person shooting, and vehicular combat. Players can choose to follow a "Good Cop" or "Bad Cop" approach, influencing both narrative outcomes and character interactions throughout the game.

True Crime: Streets of LA was the first installment in its series and set the stage for a sequel, True Crime: New York City, released in 2005. The sequel introduced a new protagonist and setting while maintaining the open-world action-adventure gameplay. However, New York City did not achieve the same commercial success as Streets of LA, which eventually contributed to the discontinuation of the series.

Promotion for the game included appearances at events such as the 2003 Spike Video Game Awards, where it was nominated for several awards. Upon release, the game received generally favorable reviews, with the PlayStation 2 version holding an aggregate score of 77 out of 100 on Metacritic. Critics praised the integration of story and gameplay as well as the detailed recreation of Los Angeles, though some technical issues, including clipping problems, were noted.

Commercially, True Crime: Streets of LA was a success, selling over three million units worldwide across all platforms. In North America, more than 600,000 copies were sold within the first month of release. The game also received a Platinum sales award in the United Kingdom, reflecting sales of at least 300,000 units. Its recognition at industry awards highlighted its impact in the action-adventure genre during the early 2000s.

The legacy of True Crime: Streets of LA lies in its influence on subsequent open-world action games, especially those featuring law enforcement protagonists. Its combination of exploration, combat, and narrative choice helped set a standard for future titles in the genre. Despite the series’ eventual discontinuation, the game remains a notable example of early 2000s open-world design and is still remembered fondly by fans of the genre.

Images from MobyGames

Grand Theft Auto vs True Crime, who wins the gang war?

Poster art for True Crime: Streets of LA

November 2003 has proven to be an exciting month for fans of open-world action games, with the release of True Crime: Streets of LA giving the established Grand Theft Auto franchise a run for its money. Rockstar’s Grand Theft Auto series has long been celebrated for its chaotic freedom, dark humor, and sprawling cityscapes, culminating in hits like GTA III and Vice City. Yet, with Luxoflux’s latest entry into the genre, players now have a more story-driven and police-focused alternative to consider. Streets of LA offers a unique twist: instead of playing as a career criminal, gamers take on the role of Nick Kang, a rogue LAPD detective navigating a city full of gang violence, corruption, and crime.

One of the most obvious differences between the two franchises lies in their approach to narrative. Grand Theft Auto thrives on satire, presenting players with a morally ambiguous world where chaos is encouraged and the story often serves as a vehicle for mayhem. True Crime, on the other hand, offers a more structured and cinematic storyline, with missions and cutscenes that feel more like an interactive crime drama than an exercise in anarchy. For players who enjoy strong storytelling and character development, Streets of LA has a clear edge in terms of plot engagement.

In terms of gameplay mechanics, both titles offer a mix of driving, shooting, and exploration, but with distinct philosophies. GTA emphasizes sandbox freedom, allowing players to explore Liberty City or Vice City at their own pace, creating their own goals and chaos along the way. Streets of LA retains this open-world element but layers it with more mission structure, encouraging players to balance combat with investigative tasks, police chases, and the occasional moral decision of being a “good cop” or a “bad cop.” While GTA feels like a playground for player creativity, True Crime offers a more guided experience.

Combat and vehicular mechanics also set the two apart. Grand Theft Auto III and Vice City introduced rudimentary gunplay and driving physics that, while fun, often feel loose and unpredictable. True Crime pushes the envelope with refined hand-to-hand combat, the ability to disarm opponents, and a tighter integration between foot and vehicular combat. The driving in Streets of LA is also more nuanced, with a focus on police pursuits that require skill and strategy rather than pure recklessness. For players who enjoy a more controlled, tactical approach, True Crime provides an appealing alternative.

Graphically, the franchises are fairly comparable. GTA III and Vice City were revolutionary for their time, delivering stylized 3D cities that captured a unique atmosphere. Streets of LA makes a strong impression by recreating Los Angeles with a surprising level of detail, from recognizable landmarks to the varied neighborhoods. While it doesn’t entirely surpass the aesthetic charm of Vice City, its attention to environmental authenticity gives it a different kind of immersive appeal. The realism of the cityscape makes the world feel alive in a way that complements the narrative-driven gameplay.

However, True Crime is not without its shortcomings. Technical issues, such as clipping errors and occasional frame-rate dips, can occasionally disrupt the otherwise polished experience. Additionally, while the moral choice system adds depth, it may feel restrictive to players used to the absolute freedom of the GTA sandbox. Conversely, Grand Theft Auto’s longevity and refined mechanics mean it remains a more consistent and reliable experience, especially for players who favor open-ended exploration over story-driven missions.

The choice between the two franchises ultimately depends on the type of gameplay a player values. If you crave unrestrained freedom, dark humor, and the ability to create your own adventures, Grand Theft Auto remains the gold standard. Streets of LA, however, offers a compelling alternative with cinematic storytelling, tighter combat, and the novelty of playing as law enforcement rather than a criminal. For newcomers to the genre or those seeking a fresh perspective, True Crime may feel like a breath of fresh air in a familiar world.

In conclusion, while GTA still dominates in terms of cultural impact and player freedom, True Crime: Streets of LA has carved out a strong niche for itself. It doesn’t reinvent the wheel, but it refines many aspects of the open-world formula while offering a unique perspective. For fans willing to explore a more structured, narrative-driven experience, Streets of LA is a worthy contender. In 2003, both franchises are worth playing, but the crown remains shared—GTA for freedom, True Crime for story and innovation.

Clickable image taking you to the retro games directory at DPSimulation