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The GTA 3 Mission That Reinvented It All

Few missions in GTA’s history would make such a big and noticeable change to the geography of the host city as Bomb Da Base Act II, which goes some way to explaining why all 45 seconds of this short, sharp, Tin Can Alley sniper mission remains so memorable.

By today’s standards it’s extraordinarily simple: in a world where there are entire games built around the sophisticated premise of telescopic sharpshooting, GTA 3’s 45-second dalliance with the idea hardly seems like anything to write home about. But make no mistake: with GTA 3, Rockstar invented the modern video game, and with Bomb da Base Act II, GTA reinvented itself.

Bomb Da Base proved to be a tantalising early glimpse at the ever more complex, Bruckheimer-worthy setpieces that would come to define Rockstar’s later games, their narratives, and the subversive mission design that this most Triple-A of Triple-A studios is capable of.

Few games are as seminal as GTA 3 and even fewer of them are sequels: of the big franchise entries that successfully straddled the fault line between 2D and 3D at the turn of the century, only Nintendo’s Super Mario 64 and Ocarina of Time remain as revered. Prestigious company that speaks to how industry-defining this humble little crime sim series came to be, originally hailing from the relative backwater of Dundee in Scotland, a place more readily associated with tracksuit gangs, Desperate Dan, and onion pies.

GTA 3 was not a sure thing.

And sure enough, those of us old enough to have been fans of Grand Theft Auto before it even had sequels felt right at home in GTA 3. Despite the quantum leap in world simulation and graphical fidelity it heralded, the core gameplay loop and tonal flourishes that defined the MS-DOS original were all present and correct: the open world city, the job system, the in-game radio stations. More or less everything except the casual slaughter of Hare Krishnas survived intact. Though Liberty City now felt more tangible than ever in its polygonal reimagining, GTA 3 felt like it did little to advance the series in terms of its mission design.

Until Bomb da Base.

The Italian mob are losing the streets to the Colombian Cartel. Funded by their ruthless control of the drug SPANK, the Cartel have become the dominant faction in Liberty City’s criminal underbelly and Salvatore Leone is desperate to put them out of business. By chance, a Mafia snitch by the name of Curly Bob leads you right to their secret SPANK factory: the freight ship Les Cargo, a rusting hulk of maritime contraventions moored permanently in Portland Harbour. Despite being the lynchpin of the Cartel’s entire drug operation, it’s relatively lightly guarded and structurally vulnerable to a lunch-box sized bomb going off in its bowels.

But you’re not the bomber, you’re an accessory to the bomber. And it’s here that GTA 3 gets properly interesting. Not that it isn’t brilliant up until this point, it is, but Bombing Da Base is a watershed moment in GTA 3 that comes just at the point where you think you’ve got it down.

I get it, it’s GTA with camera angles. Let me on the next island already.

No. There’s a test.

Firstly, you can’t even start the mission unless you can hand over $100,000. At this point in the game you likely do have at least this much, but it’s a high bar for entry that no previous missions have required. And if you’re the sort of player who spends most of their time playing death-by-cop in the open world instead of actually engaging with the missions and side-activities, it’s easy to keep blowing your cash on hospital fees.

So this first part of the mission filters out anyone playing like your wee brother.

Show up with the dosh, and 8-Ball introduces you to the scoped sniper rifle, along with an opportunity to practice your aim with it. Bear in mind, this is a PS2 title from before the twin-stick control paradigm and the aim-assistance that tends to come with it was fully established. The aiming is inverted as standard, which certainly didn’t help matters for the weak hearted, and the fire button is Circle, which you would naturally press with the same thumb you were aiming with. So, frankly, a lot of people needed the practice.

A short drive later, and you find yourself back in the hulking shadow of Les Cargo, the most important piece of real estate in the Cartel’s portfolio, their fortress of SPANKitude. But you’re not here to storm the gates: you’re here to run scoped hot-lead assistance from an adjacent rooftop.

There’s a beauty to the way Bomb Da Base’s action is laid out in this L-shaped curve. From your elevated vantage point, it presents as a sophisticated twist on the classic fairground shooting gallery, sans the smell of candy floss and roll-ups, where the targets don’t pop-out at you, the shooter, because they’re too busy popping out at your accomplice.

The first grunt you pop is 8 Ball’s cue to make a mad dash for the cargo hold. Desperate, yes, but not suicidal: his NPC AI is rudimentary but blessed with a faintly human sense of self-preservation. He will take cover. He will give you a chance to ice every goon before they ice him, but with an ever fleeting window of opportunity to take your shot as the mission progresses, there is a high chance of failure.

The simplicity of the mission brief was, for those of us playing the original GTA 3 in 2001, given ballast by the game’s obtuse control scheme. And arguably, this is by design: it is realistic, after all, for a high-powered sniper rifle to be unwieldy in untrained hands. Or, maybe it isn’t. Maybe the controls are just crap. Whatever the reason, this particular mission was a major choke point. Many players would never even see the next island. A lot of them were casuals, satisfied to simply wage an endless, unwinnable war against the LCPD on the island of Portland. Fine.

For the determined, it was a test of skill, perseverance, and possibly lateral thinking. It was possible to block or slow 8 Ball’s path with some strategic parking before starting his run, giving yourself ample time to take out the guards before letting him loose on the top deck. This method was fiddly and unpredictable but it did demonstrate GTA 3’s flexibility in how the player could use the open world simulation to change the odds in otherwise scripted encounters, something that would become a key part of the fun in later GTA games.

More than that, Bomb Da Base was a bold, early statement about how the player’s actions could, albeit in a contained, stage-managed way, have a permanent effect on the city itself. Most of your actions didn’t matter in the grand scheme of things, almost everything you interact with in the open world is a temporary construct that spawns and then gets flushed out of memory as the game sees fit. But in these setpiece moments, your mark would be felt on the narrative, the factional politics, and the very landscape itself.

Inflicting permanent scars on the landscape is a trick that Rockstar uses with uncharacteristic restraint until GTA 5, which is chock full of subtle and unsubtle map changes, permanent and semi-permanent, as the player progresses through the single-player story. It works sensationally there, because it just makes enormous thematic sense in a game set in and around GTA’s equivalent of Hollywood to have a high instance of destructive, high-stakes, action-movie setpieces.

But in the grimy, 2 real 4 U hard-knock life of Liberty City, a rearrangement of geometry on this kind of scale was shocking and hugely impressive. It was a moment in time where the future was being invented, and showcases like this were enormously difficult to engineer on a technical level. But it impresses in a conceptual sense too: casting the protagonist in a support role while an NPC character does the actual mission is a wonderful subversion of a medium where almost nothing happens if not directly instigated by the player themselves.

Bomb Da Base would echo throughout the series as it became ever more bold and expensive. Playing an entire mission from a secondary perspective naturally gives way to the idea of playing through the same events from multiple perspectives, as happens so memorably in GTA 4 and its DLC stories, where the lives of three largely separate player characters become entangled around the nexus of a certain ill-fated diamond deal, which goes on to inform the basic idea of GTA 5’s hugely sophisticated triple-protagonist mechanic.

Like all the best things in life, as in game design, the central idea of Bomb Da Base is extraordinarily simple. But its implications were massive: it taught us that anything can happen in a Rockstar game, and sometimes it even leaves a scar.

Though its impact has been diminished by the ever ballooning spectacle of its successors and decades of quality of life improvements that have flattened out its steep difficulty, it remains one of the most important and iconic missions in what is arguably the 21st century’s most era-defining game.

GTA 3 was not a sure thing. It’s difficult to imagine now, at a time when it seems inconceivable that the next GTA won’t make a billion dollars in its opening week, but back then it was a gamble. There was no guarantee that the simplistic, top-down antics of Grand Theft Auto could be successfully reimagined as a full-blown 3D action game and Rockstar, formerly DMA Design, had seen its fair share of flops in the intervening years. But the quality of the experience, exemplified by the unassailable shock and awe of missions like Bomb Da Base, would ensure its status as a modern classic and the blueprint, the bible, the foundational work that informed everything after it.

For more deep-dives on the greatest stages, locations, and bosses in gaming history check out our previous Art of the Levels, and stay tuned for more GTA themed editions coming soon. Next month we take a deep dive into the hot Caribbean waters of Vice City’s Cop Land, so stick around!

Jim Trinca is a Video Producer at IGN, and when he isn't fawning over Assassin's Creed, he can be found watching Star Trek and eating stuff. Follow him on @jimtrinca.bsky.social, and check out The Trinca Perspective playlist over on IGN's YouTube channel!

Palworld 1.0 Players Spot a Number of Pal Redesigns — and Some Say They Now Look Less Like the Pokémon They Resembled

Palworld players have spotted that developer Pocketpair has altered several Pal designs for the 1.0 launch, leaving some saying they now look less like the Pokémon they had resembled.

Pocketpair published detailed patch notes for Palworld's 1.0 version earlier this week listing hundreds of additions, changes and improvements. However, these patch notes do not discuss the changes to several Pal designs, leaving players to instead discover the updated looks for themselves.

With Palworld 1.0 now out in the wild, players are doing just that — and have remarked on the alterations to Verdash, Robinquill, Fengallop, and Grintale, which previously displayed more distinct similarities to more familiar Pokémon species Cinderace, Decidueye, Cobalion, and Galarian Meowth.

I think this is all redesigns
by u/Silverr98 in Palworld .reddit-embed-wrapper iframe { margin-left: 0 !important; }

Verdash has become more squirrel-like, less similar to the soccer-playing rabbit he previously resembled. Robinquill has lost its red cape, an object which made its silhouette familiar to Pokémon fans. Fengallop now looks more deer-like, with altered colors to make it more distinct. And the feline Grintale has had its mouth redesigned, so its facial figures are now more original.

On the Palworld reddit, a lengthy thread is discussing the changes in a largely positive light, with many saying the updated models are improved. But even then, the understanding that these are similar to specific Pokémon species appears to be well understood.

"Can't believe that they actually went back and improved them to make them feel less kitbashy or repurposed, in terms of them feeling like bunch of bits taken or swapped around from various Pokemon," wrote Palworld fan DefaultProducts.

"I'm kinda glad they redid the whole deer design, it looks a bit too much like a femme fluffy Coballion before to me," wrote Mr_w00fy.

"I'm glad they redesigned green Cinderace," Omnifob wrote. "It was too close to its inspiration, now it looks really cute. I like the redesign of Robinquill too, something about the original bothered me."

"Verdash and Robinquil were both Pals I refused to use because they looked too close to their inspo," wrote Vvattvery. "Now I see myself using them."

Discussion of the changes is more critical on video game forum ResetEra, where many have suggested the creatures should never have looked so similar to Pokémon in the first place. "Better late than never, I guess!" said forum user Greywaren. "It's hilarious how blatant some of the model rips were, and people still jumped to defend them."

"Tell me it's an admission of guilt without telling me it's an admission of guilt energy," wrote KezayJS1. "But hey, it's good that they're doing this because much of their initial designs were blatant mashups of actual Pokemon design elements."

Comparisons have been made between Palworld’s Pals and Pokémon since before Palworld's launch, when many accused developer Pocketpair of "ripping off" Pokémon designs. Nintendo and The Pokémon Company also took notice, opting to file a patent dispute over gameplay similarities. In the initial lawsuit, the two companies called for Pocketpair to pay 5 million yen (approx $30,000) each plus late payment damages, as well as an injunction against Palworld that would block its release. A judgement is expected later this year, though Pocketpair has already made changes to the game's mechanics, believed to be in response to that legal action. IGN has contacted Pocketpair for comment.

Check out IGN's Palworld review so far to find out what we think of the 1.0 update.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Stardew Valley Is Getting an Official Crochet Book With 45 Adorable Projects

Stardew Valley is celebrating its 10th anniversary this year, and on top of the new content coming to the game in the 1.7 update, we now know that we’ll be getting a new Stardew-themed book. From the same publisher that brought us the delightful Stardew Valley cookbook, The Official Stardew Valley Crochet Book will help you craft your own Junimos, Slimes, and even Lucky Purple Shorts.

The book will include 45 total projects accompanied by new illustrations and plenty of tips from Pelican Town residents. A hardcover and eBook edition are scheduled to be released on January 26, 2027, and both versions are already available to preorder from pretty much anywhere you can buy books.

Stardew Valley Is Getting an Official Crochet Book

While Amazon has listed both the digital and hardcover versions of the crafting book at $32, other retailers reveal the true eBook pricing is $13.99. To be fair, Amazon has discounted it down to that price, it’s just not a particularly ‘real’ discount. What is a real discount is Barnes & Noble knocking a couple of bucks off the hardcover edition, bringing the preorder price down to $29.

What you’ll get for that price is 25 unique patterns with tons of variations, bringing the total number of ‘styles’ to 45. The designs are largely amigurumi, a type of crochet that focuses on small, 3D creatures - perfect for the critters and collectibles of Stardew Valley.

An example of the variations you get is a unique Void Egg pattern alongside standard white and brown eggs. Of course, you’ll also get a spread of color and style variations for crafting a clan of Junimos. Other projects hinted at in the official announcement include the Galaxy Sword, Mermaid Pendant, and even a pair of Lucky Purple Shorts.

The finished products could make for some adorable decor or even some friendship-boosting gifts.

The book is from the same publisher as The Official Stardew Valley Cookbook, which I consider one of the best gaming cookbooks on the market. Ryan Novak returns as a collaborator for the crochet book, with the projects themselves designed by Megan Lapp. For an idea of what the patterns could look like, you can check out her existing crochet resume on her website.

Despite not having any early images of what’s behind the cover, I have high expectations. Aside from the recipes, you’re also getting a beautiful tribute to Stardew Valley that the official website claims is “packed with original illustrations as well as tips and headnotes from all your favorite characters.”

10 years after its release, Stardew Valley continues to get new content. We actually re-reviewed the game to account for all that new content after the 1.6 Update, giving the game a well-deserved 10/10. We also got the chance to interview concernedape, the game’s creator, for Stardew’s anniversary, learning more about what to expect from the next update coming later this year.

Blythe (she/her) is an Audience Development Coordinator at IGN who spends way too much time in character customization screens and tracking down collectibles.

Crimson Desert on PS5 and Xbox Series X Has Hit a New Low Price at Amazon

If the recent sad news of Sony ending physical disc production for new games releasing on PlayStation in 2028 has you looking to stock up on physical games now, Amazon has plenty of deals worth checking out. At the moment, the retailer even has a little discount on Crimson Desert for both PS5 and Xbox Series X, with the former down to $56.04 (20% off its list price) and the latter down to $59.84 (15% off).

These may not be huge discounts, but according to price tracker camelcamelcamel, this is the lowest price point so far for both PlayStation 5 and Xbox Series X copies at the retailer. There's no telling how long they'll stay at these prices, either, so now is a great time to grab them before the price kicks back up.

While initial response to the game was mixed, Crimson Desert is quite beloved by its fans. It actually hit a big sale milestone recently, selling over 6 million copies worldwide, and developer Pearl Abyss isn't showing signs of slowing down with it just yet. If you're curious what's still to come, it's worth reading IGN's interview with Pearl Abyss's director of marketing and PR, Will Powers, from Summer Games Fest this year for more details.

Outside of game deals, if you're looking for even more physical games to buy, there are tons of preorders available right now as well. From Gears of War: E-Day to Onimusha: Way of the Sword to The Elder Scrolls IV: Oblivion Remastered on Switch 2, there's something for every platform at the moment. We even have a full roundup of everything that's available to preorder after this year's summer gaming presentations, so you can stock up on the ones that catch your eye.

Hannah Hoolihan is a freelancer who writes with the guides and commerce teams here at IGN.

'Additional Packs Are Entirely Optional': Ubisoft Responds to Assassin's Creed Black Flag Resynced Microtransactions Backlash, as $60 Game Arrives With $85 of DLC

Assassin's Creed Black Flag Resynced has faced a stormy start on Steam, where the $60 game's collection of optional extras totals $85.

Despite positive reviews from critics, fans left scathing feedback on the game's Steam store page regarding the array of $10 cosmetic packs available on day one, in addition to a $5 map pack add-on.

None of these types of content are unusual for an Assassin's Creed game, though the sheer number available at launch, as well as their pricing, has drawn ire. So much so, that Ubisoft has now seen fit to respond — to remind players that such add-ons are not vital.

"Come on Ubisoft you just couldn't hold yourself huh?!" wrote one player. "Releasing a 70 euro game and on the DAY of the release you slap us with 85 euros worth of DLC packs that are just not cosmetic but give you a gameplay advantage this is why piracy exist and I will be refunding!"

"What's the point of getting the deluxe version when, immediately in game, there's $84.91 worth 'DLC' that you don't own," added another fan.

"Bought the Deluxe Edition, foolishly thinking I'd be buying the FULL game," added a third. "Here I was thinking Ubisoft had turned a new leaf, then WHAM, they hit you with over £75 worth of additional day 1 DLC."

DLC packs available at launch include the Master Assassin Character Pack, Master Assassin Naval Pack, Hellfire Character Pack, Hellfire Naval Pack, Sea Serpent Character Pack, Sea Serpent Naval Pack, Dragon Storm Character Pack, Dragon Storm Naval Pack and the Assassin's Creed Black Flag Resynced - Map Pack.

Priced at $10 each, these contain either an additional costume for hero Edward Kenway or a new cosmetic look for your ship, the Jackdaw — except for the time-saving $5 map pack, which highlights all collectibles without you needing to discover their locations manually.

"We've seen your feedback since launch, and we're reading all of it," a Ubisoft community spokesperson said in a response on Steam. "Thank you for caring this much about Black Flag Resynced. We want to be clear on one point: the standard edition is the full, complete experience. Every mission, every island, the full story and the complete world are all there, with nothing held back. The additional packs are entirely optional extras for players who want them, never a requirement to enjoy or complete the game. We'll keep listening as you play!"

Microtransactions aside, Ubisoft's expanded and polished-up take on its pirate adventure classic has been praised for bringing the game up to modern standards. While its multiplayer and modern day portions have been cut, these have been replaced by additional missions and story scenes set in the Caribbean, while the ground-up remake has also brought notable visual upgrades.

Sales-wise, the game is also performing well. Yesterday, Resynced smashed the franchise's Steam concurrent player record with a peak of around 100,000 — over a third more than the peak for feudal Japan blockbuster Assassin's Creed Shadows.

"More than just a shinier version of the same game you remember, Assassin's Creed Black Flag Resynced brings what was already one of the best games in the series up to today’s standards," IGN wrote in our Assassin's Creed Black Flag Resynced review, rating the game 9/10.

Before you dive into the Golden Age of Piracy, check out our guides on things to do first and tips and tricks to help Edward Kenway's journey be a smooth one. As you explore the Caribbean, make sure you don't miss a single collectible, especially the shanties to keep you and your crew entertained on the high seas. Blow other ships to smithereens with our naval combat guide and save Reales for your next Jackdaw upgrade to be the mightiest pirate you can be.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

Primary Portal Games

World of Warcraft

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

 

EVE

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.

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