GTA Vice City VHS Edition is a large collection of mods(overall 508 cleo scripts) that improve the game and give a VHS atmosphere: - Biggest pack of VC style cars - New car physics similar to Driver games - Reshade VHS Shader - 137 new vehicles in a game style without replacing old ones - 25 new weapons, also without replacing the old one - 40 new sidemissions - 100% completion map in game - Missions improved - More collectibles, rampages and other shіt - Adjusted the difficulty of the game - Restart mission feature - Improved controls - Gamepad support - New content, features, secrets and much, much more

RSS Reviews  (0 - 10 of 87)
10

asismanan says

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Good

10

RockstarModsR says

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Good give more of this.

10

GTAAllMods says

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Good

10

GTAModsLastNews says

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Good

10

GTAVCFourBestMods says

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Good give more.

10

BestModGTA says

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Good mod.

10

RealMods says

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Great this is great finish this mod.

10

MyBestGTAMods says

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Good give more of this.

10

DemoRockstar says

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Give more updates more respect for this mod.

10

I got 100% completion on the mod, so I think it's fair to say I've seen just about everything it has. This is by far the best mod ever released for Vice City and it's essential to play. (about 35h)
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It's beautifully done on a technical level and feels like a master class in extending the technical capabilities of the game. It's incredible to see so many new weapons, locations, missions, and vehicles, especially knowing the limits of the engine and the fact that most other mods replace existing objects. I don't think this would have been possible ten years ago, without the enormous advances made by the modding community.
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It's also very impressive on the level of tonal integration. This is not Vice City; it's Vice City poorly remembered from childhood; it's Vice City as it might have been; it's an impression of Vice City conflated with memories from other games, but fleshed out and made concrete. The changes perfectly match the aesthetic of the game. But there is a lot more to it. The pagers make it feel like a logical follow-up to the chaos and anarchy of Grand Theft Auto III. The kill frenzies recognize that a player will go on a rampage killing civilians, so they encode this in the game. This completely contradicts Rockstar's design in Vice City! But it really makes the mod feel like it realizes an early vision for the game as an expansion pack to GTA3.
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Specific missions (including spoilers for some very clever ideas):
Demolition Man is great, I finished it with one second to spare
The old car mission is great; the solution is just to drive backward and try to get to the beach without police as fast as possible. The car is much faster when driving backward and can go up slopes it wouldn't otherwise (maybe a bug?)
Checkpoint Charlie is not easy, but I finished it after a few tries. Maybe too much difficulty because of random police spawns
I had to do The Job about fifteen times and it got very tedious because of the unskippable cutscenes; the first part of the mission is very boring after a while. The "right" way to complete it is probably to use the Sunshine Autos respray (that's what I saw in a walkthrough, but it makes no sense to me, because Pay 'n' Spray doesn't lower the wanted level for taxis). I think disabling the Pay 'n' Spray next to the pharmacy is a good idea, but it would have been better to disable it earlier (while driving to the bank) or make the garage door not open at all, because if you've already driven into it, you've lost the mission. Five stars is a little high. I ended up using the car wash, placing spike strips in front of the bank, and collecting bribe stars in Little Havana and Little Haiti, but it's depends a little too much on random police spawns
The ****** Inn/taxi/airport rampager is very clever, because it uses multiple systems: you have to have the taxi hydraulic jump to be able to complete it. Not sure why I can't use the Zebra cab to do it, though
The Fort Baxter rampager is cool. You basically have to have all of the health/armor/sprint upgrades and a lot of minigun ammo (Steyr AUG is trash for this, the reload time is terrible) and manipulate spawns by running back and forth on top of the building accessible by stairs. Even then, it took fifteen or so tries. Not sure I'm a fan of Fortunate Son; maybe an actual loop would have been good
The Londoner challenge requires a lot of luck in the golf cart spawns; sometimes you drive around for a few minutes and do not see any golf carts; sometimes they show up immediately
The Killdozer challenge is pretty clever, you have to do it with a 3-star wanted level
The boat/RPG rampage has been removed? I guess it wasn't very good in the first place
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Balance and design:
The 100% completion map is pretty much perfect, love it
The headshots really refresh and change the dynamics of the rampages - they are now much easier
The health pickups are great; some of the harder missions would be frustrating or impossible without them
Never tried the gang war mechanic, because $1000 is cheap
Random events and white package pickups get a little bit repetitive, but I think they're fun
The missions in Downtown make it much more interesting -- the area is underused in the original
The car theft/export garage makes no sense at all. It's very far from everything, it's not fun, and it's not worth the money, because you have to be pretty far in the game (done with all Sunshine Autos lists) to even start on it. It ends up just being a loop of stealing a car at the docks, taking it to Pay 'n' Spray, and driving to the garage, which is really tedious
New radio station is great
The random events are great (maybe a little bit too frequent or repetitive, but they are fun)
Car physics and road rage make some missions more difficult, but not too bad (although I do hate how easily the wheels on the Meany fall of)
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Overall, the mod is great, and Rockstar should have made this instead of the Definitive Edition