True Crime: Streets of LA - A Retrospective on Activision's Open-World GTA Challenger
2025-03-23 16:42:33By 2005, Activision's Call of Duty franchise had already tasted success, even if it hadn't yet revolutionized the FPS genre (that would come with Call of Duty 4: Modern Warfare in 2007). However, the publisher wasn't resting on its laurels, and sought to diversify its portfolio by venturing into other game genres. This ambition provided Luxoflux, the studio behind titles like Vigilante 8 and Star Wars: Demolition, with the opportunity to create True Crime: Streets of LA, an open-world action game frequently compared to the Grand Theft Auto series.
Prior to True Crime, Luxoflux was known for vehicular combat and Star Wars titles. True Crime: Streets of LA represented a significant leap in scope for the studio, boasting a massive 240 square mile open-world rendition of Los Angeles. Comparisons on Reddit highlight the vastness of this map, though interestingly, many commenters recall feeling the distances between LA's various districts felt tedious to traverse.
Players were given free rein to explore meticulously recreated districts such as Beverly Hills and Santa Monica, complete with recognizable landmarks and buildings. The game world was filled with detail, aiming for a truly authentic Los Angeles experience.
The game's narrative centers around LAPD detective Nick Kang, tasked with investigating a series of bombings in Chinatown. As a member of the elite Elite Operations Division, Kang unravels a larger conspiracy linked to a 20-year-old mystery surrounding his father's disappearance. Intriguingly, the game offered multiple endings depending on whether the player embodied a 'good cop' or a 'bad cop'.
A 'good cop/bad cop' meter tracked player actions. Conducting thorough investigations, arresting criminals, and subduing rather than killing opponents in stealth sections boosted the 'good cop' score. Conversely, harming civilians and criminals increased the 'bad cop' rating.
This system impacted not only the narrative's conclusion but also the in-game world. Excessive 'bad cop' behavior could lead to the entire city, including SWAT teams, turning against Kang. Needless to say, playing the villain wasn't always the easiest path.
Often compared to GTA III and Vice City, True Crime allowed players to navigate Los Angeles on foot or by car. The story progressed through missions, and while free-roaming was encouraged, don't expect the sheer volume of side activities found in Rockstar's offerings.
Despite this, the game offered plenty of variety. Missions ranged from intense cover-based shootouts, utilizing dropped enemy weapons, to hand-to-hand combat showcasing Kang's martial arts skills and brutal finishing moves.
Stealth sequences tasked players with silently eliminating or subduing targets. These sections emphasized careful movement, requiring awareness of both patrolling enemies and environmental noise, such as the crunch of broken glass or rustling plastic bags.
High-octane driving missions involved chases and tailing suspects. Random crimes added further opportunities for action and engagement.
Players earned upgrade points throughout the game, exchangeable for badges that functioned as currency to purchase enhancements for weapons, vehicles, and hand-to-hand combat. Unlocking specific upgrades also required completing specific challenges.
True Crime: Streets of LA debuted in November 2003 on the GameCube, Xbox, and PlayStation 2, receiving a generally positive reception from critics (averaging a 77/100 Metacritic score).
A PC port followed in May 2004, featuring adapted mouse and keyboard controls, bonus character skins inspired by other Activision titles, and 32 additional music tracks. However, this version faced more criticism, particularly regarding visuals, resulting in a lower average score of 68/100.
Despite the mixed PC reception, True Crime: Streets of LA was a commercial success, selling over three million copies and prompting Activision to greenlight a sequel.
This sequel, True Crime: New York City, arrived on consoles in 2005 and PC in 2006. While it received a cooler critical reception (averaging below 60/100), it matched its predecessor's sales figures, exceeding three million units.
Although Activision moved Luxoflux away from the franchise after New York City, the series was intended to continue. True Crime: Hong Kong, developed by United Front Games, began in 2008 but was canceled three years later due to delays and budget concerns. Square Enix eventually resurrected the project, rebranding it as Sleeping Dogs…but that's another story.
Luxoflux subsequently focused on licensed movie tie-in games, developing titles like Kung Fu Panda and Transformers: Revenge of the Fallen.
Today, True Crime: Streets of LA remains absent from digital storefronts like GOG and Steam. Physical copies for PC, PlayStation 2, and Xbox start at around $4-5, while the GameCube version commands a premium, fetching closer to $20.