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Grand Theft Auto 3
on PlayStation (PS4)

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Based on total audience overlap on PlayTracker,
players who liked Grand Theft Auto 3 also liked:
Boxart for Grand Theft Auto: Vice City
Grand Theft Auto: Vice City
on PlayStation (PS4)
65% audience match

In the year 1986, Tommy Vercetti is heavily indebted to his mafia superiors after a drug deal gone awry, but his dreams of taking over Vice City (based on Miami) push him down a different path. Featuring a wide variety of vehicles and weapons, radio stations playing hit songs from the era and an intense atmosphere, GTA: Vice City is an open-world sandbox satire of '80's Miami.

Boxart for Grand Theft Auto: San Andreas
Grand Theft Auto: San Andreas
on PlayStation (PS4)
41% audience match

Returning after his mother's murder to the semi-fictional city of Los Santos (based on Los Angeles), Carl Johnson, a former gang banger, must take back the streets for his family and friends by gaining respect and once again gaining control over the streets. However, a story filled with crime, lies and corruption will lead him to trudge the entire state of San Andreas (based on California and Nevada) to rebuild his life.

Boxart for Mafia III: Definitive Edition
Mafia III: Definitive Edition
on PlayStation (PS4)
14% audience match

Mafia III: Definitive Edition includes the main game, all Story DLC (Faster, Baby!, Stones Unturned, Sign of the Times) and Bonus Packs (Family Kick-Back Pack and Judge, Jury & Executioner Weapons Pack) bundled in one place for the first time.

Boxart for Wolfenstein®: The New Order
Wolfenstein®: The New Order
on PlayStation (PS4)
13% audience match

Wolfenstein: The New Order is an action-adventure shooter game played from a first-person perspective. It is the semi-sequel to 2009's Wolfenstein, however utilizes very little from the game and drops any direct references to veil or supernatural. To progress through the story, the player battle enemies throughout levels. The game utilizes a health system in which players' health is divided into separate sections that regenerate; if an entire section is lost, the player must use a health pack to replenish the missing health. In combat, a cover system can be used as assistance against enemies. The player have the ability to lean around, over, and under cover, which can be used as a tactical advantage during shootouts and stealth levels. The game gives the player a wide variety of weapon options—they can be found on the ground, retrieved from dead enemies, or removed from their stationary position and carried around.

Boxart for Tomb Raider: Definitive Edition
Tomb Raider: Definitive Edition
on PlayStation (PS4)
13% audience match

Tomb Raider explores the intense and gritty origin story of Lara Croft and her ascent from a young woman to a hardened survivor. Armed only with raw instincts and the ability to push beyond the limits of human endurance, Lara must fight to unravel the dark history of a forgotten island to escape its relentless hold.

Boxart for WATCH_DOGS™
WATCH_DOGS™
on PlayStation (PS4)
12% audience match

Set in Chicago, where a central network of computers connects everyone and everything, Watch Dogs explores the impact of technology within our society. Using the city as your weapon, you will embark on a personal mission to inflict your own brand of justice. Chicago's overarching network is known as the Central Operating System (ctOS), and it controls almost all of the city's technology and information - including key data on all of the city's residents.

Boxart for Need for Speed™
Need for Speed™
on PlayStation (PS4)
12% audience match

With over 20 years of history in its rear view mirror, Need for Speed returns with a reboot that delivers on what Need for Speed stands for - rich customization, authentic urban car culture, a nocturnal open world, and an immersive narrative that drives your NFS game.

Boxart for Until Dawn
Until Dawn
on PlayStation (PS4)
11% audience match

Until Dawn is an interactive drama survival horror video game. It was originally planned as a first-person game for the PlayStation 3's motion controller PlayStation Move, but the motion controls were later dropped when it became a PlayStation 4 exclusive game. Until Dawn is designed to be played multiple times, as players will miss out on quite a bit of content with a single playthrough. Each will last about nine hours in length and the game mechanics utilize a new in-game system called the "Butterfly Effect" in which any choice of action by the player may cause unforeseen consequences later on. For example, locating a weapon in an earlier chapter may allow the player to pick it up down the line when a chase scene leads back to the same room. Throughout the game, players will make difficult decisions during ethical or moral dilemmas, such as sacrificing one character to save another. The Butterfly Effect system blurs the line between right and wrong decisions and it is possible for players to keep all eight characters alive as well as having all eight of them die, allowing for many different paths and scenarios as well as offering several different endings. Until Dawn has a strict auto-save system to prevent players from reloading a previous save file to an earlier point in the game if they regret an in-game decision they have made. The only way to change the player's choice is to restart the game from the beginning or continue to the end and start a new game. In a developer interview, it has been said that Until Dawn has "hundreds of endings". Different endings have different variations depending on the combination of characters alive at the end of the game. The gameplay is focused on exploration, quick-time events and discovering clues as well as making decisions. There is an in-game system that will keep track of all of the clues and secrets players have discovered in total, even if there are multiple playthroughs; these clues will allow the player to piece together the mysteries of Blackwood. In terms of the gameplay mechanics and theme, Until Dawn has been noted to be similar to Heavy Rain and Beyond: Two Souls. Until Dawn was met with a positive critical response upon release, with praise directed at the visuals, choice mechanic, horror elements, music, voice acting and gameplay design. Most of the criticism the game drew was concerning the story, mostly the second half, camera angles, character movements and partially linear plot.