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GTA V has gone gold.

Has there been any word on how the mission structure is in this game? Is going to be the same crap that was in GTA 4? Get mission, drive to the mission, complete mission and God forbid you fail and then have to start from the very beginning where you drive the mission. Hope it's different.


Edit: Beaten!

No specifics.

But the driving aspect after you fail will change undoubtedly, because of the checkpoint system Rockstar used in the Episodes. In fact, the missions became a lot easier because of it.
 
Has there been any word on how the mission structure is in this game? Is going to be the same crap that was in GTA 4? Get mission, drive to the mission, complete mission and God forbid you fail and then have to start from the very beginning where you drive the mission. Hope it's different.

They introduced checkpoints in gay tony. So there's that..
 
Has there been any word on how the mission structure is in this game? Is going to be the same crap that was in GTA 4? Get mission, drive to the mission, complete mission and God forbid you fail and then have to start from the very beginning where you drive the mission. Hope it's different.

You must not have played The Ballad of Gay Tony or The Lost & Damned, because a lot of what you mentioned was fixed in those.
 
GTAF

I can actually chip in on this....

I used to work for blockbusters in the UK, and the delivery system for us would be on a tuesday each week, therefore friday releases would come in on a tuesday, and we would be able to take them home right away as a kind of 'if we play them we can sell them' initiative, thinking that if we know the product we should be able to sell the pre-orders. Using gears of war 3 as an example, we got that in a delivery a whole week and a half early, it was the top dog release for that period and there was question from head office whether or not we were allowed to take it home as some publishers request that we don't. However it was said we can but don't go online. Very Very rarely in cases like COD or HALO did we get special deliveries 2 days before release, this used to happen many years ago but they stamped it out as we kept having problems such as not enough copies and no time to get more as its 2 days before etc etc...

Also to clear up the photo's of the warehouse posters and games pics. Working during the L.A Noire launch, we received these promotional stands that held empty boxes, they had side graphics with a main graphic on the front, so what we can see on these pics are a column of the game cover (the fragmented graphics) on the side and we can assume a special art across the front... very legit as it was exactly the same for L.A noire.

But in all relativity this is the beginning of the working week, let us get half way into the week. Shipments used to arrive at our main UK warehouse (owned by city link) 9-12 days before release before they are distributed across the stores and to our website base. This week will see the leak, and id put a pin in wednesday.

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Thanks :) Looking forward to the heists most of all.

I assume it'll leak in a week or so but I'll only try to catch a little of any stream.

Mainly I just want it to leak so we can get word of how it's running! Gimme dat locked 30 fps rockstar...
 
I'd like to chime in on the whole Blockbuster UK thing;
I'm currently working there, have been since November last year and will be here until the 13th of September (leaving to go to university).

Maybe deliveries were different then to how they are now, but we can expect deliveries on Mondays, Wednesdays and Fridays. Being as GTA is out on a Tuesday we can expect it Friday, but more than likely - a game as high profile as GTA - will be here on Monday to keep things under wraps.

We are allowed to take rentals home early (providing they're back in store before the street date so they can be available for customers), so firstly - if it was to come in on the Monday, we'd have no chance to play it.

Secondly, some companies send down notices specifically telling employees that we are not allowed to take items early, to avoid leaks.
The most recent company to do this was TakeTwo for Bioshock Infinite. TakeTwo is the parent company of Rockstar games, who develop GTA.
I would bet money that they'll be sending down the exact same notice for GTA.
The company tends to be pretty strict about things like this these days, so I wouldn't worry about leaks too much.

Over the last couple of months we've had a lot of Rockstar reps stopping by to give us promotional materials (posters, boxes, all sorts of promo stuff) so the relationship has been pretty close. So I'd imagine they'll be in touch prior to release to enforce these rules, as has been done before.
 
Has there been any word on how the mission structure is in this game? Is going to be the same crap that was in GTA 4? Get mission, drive to the mission, complete mission and God forbid you fail and then have to start from the very beginning where you drive the mission. Hope it's different.

Wow, I just remembered that was what killed my interest in GTA IV for a long time. There was a mission where it kept making you drive all the way across the city in a truck before you have to fight a bunch of guys, and I'd die every time and have to spend 5 minutes driving back to the scene. Over. And. Over. What unbelievably bad design for a marquee franchise. At least they fixed it since then, but it was ridiculous even by 2008 standards.
 
Wow, I just remembered that was what killed my interest in GTA IV for a long time. There was a mission where it kept making you drive all the way across the city in a truck before you have to fight a bunch of guys, and I'd die every time and have to spend 5 minutes driving back to the scene. Over. And. Over. What unbelievably bad design for a marquee franchise. At least they fixed it since then, but it was ridiculous even by 2008 standards.
Yeah for a game that sells 25 million copies GTA IV is a surprisingly hardcore game when it comes to difficulty. None of my real-life friends have made it much further than unlocking Algonquin.

I'm sure GTA V will be more accessible though. TLaD was made easier with occasional mid level checkpoints and TBoGT was made even easier thanks to frequent mid level checkpoints.
 
Do you think having three protagonists is enough to revolutionize the sandbox genre? From the trailers and the official announced infos we have, where are the ideas that are really new? Or do you think a game like gtaV doesn't need those ideas? (Because it is fun enough if there is a new mountain and much nostalgia)

Beside the AI that's what I'm wondering the most.
 
I think if anything revolutionizes the genre it'll be GTA Online. That's certainly what Rockstar is banking on. They've said that they hope it'll do for onlien in open world games what GTA3 did for single player in open world games.
 
Why does it even need to revolutionise the genre?

It doesn't need to. I hope I'll have a lot of fun in Los Santos without a revolution. But Rockstar did it once I just hope/d they do it again. (Mainly because I think there is so much more imageable in this genre... and I mean not only things that are limited because of hardware reasons)
 
I think single player will be a deep refinement of the open world game as we know it. Revolutionizing is something we haven't seen since GTA3. Strong word.
 
I think if anything revolutionizes the genre it'll be GTA Online. That's certainly what Rockstar is banking on. They've said that they hope it'll do for onlien in open world games what GTA3 did for single player in open world games.

That's a point. Usually beeing a j-rpg/platform player I'm hoping this will be the first game I can enjoy online-multiplayer ;)

... and the game delivers what the online-trailer promises.
 
Do you think having three protagonists is enough to revolutionize the sandbox genre? From the trailers and the official announced infos we have, where are the ideas that are really new? Or do you think a game like gtaV doesn't need those ideas? (Because it is fun enough if there is a new mountain and much nostalgia)

Beside the AI that's what I'm wondering the most.

It will not revolutionize the genre, but at the very least GTA itself if they pull it off. Playing three characters changes EVERYTHING, or at least has enormous amounts of potential. It allows Rockstar to only make players play the most exciting parts of missions or have the player choose the part he enjoys the most personally. Do you like to play the driving part or the shooting part of a mission where you have to escape by car? Now you can choose! Is a boring trip needed to get to another place in order to progress the mission/story? Just have another character positioned there to let the player switch to! There is also lots of potential for more creative mission structures where three characters have to work together in different ways that would never be possible in a single-character game.

Add to that the fact Rockstar gets to tell three interesting stories instead of just one, the protagonist is always one of the best parts of a Rockstar-game, and that the developers probably have done way more with this mechanic than the few examples I just pulled out of my ass makes this game a lot more than just 'the next GTA' if it even comes close to living up to the hype.

EDIT: I agree with SolidSnakex though that GTA Online has a lot more potential when it comes to revolutionizing 'open world games' in general.
 
It will not revolutionize the genre, but at the very least GTA itself if they pull it off. Playing three characters changes EVERYTHING, or at least has enormous amounts of potential. It allows Rockstar to only make players play the most exciting parts of missions or have the player choose the part he enjoys the most personally. Do you like to play the driving part or the shooting part of a mission where you have to escape by car? Now you can choose! Is a boring trip needed to get to another place in order to progress the mission/story? Just have another character positioned there to let the player switch to! There is also lots of potential for more creative mission structures where three characters have to work together in different ways that would never be possible in a single-character game.

Add to that the fact Rockstar gets to tell three interesting stories instead of just one, the protagonist is always one of the best parts of a Rockstar-game, and that the developers probably have done way more with this mechanic than the few examples I just pulled out of my ass makes this game a lot more than just 'the next GTA' if it even comes close to living up to the hype.

EDIT: I agree with SolidSnakex though that GTA Online has a lot more potential when it comes to revolutionizing 'open world games' in general.

Yes, I saw the gameplay-trailer: But I never really let this thought pass my mind. Until now for me it was allways like switching to the next character without any deeper meaning, beside the change in the narrativ of course. Let's hope this change will bring the genre to new highs. Still I'm missing some new ideas. (And of course that within 3 protagonists none is female)
 
Do you think having three protagonists is enough to revolutionize the sandbox genre? From the trailers and the official announced infos we have, where are the ideas that are really new? Or do you think a game like gtaV doesn't need those ideas? (Because it is fun enough if there is a new mountain and much nostalgia)

Beside the AI that's what I'm wondering the most.

I think they really need to evolve mission design in these types of games. They need to be more dynamic in terms of options and approaches, there need to be various winning/failure conditions with actual consequences and impact on the story and/or world.

It sounds like GTAV is on the path to do this with the bank heists, but we'll see how that plays out and how dynamic they really are.
 
I think they really need to evolve mission design in these types of games. They need to be more dynamic in terms of options and approaches, there need to be various winning/failure conditions with actual consequences and impact on the story and/or world.

It sounds like GTAV is on the path to do this with the bank heists, but we'll see how that plays out and how dynamic they really are.

That's why I had this question. Thank you. A good execution of this could be glorious. I hope it will be deeper than just: Choose variant A or B (or as you progress: C)
(Still I fear the "consequences and impacts on the story and/or world" in a game of this size won't be that huge...unfortunately)
 
I'm not even asking for all that "impacts the story/world" stuff. Just give me great, memorable, multi-tiered set piece missions where i get to play every part of them with more freedom in how I accomplish tasks (ie: No poor scripting dictating how and when I can or can not kill someone).

I don't need branching narratives, or moral choices, or whatever. Just get back to designing great missions that make use of the entire map, and let me feel like I'm having an impact beyond "Point and shoot."
 
I'm not even asking for all that "impacts the story/world" stuff. Just give me great, memorable, multi-tiered set piece missions where i get to play every part of them with more freedom in how I accomplish tasks (ie: No poor scripting dictating how and when I can or can not kill someone).

I don't need branching narratives, or moral choices, or whatever. Just get back to designing great missions that make use of the entire map, and let me feel like I'm having an impact past "Point and shoot."

Exactly. GTA isn't the place for branching narratives when it comes to the storyline. It gives you enough freedom to create your own story between the missions.
 
I'm not even asking for all that "impacts the story/world" stuff. Just give me great, memorable, multi-tiered set piece missions where i get to play every part of them with more freedom in how I accomplish tasks (ie: No poor scripting dictating how and when I can or can not kill someone).

I don't need branching narratives, or moral choices, or whatever. Just get back to designing great missions that make use of the entire map, and let me feel like I'm having an impact beyond "Point and shoot."

Agreed.
The moral choices in GTAIV were pretty lame anyway.
 
It will not revolutionize the genre, but at the very least GTA itself if they pull it off. Playing three characters changes EVERYTHING, or at least has enormous amounts of potential. It allows Rockstar to only make players play the most exciting parts of missions or have the player choose the part he enjoys the most personally. Do you like to play the driving part or the shooting part of a mission where you have to escape by car? Now you can choose! Is a boring trip needed to get to another place in order to progress the mission/story? Just have another character positioned there to let the player switch to! There is also lots of potential for more creative mission structures where three characters have to work together in different ways that would never be possible in a single-character game.

Add to that the fact Rockstar gets to tell three interesting stories instead of just one, the protagonist is always one of the best parts of a Rockstar-game, and that the developers probably have done way more with this mechanic than the few examples I just pulled out of my ass makes this game a lot more than just 'the next GTA' if it even comes close to living up to the hype.

EDIT: I agree with SolidSnakex though that GTA Online has a lot more potential when it comes to revolutionizing 'open world games' in general.

I do hope that we can switch whenever we want during missions that involve multiple characters, letting us choose what to do and leave the AI to do the other tasks. I'd rather not have the game constantly telling me or forcing me to use certain characters at certain points, apart from maybe a few key moments.
 
I'm not even asking for all that "impacts the story/world" stuff. Just give me great, memorable, multi-tiered set piece missions where i get to play every part of them with more freedom in how I accomplish tasks (ie: No poor scripting dictating how and when I can or can not kill someone).

I don't need branching narratives, or moral choices, or whatever. Just get back to designing great missions that make use of the entire map, and let me feel like I'm having an impact beyond "Point and shoot."

This. So much this.

GTA4 suffered from restricting sandbox play on so many instances. 5 already with 3 swappable characters should be more open, and hopefully they toned down scripting aside from some standout big moments. These games shine from player creativity, let them breathe.
 
I'm sure GTA V will be more accessible though. TLaD was made easier with occasional mid level checkpoints and TBoGT was made even easier thanks to frequent mid level checkpoints.
It's probably going to be the most accessible GTA ever because they will hopefully keep the mission skip feature that was in RDR and LA Noire.
 
This. So much this.

GTA4 suffered from restricting sandbox play on so many instances. 5 already with 3 swappable characters should be more open, and hopefully they toned down scripting aside from some standout big moments. These games shine from player creativity, let them breathe.

More than letting them breathe, I was so disappointed that GTAIV reverted back to pre-San Andreas mission design of "go here, do this, drive back, mission over." Sometimes you didn't even get a "drive back," the mission just ended. On the few occasions where they layered the missions a bit like using the internet cafes or calling that guy so he picks up the phone and you can snipe him from a roof top, it was a breath of fresh air.

Again, I point to the failings of Three Leaf Clover: You don't plan the heist, you don't acquire weapons/armor, you don't acquire the getaway vehicle, you don't park the getaway vehicle, you don't rush the bank, you don't control civilians, you don't break into the vault, you don't bag the money, and you don't transport the money from vault back out to Packie and the boys. All simple events that build up to the shootout through the streets + subway tracks, and build tension because the player would be in control during all of these pieces. I feel like San Andreas was much more "hands on" with those major missions and made better use of interior locations. I just want to get back to that.

Come to think of it, this was an issue I had with Sleeping Dogs as well. Though that game had more standout missions, they were much too short and lacked in player agency aside from fighting and shooting. It's the small things that ultimately flesh out a mission and make them feel more like "events leading to events" rather than kill rooms.
 
More than letting them breathe, I was so disappointed that GTAIV reverted back to pre-San Andreas mission design of "go here, do this, drive back, mission over." Sometimes you didn't even get a "drive back," the mission just ended. On the few occasions where they layered the missions a bit like using the internet cafes or calling that guy so he picks up the phone and you can snipe him from a roof top, it was a breath of fresh air.

Again, I point to the failings of Three Leaf Clover: You don't plan the heist, you don't acquire weapons/armor, you don't acquire the getaway vehicle, you don't park the getaway vehicle, you don't rush the bank, you don't control civilians, you don't break into the vault, you don't bag the money, and you don't transport the money from vault back out to Packie and the boys. All simple events that build up to the shootout through the streets + subway tracks, and build tension because the player would be in control during all of these pieces. I feel like San Andreas was much more "hands on" with those major missions and made better use of interior locations. I just want to get back to that.

Come to think of it, this was an issue I had with Sleeping Dogs as well. Though that game had more standout missions, they were much too short and lacked in player agency aside from fighting and shooting. It's the small things that ultimately flesh out a mission and make them feel more like "events leading to events" rather than kill rooms.

If I hated myself I would replay GTA4 and count the amount of missions that are simply "chase x" or a normal shootout. Or even a (scripted) chase leading to a shootout, those are the main things I remember from playing that. I actually recall liking some of the tutorial missions more, like the early one chasing a guy on foot to the rooftops.
 
If you fail a mission 3 times, you're given the option to skip it and continue the story. You won't be given credit for the mission, so you can't get 100%.

Wow I knew this was in LA Noire (something about them wanting to preserve the narrative for people who weren't so good in action sequences. I'm sure there's even an option in the menu to skip action sequences automatically as well), but I had no idea this was in Red Dead.
 
I'm really hoping we get a moving story out of this, but considering the history of the series, I'm thinking it's probably not in the cards.
 
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