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Grand Theft Auto |OT| NO GIANT SHARKS

lem0n

Member
GTA III was definitely harder than both. Especially since the aiming isn't as tight or refined as the sequels.

I remember parts of GTA3 being super difficult. I was new to games then, and never played shooters, I played strictly racers when I did play games. That mission where you had to snipe the Colombians on the ship... I was stuck there for a week. Had to get my friend to do it for me.

Vice City had a lot of hard parts too, I think I died more in that game than any of the others.
 
Espresso 2 Go was a bitch and the last mission was impossible w/o cheats.

The rest are easy. Vice's last mission is pretty tough.
 

Raptomex

Member
I use to get stuck on the mission where you have to get Ray to the airport within the time limit. I tried the subway but never made it in time, the bridge obviously had FBI covering it. It took me a while to realize I had to take the tunnel.
 

Loxley

Member
When GTAV does ultimately drop, remind me to avoid any and all threads pertaining to GTAV outside of the OT. Because just like we can predict the game doing very well critically, we can also predict the game being shat on endlessly by a lot of people on GAF solely *because* of the high reviews. It was obnoxious with GTAIV and it will most definitely happen again with GTAV.
 
I have a friend who was a big fan of the series until IV.

He says "V just looks like a boring action movie". I'm like c'mon dude, if you can't be skeptical but excited for this, you just don't like video games.

I'm not a fan of cynicism but hey, his loss.
 

rallaren

Member
Can someone please tell me why we don't get a SA Stories? The only excuse I have for myself is that the two other Stories games were too much GTA fan service and they didn't have time for another SA. The official response seems to be that they just wanted to retire the series from that gen.
 
It was in production and then cancelled.

PSP sales blew. I wouldn't make it either.

I bet some ideas got put into IV, some into V.
 

rallaren

Member
It was in production and then cancelled.

PSP sales blew. I wouldn't make it either.

I bet some ideas got put into IV, some into V.
Both sold millions on PSP and PS2. It could have been made available on the PSN store and marketplace.

I might have overestimated their popularity, scores were not that good, but another SA game would have been gold, save for V.
 

Raptomex

Member
IGN hands on preview. New info all this week.
General:
-Flying under bridges achievements will return from GTAIV. There are exactly 50 bridges to fly under.
-The city features cracked roads, graffiti, shopfronts and billboards. Every shopfront in the game is unique.
-Night time is more realistic and is a big improvement from IVs "darkness". At a certain part of Blaine County the only real source of light were Trevor's vehicle headlamps.
-Destructible environments have been upped in this game which means that you can use them to your advantage in missions; you can use: gas cylinders, motor cars, fuel tanks and more.
-Animals yelp when hit by a vehicle.
-Neon signs actually have a buzzing noise.
-Helicopter wreckage can be found from high above in the sky.
-Although map is open from the start, it still has a huge element of discovery.
-Grove Street will be making a return.
-GTAV feels like a "best of R* experience" because of the elements from all of R*'s greatest games.
-Normal walking is quite slow.
-The weather system is different, featuring virtual sunrays.
-Water physics are fantastic feturing realistic waves that foam back and forth.
-The framerate is consistent and there seems to be no stuttering when switching between characters to complete a mission.

Characters:
-Franklin usually hangs out in the ghetto, Trevor in the wastelands, and Michael in the business districts.
-Your character's health regenrates to 50% only.
-Sometimes you will be prompted to use certain characters - at other times you can choose yourself.
-A coloured flash on screen will signal a switch to a particular character. Michael is blue, Franklin is green, and Trevor is orange.
-Simeon's dealership has quite a lot of high-end vehicles which Franklin can use immediately.
-One of a kind encounters may occur such as Lamar acting agressively towards a hobo.
-Chop belongs to Lamar, not Franklin.
-Chop can distract enemies, giving an advantage against them.
-Each protagonist has a very distinctive walk and feel to them.
-Main characters and NPC have thousands of custom animations.

Weapons:
-The main weapon wheel is broken down into a series of subcategories; after scrolling with the stick to the weapon type you want, left and right on the D-pad will cycle between additional individual weapons.
-The wheel will store all of the weapons you collect and you will never lose them, even if they run out of ammo or you get busted. It's estimated that players can hold about 14 weapons.
-You can throw weapons to the other protagonists.
-Sniper Rifles can be upgraded with a Thermo Scope which can be activated on the run.
-Miniguns destroy vehicle almost instantly.
-The ability to fire whilst prone and rolling around returns from Max Payne 3 at a mission with Trevor.
-There are Ammu-Nation stores which are open at night.
-Players can have a shooting scope of 360 degrees so that they can strategically decide what they need to do.
-You can adjust the power, rate of fire and gauge levels of the weapons.
-AI constantly changes their position to get a better shot at you.

Vehicles:
-There are four different in-vehicle views in addition to cinematic mode. However the cockpit view will not be included.
-Trains are drivable.
-If a saved vehicle is abandoned or destroyed, it can be recovered (for a fee) at the local impound lot.
-Each vehicle type has a unique type of handling, for example the pick-up truck doesn't stick to the road as well as a supercar.
-You can turn a car's engine on and off.
-Pedestrians react differently to carjackings now, such as speeding off when aimed or shot at with a weapon.
-Drivers flip you off after collisions.
-Car crashes usually leave trails of fuel, which can in turn be used to blow them up.
-Chopper controls are extremely alike to GTAIV, and landing them is more straightforward.
-Engine realism such as engine stuttering and black smoke shooting out was noted.
-Car explosions and aftermath much more realistic than IV's.
-Hearses are NOT good for escaping cops.
-For racing, Rockstar has relied on Midnight Club: Los Angeles's gameplay mechanics for the driving in V.

Missions:
-There are various ways to tackle a one mission objective.
-When missions end, the aftermath "spills over" into freeroam - as noted when a car is blown up at the end of a mission, fire engines will rush to the still destroyed car, whereas in IV the world would simply "reset".
-There will be split second decision makings which adds a Hollywood-esque feels to the gameplay.
-"Derailed" involves Trevor chasing a train of cargo on a dirtbike (All you had to do was follow the damn train Trevor).
-At one point in "Nervous Ron" a light is shot out to prevent a dead body being discovered.
-"Vinewood Babylon" involves using a weapon similar to what Bruce Willis uses to blast off Jack Blacks arm in "The Jackal".
-One of the missions shown involved breaking the target out of the FIB building.
-If you go up to a mission marker, you go straight into a cutscene and straight out smoothly, similar to Max Payne 3.
-There are mission checkpoints.
-Every single mission is replayable like The Ballad of Gay Tony.

Police Encounters:
-Unlike GTAIV's wanted system, every officer and police car has its own search circle.
-Blowing up a cop car will get you a wanted level of 1 star.
-You receive a 2 star wanted level when flying over the prison.
-Police will chase after you if you decide to go into water.

http://www.ign.com/articles/2013/09/03/world-first-hands-on-with-grand-theft-auto-v
http://www.gtav.net
http://www.gtagaming.com
 

Madness

Member
"Animals yelp when hit by a vehicle"... Damn, this is going to make me feel bad when I do it. And it shows just how ridiculous it is, because I've never cared about people screaming as you're having them fly over the hood of your banshee.
 
"Animals yelp when hit by a vehicle"... Damn, this is going to make me feel bad when I do it. And it shows just how ridiculous it is, because I've never cared about people screaming as you're having them fly over the hood of your banshee.

True. In fact, I've always enjoyed the little squish sound you get when running people over. I'm going to try and avoid animals though. Except for cougars. Because fuck them.
 

Madness

Member
True. In fact, I've always enjoyed the little squish sound you get when running people over. I'm going to try and avoid animals though. Except for cougars. Because fuck them.

Oh hell yes. After Red Dead and the amount of times they fucked me and my horses over, I'll love going cougar hunting. Let's see how they like vehicles and automatic weapons.
 
Thanks for that summary Rapto. I thought the IGN preview was full of fluff so good to get a summary.

Kinda holding my breath on "various ways to finish a mission." We thought the same thing from the preview mission walkthroughs in GTAIV and I was disappointed at how the only branching method for finishing a mission in IV was with the one from the preview w/ the lawyers office.
 

Raptomex

Member
Thanks for that summary Rapto. I thought the IGN preview was full of fluff so good to get a summary.

Kinda holding my breath on "various ways to finish a mission." We thought the same thing from the preview mission walkthroughs in GTAIV and I was disappointed at how the only branching method for finishing a mission in IV was with the one from the preview w/ the lawyers office.
I'm at work and copying and pasting from my phone is just a pain. I just went over the info over at GTAV.net and I believe they added more. I'll just re-edit when I get home.

This always fucking happens. I wake up, check my phone for some GTA V news. Nothing. I get to work and then there's tons of shit.
 

Fjordson

Member
"-If you go up to a mission marker, you go straight into a cutscene and straight out smoothly, similar to Max Payne 3."

What does this mean?
Those transitions in Max Payne 3, without loading or anything. So instead of walking up to a mission marker, having the screen go dark while it loads, waiting for it to go away, and then watching a cutscene, it'll transition in to and back out of cutscenes seamlessly.
 
Well there's no loading screen, but it's definitely still loading. (when it's not flatout forcing you to watch)

This makes me wary that replaying missions is going to come with the same "Still Loading" unskippable cutscene issue MP3 had.
 
With the checkpoint system maybe unskippable cut scenes isn't so much of an issue.

No, not dying and restarting from checkpoints but replaying the entire mission after you finish the storyline. There are some pretty talky cutscenes in GTAIV, RDR, and MP3. I don't want to be stuck behind similar scenes in GTAV because the game wants to do some fancy transition back to gameplay.
 

Raptomex

Member
Well there's no loading screen, but it's definitely still loading. (when it's not flatout forcing you to watch)

This makes me wary that replaying missions is going to come with the same "Still Loading" unskippable cutscene issue MP3 had.
In TBoGT, the replayable missions, the cutscenes didn't replay before the mission. I don't know how it will work here.
 

Fjordson

Member
Might be old for most people in here, but that Lazlow radio interview (the source of the gang members thing that had GAF in a tizzy) is actually pretty neat and entertaining. Always love hearing Lazlow talk about GTA, one of the closest things we'll ever get to R* behind the scenes material. He has someone from R* in the studio playing the game during the interview (just Google Lazlow WGN).
 

Fjordson

Member
Great stuff. Especially:

  • Night time is more realistic and is a big improvement from IVs "darkness". At a certain part of Blaine County the only real source of light were Trevor's vehicle headlamps.

So awesome. Though I'm a little surprised that Chop belongs to Lamar and not Franklin.
 

Raptomex

Member
Great stuff. Especially:

  • Night time is more realistic and is a big improvement from IVs "darkness". At a certain part of Blaine County the only real source of light were Trevor's vehicle headlamps.

So awesome. Though I'm a little surprised that Chop belongs to Lamar and not Franklin.
Yeah, that's a shocker. Especially since that one artwork shows Franklin holding his chain leash.

That's not a first, though. I always thought this was CJ:
285_gtasa_carl.jpg


Within the last year or 2 I recently learned that's actually OG Loc. It's an avatar or something on the Social Club which displays the name OG Loc. My mind was blown. Not the first time Rockstar tricks us with artwork.
 

Gangxxter

Member
Yeah, that's a shocker. Especially since that one artwork shows Franklin holding his chain leash.

That's not a first, though. I always thought this was CJ:
285_gtasa_carl.jpg


Within the last year or 2 I recently learned that's actually OG Loc. It's an avatar or something on the Social Club which displays the name OG Loc. My mind was blown. Not the first time Rockstar tricks us with artwork.
That explains why I always had the feeling that CJ looks kinda strange in that artwork.
 

D-Stubbs

Member
Yeah, that's a shocker. Especially since that one artwork shows Franklin holding his chain leash.

That's not a first, though. I always thought this was CJ:
285_gtasa_carl.jpg


Within the last year or 2 I recently learned that's actually OG Loc. It's an avatar or something on the Social Club which displays the name OG Loc. My mind was blown. Not the first time Rockstar tricks us with artwork.
That's OG Loc? Well I be damned I never knew that. Always thought he was just some random gangster.
 

UrbanRats

Member
-Chop belongs to Lamar, not Franklin.
-Chop can distract enemies, giving an advantage against them.
So you'll just have it in specific missions? That'd be disappointing, but it would explain why they didn't spend much marketing time on the dog companion thing.
 
Great stuff. Especially:

  • Night time is more realistic and is a big improvement from IVs "darkness". At a certain part of Blaine County the only real source of light were Trevor's vehicle headlamps.

So awesome. Though I'm a little surprised that Chop belongs to Lamar and not Franklin.

I hope it's similar to RDR. I have a habit in games to skip playing during the night because I feel like it's just like the day time except you can see less. GTA:SA and RDR both have very well lit night times... Especially when there was a full moon in RDR. It's something I really like about the games because I don't feel like you can't see anything.

I know the trend is to go towards this "all black natural lighting" but it's not necessarily realistic and it frustrates me when I can't see anything in an open world game. In a game like Last of Us or something, the darkness makes sense, it's moody and that's the setting of the area that you're in, but in an open world game I'd almost always traverse during the day time.
 
Yeah, that's a shocker. Especially since that one artwork shows Franklin holding his chain leash.

That's not a first, though. I always thought this was CJ:
285_gtasa_carl.jpg


Within the last year or 2 I recently learned that's actually OG Loc. It's an avatar or something on the Social Club which displays the name OG Loc. My mind was blown. Not the first time Rockstar tricks us with artwork.

Yeah, I've been going through the GTA wiki recently out of boredom and that was one thing that surprised me.
 

Madness

Member
I hope it's similar to RDR. I have a habit in games to skip playing during the night because I feel like it's just like the day time except you can see less. GTA:SA and RDR both have very well lit night times... Especially when there was a full moon in RDR. It's something I really like about the games because I don't feel like you can't see anything.

I know the trend is to go towards this "all black natural lighting" but it's not necessarily realistic and it frustrates me when I can't see anything in an open world game. In a game like Last of Us or something, the darkness makes sense, it's moody and that's the setting of the area that you're in, but in an open world game I'd almost always traverse during the day time.

My first playthrough of Red Dead was ridiculous because of this. I didn't really think about weather/time affecting the missions. I would start missions at nighttime with a thunder storm on and it really made a difference because it was hard to see guys shooting me, where they were behind bushes. So many missions were tougher because the added darkness completely hid a lot of the people behind boxes etc.
 

Raptomex

Member
Thanks to GTAV.net, here is the recap from IGN's GTA Online preview.
-Masks, glasses and such can be equiped from an inventory menu.
-You will have mission playlists if you choose to enter them - or you can just jump into Free Roam mode.
-There will be everything from 2-player missions on up to full-blown 16-player quests.
-Several tennis courts dot Los Santos, while the city contains one 18-hole golf course. The golf mini-game can accomodate [up to] a foursome.
-There are movies to watch at theaters, and in Online up to 16 players can pack a theater.
-You will be able to deposit your money through ATM, in addition to using Debit cards.
-You can take a shower at your apartment.
-There is a Make it Rain button to use at the strip club. You will also be able to touch the girls during private dances, but if you get caught three times you will be tossed out on the street.
http://www.gtav.net
 
I thought it was only 9 holes? Full 18 is impressive.

Make it rain button is amazing.

Also R* needs to put MP3 on sale on Steam. I should have got it during the Summer Sale. I suck.
 
I hope it's similar to RDR. I have a habit in games to skip playing during the night because I feel like it's just like the day time except you can see less. GTA:SA and RDR both have very well lit night times... Especially when there was a full moon in RDR. It's something I really like about the games because I don't feel like you can't see anything.

I know the trend is to go towards this "all black natural lighting" but it's not necessarily realistic and it frustrates me when I can't see anything in an open world game. In a game like Last of Us or something, the darkness makes sense, it's moody and that's the setting of the area that you're in, but in an open world game I'd almost always traverse during the day time.

I actually like the idea of nighttime gameplay and it annoys me when it isn't done well. Something like Just Cause 2, for example, launched with painfully short sunrise, sunset, nighttime, and thunderstorm cycles compared to the midday super sunny look which was how the game was like 80% of the time. Rockstar has improved since last gen with GTAIV and RDR moving up to 45-50 minute day/night cycles, but I'd like to see that lengthened to an hour to flesh out each particular time of day.

And you're right that total darkness isn't realistic, but the brightness of games like GTASA or RDR, or Skyrime where you're in the desert/wilderness with no light pollution around still doesn't look quite right. Not to mention something like Dragon's Dogma that goes for the "near total darkness" nighttime, but the sky has terrible banding issues that kills the immersion anytime you look up. Red Dead's sky had a lot of variety, but the lighting on the ground left a bit to be desired. Only during thunderstorms was it actually hard to see in the distance.

GTAV looks good so far with the urban areas having that filmic "glow" from the car, store, and street lights, but we haven't really seen what it looks like in the countryside on the ground.
 

Fjordson

Member
I really like night out in the country being truly dark. Like almost pitch black. Going to be intense out there hunting or bounty hunting. And who knows what sort of stranger missions you'll find out there.
 

UrbanRats

Member
I hated RDR at night, with its luminescent ground, however it encapsulated the Western movie feel of Day for Night.

That said, i like dark nights, few games have them.
 
I hated RDR at night, with its luminescent ground, however it encapsulated the Western movie feel of Day for Night.

That said, i like dark nights, few games have them.

Huh, I never thought about that "day for night" thing. That's kinda true.

Still doesn't make up for the glow in the dark ground textures.
 
I really like night out in the country being truly dark. Like almost pitch black. Going to be intense out there hunting or bounty hunting. And who knows what sort of stranger missions you'll find out there.
It'd be awesome if there were weirdos out there who just came out of nowhere.

"Oh hey there partner. Didn't see you there. Say... uhhh... where are ya headed? You lost?"

Redneck gangs could be the greatest thing ever.
 

Fjordson

Member
It'd be awesome if there were weirdos out there who just came out of nowhere.

"Oh hey there partner. Didn't see you there. Say... uhhh... where are ya headed? You lost?"

Redneck gangs could be the greatest thing ever.
That's kind of what I'm hoping. I mean there are hitchhikers and stuff, and random missions like the actress paparazzi one for Michael. Hopefully they tucked away some weirder ones out in the sticks.
 
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