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Forums Index -> Fistful of Joystick -> Grand Theft Auto IV trailer up
BlackFlagg
PostPosted: Fri Mar 30, 2007 12:16 am  Reply with quote



Joined: 20 Jun 2006
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Location: Rhode Island

http://www.rockstargames.com/IV/

Can't wait! Very Happy
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Limpfreak
PostPosted: Fri Mar 30, 2007 4:48 am  Reply with quote



Joined: 20 Jun 2006
Posts: 351
Location: Miami,Florida

I can't wait for it to come out.

I can't really tell but doesn't the guys voice sound russian?

I'm guessing this game has to deal with the russian mob?
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PowerLeech
PostPosted: Fri Mar 30, 2007 6:02 am  Reply with quote



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Looks great. Is it coming to PC any time soon?
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The Buz
PostPosted: Fri Mar 30, 2007 7:12 am  Reply with quote
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I thought he sounded russian too. But then he looks middle eastern.

If he is middle eastern, this game is going to get a ton of shit dropped on it from every pundit in the galaxy.
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Kryten Syxx
PostPosted: Sun Apr 01, 2007 7:01 pm  Reply with quote



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I can already smell the Fox News casters now ... in the back room prepping videos of militants, 9/11 and the Osama tapes.

He sure looked Russian to me, but since when do facts get in the way of good old rabble rousing?
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BlackFlagg
PostPosted: Sat May 12, 2007 4:44 pm  Reply with quote



Joined: 20 Jun 2006
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Quote:
"Life is complicated. I killed people. Smuggled people. Sold people. Perhaps here, things will be different." These words, tellingly and optimistically spoken by Grand Theft Auto's protagonist, Niko Bellic, don't just speak of a tarnished soul that sees opportunity in a new city. They point directly toward the future of the new series.

Like Bellic, Grand Theft Auto is traveling to a place where many people have gone to find the so-called "American Dream." Some people call it the Capital of the World. Others have learned that it is the City That Never Sleeps. No matter what you call it, New York City is a place where anything can happen. It is the biggest stage in the world, and the perfect place to usher in the next step in the series.

This new entry marks a number of dramatic changes for the series, but it isn't Grand Theft Auto merging with the real world. New York City doesn't exist in the universe, and it likely never will. The Big Apple is simply being used as an inspirational blueprint for the re-creation of Liberty City, a place some gamers have gotten to know better than their hometowns. While the original Liberty City took many visual clues from New York City, this dramatic reinvention of the fictional metropolis seeks to capture the feel of the world's greatest city like never before.

Despite is incredibly large stature; the next installment in the series has remained one of the best kept secrets in the world. Rumors have swirled and speculation has been raised, but nothing that you've heard of read is even close to the truth. Some people thought Grand theft Auto IV were going to become a massive multi-player experience; others were certain the game would take place across the entire world. A few misinformed souls even thought the next iteration would be set in space. The truth of the matter, however, is that it’s going back to the city that made this series a phenomenon.

The new Liberty City is a bustling metropolis that is dense on the streets and intimidating vertically. Many of New York City's iconic sights find new homes here, and may look striklingly similar, but are twisted to fit into the Grand Theft Auto world. The MetLife building now bears the name Getalife, the Statue of Liberty is now the Statue of Happiness, and DUMBO (Down Under the Manhattan Bridge Overpass) is called BOABO (Beneath the Offramp of the Algonquin Bridge Overpass).

"We live here," notes the game's vice president of creative Dan Houser. "We've been here for a number of years. Even the guys in Scotland spend lots of time here with us. It was an environment we felt had never been done to the level we were envisioning it in a video game. From looking at all of the locations, this was the one that really stood out to us, and really had that impact. It has all of these iconic things that you couldn't put into a game before."

Within Grand Theft Auto IV, Rockstar North has recreated four of the five boroughs that make up New York City, as well as a section of New Jersey. It's a smaller geographical mass than San Andreas, but not an inch of this world is wasted or dedicated to vast stretches of country or desert. It's a tightly packed metropolis that captures the eye with its decades of world-class architecture, sun-blocking towers, and extraordinary walks of life. In the GTA universe, Brooklyn has been transformed to Broker, Manhattan has mutated into Algonquin, Queens is now Dukes, The Bronx is Bohan, and New Jersey has become Alderney.

THE HUSTLE & BUSTLE OF A THRIVING METROPOLIS

The city is brought to life with an amazing level of realism. Sunlight glistens beautifully off of glasswork, illuminates the intricate detailing of century old brick, and even reveals just how realistic an ordinary bag of trash can look. As the sun begins to set, the city takes on a whole different appearance. Buildings that were once eye-popping attractions slowly become ominous obelisks. As any New Yorker will tell you, there's a big difference between New York during the day and New York at night. Liberty City will perfectly capture that quality.

Even the texturing of the Algonquin streets, which are filled with crater-like potholes and occasional glimpses of the brick used in a world gone by, are greatly veined in design and something that you can't tear your eye from. The visual makeup of the city "was something we could capture real well and really understand the minute aspects of its personality," adds Houser. "Trying to put that into a video game is something that we think is unique to the video game medium. It was a way that, we could capture some aspects of the experience of living here that you couldn't put into a film, you couldn't put into a TV show, and you couldn't put into a book - because you are actually wandering about and meeting some of the freaks that you meet on the streets here. And that's what it's all about - meeting the same kind of freaks you'd meet on the streets, the angry yuppies you'd met there. A big part of New York life is walking around the streets and meeting lunatics. That's something that we definitely tried to put into the game. We are trying to give it that life and difference between the neighborhoods and the difference between the kinds of people. We are trying to capture the Capital of the World aspect of New York. There are lots of non-American characters in the game."

One of these foreigners is Niko Bellic. His home is in Eastern Europe, and he likely may never have traveled to Liberty City if it wasn't for his cousin Roman. With ife not working out in the homeland, "Bellic turns up in Liberty City because he's been receiving e-mails from his cousin Roman, that read like: 'I live this amazing life, it's the American Dream come true. I have two women. I have four hot tubs. I have fifteen sports cars," Houser elaborates. "And [Bellic]believes it." His bid to flee his past for what he thought would be the greener pastures of America couldn't be any further from the truth. Roman has been lying to him. He isn't rich. He isn't popular. And he's actually in a load of trouble. He lied to his cousin to hide his own failures in life.

While he may make you contemplate strangling your own flesh and blood, Roman is the only person that you know in America. He serves as one of your main friends, motivations, and connections at the start of the game. Unlike San Andreas, players won't get a chance to see Bellic in his homeland. You will see his life unfold from the moment he steps into Liberty City.

And given Romans situation, you have your work cut out for you right off the bat.
"Roman is heavily in debt. Lots of criminals are trying to get heavy with him," comments Houser. "Niko is a tough character. Roman is more of a friendly buffoon. He needs your support, and equally Roman is a high energy optimist that will try to make things happen. It seems like a good dynamic, but they are constantly bickering. Early on it seems like your motivation is to simply make a go of it in a new world, and then we discover, as the game unfolds, that maybe Niko has been avoiding other problems at home."

JUST ANOTHER ORDINARY DAY

The demo we were fortunate enough to see, running on an Xbox 360, begins with Bellic standing inside of the taxi depot that Roman runs out of the borough of Broker in a converted industrial garage. The game's newfound graphical muscle dances across the screen. Roman's desk is cluttered with garbage and paperwork, the walls desperatly need a new coat of paint, and the windows of the depot appear to never have been cleaned. The sun is shining brightly outside, but you wouldn't know it from the light that is passing through the windows - a dirty, yellowish hue that barely gives off enough illumination for operations to be conducted. The only life that this office has is a radio belting out music in ear-piercing mono, and Bellic, standing tall, confident, and ready for action.

While Bellic could do his cousin a favor by tidying up the place, he has other business to take care of. As he leaves the office, you feel the weight behind each step he makes. Variations in the terrain are met with realisting changes in the walking animation. As Bellic turns and maneuvers his body in different ways on his walk, you can see that his movements are fueled by an incredible physics engine.

"The physics are going to be pretty amazing." Houser interjects. "We are trying, like all things with this game, to push the physics forward. Physics is an area where games can get much better. If you are into third person action games, physics need to be amazing. The feeling of controlling your character needs to be amazing. The feeling of running around that enviroment, climbing over things, needs to be a lot more that it has been. The animations can't feel canned and predictable. One of our biggest goals early in developement is that it should feel different that any other game. It shouldn't be "Oh here's a really good looking, but stiff character."

Bellic is anything but stiff, and it would appear that he isn't the most sensitive or honest lad around either. His walk concludes at a brown stone. Despite the two people - friends, possibly neighbours - having a conversation on the stoop next foor, Bellic pushes the door open - again a motion fueled by the sense of weight and a realistic accompanying animation. It becomes obvious that this isn't Bellic's house as he quickly clings to a wall and pulls out a pistol. One quick look around the corner reavels that the living room, furnished with '70s browns and greens, is not occupied. Bellic slowly slides into the room with his pistol drawn high and pointed to a well-lit kitchen. With one leg stepping over the other in a strafing motion, he then sees that the kitchen is clear as well. There's nobody in this small house. The urgency in his steps intensifies, and he pushes his way through the back door.

Once on the street, he makes a beeline for a parked car - a beautifully detailed and finely polished red four-door that appears to be the primary mode of transportation for one of Broker's successful families. Instead of trying the handle to see if the car is unlocked, Bellic smashes in the window with his elbow. The glass tumbles on the street and seat as Bellic unlocks the door from the inside. A master of hotwiring, he has the car roaring in a second flat. As he drives to his next destination, Houser points out that all the vehicles in the game also feature new physics. The camera angle is noticeably closer than it has been in any other Grand Theft Auto. Not only does this bring out better detail in the vehicles, it allows the player to see more of the vertical city.

After fussing with the radio stations and finding a calming melody for his drive, Bellic cautiously navigates a section of the BOABO, arriving at a dockside area with an amazing view of downtown Liberty and its skyline. At the dock, the squawks of pigeons and the rustling of waves drown out the horns and chatter of the city's residents, and you can almost sense that Bellic is calmed by the change in scenery. After walking directly over to the water, which looks completely lifelike, he puts his leg up onto a broken concrete wall and pulls out his cell phone.

This action brings up a magnified view of the phone onto the HUD. The options presented on the phone's LCD are Phonebook, Messages, Organizer, and Camera. After selecting Phonebook, Bellic is faced with another set of options: City Contacts, Docks Friend, and Cab Contact. We're not sure who Bellic ends up calling, but after a brief conversation, he informs the man on the other end of the line to meet him at the docks.

A NEW LEVEL OF FREEDOM

"In all previous GTA games you might have felt like a slave," opines Houser. "You are ordered by people to do things. Now, there's still going to be an element of that because you are an underling that people tell what to do for large parts of the game, but you can also choose how you want to spend your time. I want to hang out with him and her. I want to go and see this guy because he always has fun things to do. Call him up and maybe you can hang with him. Maybe he'll answer. That's a fun way of navigating the world and your time in it. You have a lot of choice over what you will do."

Story telling is a huge focus in this next installment, and it will be reflected through the various ways you can interact with the city and its denizens. According to Houser, Rockstar North is giving people more freedom, more choice, and more sense of control over their destiny. The game still follows a narrative path, but it's quite different in structure. "The story is told in a number of different ways," adds Houser. "But we've tried to replicate as many ways possible that you engage with people. There's talking [in person], cell phones, and a bunch of other ways of giving the player information. We are trying to use that kind of stuff to give you back story or front story, of to explain character motivation."

"You still meet people, get missions by them, do the missions, and if you do well they will help you. Or they may stab you in the back. We tried to provide more diversity to the missions. We tried to provide certain choices about the missions. We've tried to give the branches that maybe give ways of interacting with the world. It's a different kind of experience."

I previous Grand Theft Auto titles, the goal was always very clear cut. You start out small and work your way up to the top. Bellic's story isn't a rags-to-riches tale, nor is it rags-to-rags. It's a rags to somewhere in between - leaving a world of imagination as to where his actions will bring him - especially with Rockstar hinting heavily at the idea of players plotting their own destiny. When asked about this, Houser points out that "you are just one fish in a big pond with other fish. New York motivation isn't just about turning up here and becoming the king. That's an impossible goal."

Over the last console generation, Grand Theft Auto has become a series of period pieces. Vice City was set in the '80s,and San Andreas took place in the '90s. Not since GTA III, a game also featuring Liberty City, has Rockstar North approached a contemporary piece. In Grand Theft Auto IV, we are stepping into Liberty City as seen in 2007. It's a bigger story, and a different age. These are both things that could have a huge effect on the way that you approach your criminal activities.

"From conversations we had with a lot of crime experts and a lot of ex-policemen, we learned that it's very hard to be a criminal nowadays," Houser says with a smile. "The glory days of that stuff are over. That was something that we definitely tried to capture in the story and the experience of the game. People are constantly getting arrested. The police are a heavy presence."

MORE THAN YOU WOULD EXPECT

In terms of scale, this GTA experience shouldn'e be much different than San Andreas'. The only noticeable difference is tht players won't be able to pilot airplanes. "There are no planes, because it's just a city," adds Houser. "Apart from the fact that [the vehicles] are similar. We want it to feel realistic and gritty. [Bellic] is not going to be riding a unicycle or rollerblading. We are giving choice and variety that feels right for the character. We're not suddenly saying there are no motorbikes. we are keeping all of that stuff. It's the same range and diversity that we had, but to fit the character."

Speaking of elements of the game that bring out the realism of the character, Houser admits that Rockstar North is approaching the recruitment of voice actors in a different way. Reading between the lines, this likely means less familiar voices, and more voices that fit the desired attitude of the characters. Bellic's deep Eastern European accent fits his gritty exterior, and the chatter heard in the streets just screams New York.

The same thought process is being developed to the soundtrack and radio stations. "We've raided the past heavily." Houser admits. "We are going to get some great music that works with the 2007 Liberty City. We've set the benchmark for game soundtracks in the past, and I don't think we've been surpassed in that; I think we've done some really amazing stuff. I think that we are going to do something wicked this time. We're pretty confident on that. It's a great way of giving you, th player, part of the experience in a way that no other medium can. You can have songs that fit your mood. I want this music to be hardcore because I am in a hardcore mood. Going out for a date with a girl, so I need something more romantic. We pick tracks that fit the tempo of the game. It's not a pedal-to-the-metal racing game. It's an urban cruising gangster game. We pick music that we think works with that kind of experience. It's got to be of a certain tempo or a certain feel no matter what genre it's in. The debate that goes into every single track you would not believe. There are a large number of music fans that pick this stuff."

With more realistic tones accompanying the visuals, it's easy to think that this GTA experience will abandon the series' trademark humor for more of a realistic experience, but the humor will still be fully intact. Whether you are listening to advertisements on the radio, hear someone mumble something on the street, or read a billboard, Liberty City will still be a wild place.The same team, with the same sense of humor, is bringing this game to life.

This is something that even now, Houser finds amazing. "Some people talk about it like its a franchise. I think of it as a series of games made by the same people. Since GTA III, we still have exactly the same people. We've added some great people on top of that, but it's the same two lead programmers, same physics guy, same producer, same executive producer, same writer, same audio guys, same designers. They are all in place. No one's left.

"That's what is so exciting. And what's been such a great experience for everyone involved in working on these great games is that we managed to develop it as a core group together. We haven't lost any of the key talent. They've added great people in there. That kind of consistency has given everyone confidence in working with each other, and an understanding of what we are trying to do, and an ambition that I don't think is matched anywhere else. Where people come and go, and the franchise lives on. The franchise is the people who make this game - it's the core group of people. I think that's something that sets us apart form a lot of places."

It's that and the fact that the team is trying things that no one has with video games. Grand Theft Auto brought new definition to the action genre, and showed us that not every decision that the player makes has to be linear and tied to a path. With Grand Theft Auto IV, the team is finding new ways to approach storytelling, movement, and the level of interaction the player has within the world. This tight-knit team continues to improve with each new product it ouches. Some of the content is amusing, like being able to call a woman for a date. And some of its achievements simply blow your mind, such as its load times. After an initial loading sequence, the game will never load again - even when you transition between interior and exterior locations.

Rather than outsourcing the technology that Rockstar North utilizes, Rockstar as a whole has set up a studio of programmers in San Diego that does nothing but work on the company's proprietary technologies. The engine of note is called R.A.G.E. (Rockstar Advanced Game Engine). You already got a brief taste of it with Table Tennis, and will get a much longer dose when Grand Theft Auto IV hits the streets on Xbox and PlayStation 3 on October 16.

Both versions of the game will likely be identical, but Rockstar has confirmed that downloadable content will be exclusive to the Xbox 360 version. This content is said to be sizeable, and when asked about whether or not we would see this impressive new take on Liberty City living on past one game Houser grins and says one thing: "episodic content."

Like all of the Grand Theft Autos that have come before this one, the experience is largely for the single player. The game will have multiplayer, however. "Yes, there will be some," Houser comments. "It's not going to be a massively multiplayer online game, but we are trying to make something that is interesting, fun, and progressive, and goes nicely alongside the single-player game."

It's been in development for over three years, and Houser isn't shy about admitting that this has been a lengthy experience already. "We knew to do something at this scale would take a very long time. Just to make graphics like that is very time consuming. The assets are big and heavy."Whether it changes the face of gaming again like it did in the previous generation remains to be seen, but Rockstar North knows exactly where this series needs to go next, and is running that extra mile to get it there and make it a new experience yet again.

Houser equates the leap that this installment is making to that which the series made between the first Grand Theft Auto and Grand Theft
Auto III. This is a huge step to make - something that we haven't really witnessed yet on these next-generation machines.

"Everyone always says, 'Books tell you something, movies show you something, and games let you do something.' [That is why games] were more interesting," says Housed. "And that was why games were going to take over. Games let you be somewhere. That's an amazing quality. That is something you just can't get from any other medium. The chance to exist in this fantasy world, be it Liberty City, be it Mars, or wherever, I think is a really interesting side of what games are going to offer as an artistic medium and as an entertainment medium. What we tried to do this time was massively enhance the experience of being there. Completely transform it so that the way the story unfolds, the way you deal with characters, the way the world behaves, the things that you can do, all of them give you this reason why you might want to be there and this sensation of living in this world."
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The Buz
PostPosted: Mon May 14, 2007 10:51 pm  Reply with quote
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Awesome, but I'm very bummed at the absense of planes.
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BlackFlagg
PostPosted: Tue May 15, 2007 4:36 am  Reply with quote



Joined: 20 Jun 2006
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I asn't all that into the planes, those flying missions were a bitch.

But anyway, can't bloody wait for this. I just love the little additions, like cars being locked and actually having to break into them.
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BlackFlagg
PostPosted: Tue May 15, 2007 6:25 am  Reply with quote



Joined: 20 Jun 2006
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s'more info...

Quote:
The May 2007 issue of Game Informer reveals that after the initial load sequence, no such occurrences persist when entering/exiting buildings or crossing islands. Additionally, the player will not be able to fly planes, unlike previous installments in the Grand Theft Auto series; helicopters, however, will be flyable, and there is also a confirmed airport.

Details are also revealed that demonstrate how variations in the terrain cause the way the character walks to change. The way the player moves is controlled by a physics engine instead of purely pre-written animations, therefore enabling character movements to be more realistic. The engine used is the Rockstar Advanced Game Engine, or RAGE. Rockstar Games announced that euphoria would be used in future Rockstar titles. It is undetermined if this software will be used in collaboration with RAGE in the final version of the game.

The player will also be able to perform a variety of new actions such as climbing telephone poles, fire escapes and pushing people who bump into him, and calling a woman for a date. When selecting the mobile phone, a zoomed-in version of the mobile screen pops up in the bottom right-hand corner of the screen and a list of several commands are made available to the player, such as "meet me here" et cetera.

Bellic’s outfit can be changed throughout the game, however it will not be possible to customize his physique as in San Andreas.

Stealing a car can no longer be done simply by opening the door and driving off. Now it involves Niko approaching the car sneakily, breaking the glass with his elbow, using the injection cables to start the car, and only then can he use it. Players will be able to change their camera views whilst in a car according to their needs. The player will also be able to control such vehicles as boats and helicopters.

When Niko pulls out a weapon, the camera positions itself above his shoulder, and a view-finder appears at the centre of the screen. It's possible to lock a target and move laterally to avoid incoming shots. Hand to hand combat is also being reworked, and will feel "much more natural" than before.
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Kryten Syxx
PostPosted: Tue May 15, 2007 12:42 pm  Reply with quote



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No planes?! Fuck. So much for having fun with the flying delorean mod for the PC.
GTA IV killed BTTF!!!
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BlackFlagg
PostPosted: Thu Dec 06, 2007 7:21 pm  Reply with quote



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http://www.gametrailers.com/player/28634.html New trailer
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The Buz
PostPosted: Sun Dec 09, 2007 11:13 pm  Reply with quote
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Awesome. Cannot wait.
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Kryten Syxx
PostPosted: Mon Dec 10, 2007 12:58 am  Reply with quote



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I hope the slowdown and screen tearing is fixed by launch. Well, it really won't matter anyway ... it's fucking GTA!
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BlackFlagg
PostPosted: Thu Jan 24, 2008 1:30 am  Reply with quote



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http://games.kikizo.com/news/200801/037_p1.asp?f=037_p1.asp

Quote:
Characters that are included in this preview are as follows: Niko Bellic, Roman, Brucie, Playboy X, Lyle Rivas and Bell. The following are missions that were shown to the gaming press:


Mission Name: Search and Delete
Summary: Brucie asks Niko to kill an informant named Lyle Rivas, before Lyle has a chance to testify.

* Niko steals a police car in order to access the criminal database.
* After Rivas flees his residence, Niko takes after him in a high-speed chase that shows off the new and improved free-aim “drive-by” targeting mechanic.
* If Rivas escapes, Niko’s phone receives a text message allowing him to restart the mission immediately.
* During chases you can enter a chase cam that will reorient the camera to focus on your target, even if he gets out of your line of sight.
* This mission takes place in Broker, and parts of Bohan.


Mission Name: Deconstruction for Beginners
Summary: Niko offers to help Playboy X in taking out a few “union leaders” down at the construction site.

* Niko can now take cover behind anything in the game and engage in more sophisticated firefights than ever before. In addition, he can also blind fire over or around targets.
* Some cover points are destructible, and will degrade if fired upon.
* Targeting improvements include headshots, procedural damage, lock-on targeting, free-aim, and blind fire.
* Repeating failed missions will often result in brand new dialogue strings, which is one of the many ways GTA IV is aiming to keep things fresh and original even on repeated playthroughs.
* Rooftop sniper point helps illustrate the verticality and density that we’re aiming for.
* This mission takes place in Algonquin.


Mission Name: Truck Hustle
Summary: Niko gets introduced to Bell through a mutual acquaintance; Niko plans to steal a drug truck from the Triads, and deliver it to Bell’s son-in-law.

* GPS navigation in all of GTA’s vehicles. Default settings enable GPS speech in luxury cars, but settings can be tweaked to turn speech on or off in any vehicle.
* Rocket launchers and grenades make a return!
* Climbing the truck and shimmying across its roof to the front is one of the many implementations of Natural Motion throughout the course of the game.
* This mission takes place in Alderney...and ends at a somewhat familiar location for fans of GTA 3.


One "friend activity" that isn't really being referred to as a "mission" is when you go drinking with Roman. Niko picks Roman up and heads to a nearby bar to hang out. He will then have to navigate his way back to Roman’s apt while (slightly!) impaired.

* You can hang out with friends by giving them a call on the phone, and of course they’ll call you too...you can choose to accept or decline their invitations.
* Building friendships will offer Niko some help during his stay in Liberty City (i.e. Little Jacob meeting up to sell him guns!).
* Niko’s stumbling is further evidence of the abilities of Natural Motion. These animations weren’t mo-capped or drawn by hand...they are the work of the computer software procedurally reacting to stimulus in the world. For example, when Roman stumbles into Niko and they trip over each other...or Niko leaning against the car.


Boats weren't intended to be shown to those that got previews, but you can swim, jack boats and create havoc on the water...Liberty City is a series of interconnected islands after all!

That's all of the mission details from the January 23, 2007 special.




This can't come fast enough Mr. Green
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BlackFlagg
PostPosted: Tue Mar 18, 2008 6:25 pm  Reply with quote



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Quote:
From PSM3
• According to the journalists, the first hands-on minutes were enough to solidify their feelings of how the game is going to kick ass.
• Liberty City has more streets than any other game in the genre.
• You cannot enter every building. However, you can interact with most of them. Rooftops, stairways, fire escapes, partial interiors, etc.
• Niko will not be able to manage property, gangs or trade.
• Bowling, dart games, drinking games, strip clubs and night clubs will be available.
• The core of GTA IV is all about the human relationship.
• Sometimes, your contacts may call you during a hard mission to ask you a service. In this instance, you can choose between the mission or whatever your contact is asking. If you ditch your mission to do things with your phone contact, you may see consequences. Whether or not you will be able to replay the mission that you went away from remains to be seen.
• The new impression of seeing a next generation living, breathing city is absolutely stunning.
• The pedestrian population density changes between the place/borough you are in.
• If you walk around the street with a gun in your hand, pedestrians who have a phone can call the police.
• In one instance when Niko tried to carjack someone, the scared innocent driver sped away so fast that he hit two cars.
• During the first mission that the journalists played, they tried to carjack someone without a gun. The driver beat up Niko. Niko got beat up so bad that he ended up at the hospital.
• Pedestrians react in a very realistic way. The journalists said that it is as if each person in the game leads his/her own life.
• It took 15 minutes to go through 2/3 of Manhattan with a boat. It took 10 minutes by car to go through Brooklyn and Central Park.
• The cars can be destroyed very realistically. Every part of the car can bend and fold.
• GTA IV has a wider variety of mission types. The missions are more difficult than in previous games.
• The game is done. Most clipping bugs are gone. The game is super smooth in terms of frame rate. (Note: The game is not 100% done. It is not "gold" yet.)
• If you press the jump button, Niko can climb everywhere. In other words, wall climbing from San Andreas has returned. You can strafe on walls, too.
• There is a swimming club.
• If you have five stars, it's very difficult to escape from the cops. They are everywhere and they don't joke with you. They are smarter than in previous incarnations of the series.
• While in a boat, the sound effects are awesome. You can hear the sound of the waves that beat the front of the boat.
• With powerful weapons, you can shoot through the walls.
• The weather that was seen during the four hours of gameplay included fog, rain, sun and clouds. A variety of colors can be seen depending on the time of day.
• When you die, you pay $100 but you get to keep your weapons.
• When you go to jail after getting busted, you pay more than $100 and you lose your weapons.
• While you are drunk, it's very difficult to control Niko. The drunk sensation is perfectly done.
• When stealing a car from a pedestrian, Niko didn't get into the car before the pedestrian sped up. Niko held onto the car as the pedestrian glided along the road. (Note: It may have been the pedestrian holding on to a car Niko was in. The translation is sketchy.)
• Choppers with search lights are in the game.
• Women will striptease in strip clubs when you pay.
• Depending on the borough you are in, pedestrians may speak different languages. Italian, Chinese and those in the Bronx are different when it comes to language.
• Health kits are available only in buildings.
• Grenade and molotov cocktail sound effects are stunning.


Quote:
The latest issue of PSM Spain has a new article on Grand Theft Auto IV, with 20 new screenshots and the first details on GTA IV's multiplayer system. Here is a list of the new information, which is being updated constantly:

* There are 15 multiplayer game modes in GTA IV. PSM had an opportunity to play 7 of them. The rules of each game are determined by the host.
* Multiplayer supports upto 16 players.
* Your online character is fully customizable. You can alter his race, sex, hair, clothing etc.
* The game modes featured are as follows:
1. Hangman's NOOSE
2. Car Jack City
3. Bomb da Base
4. Bomb da Base II
5. Mafia Work
6. Team Mafia Work
7. Deathmatch
8. Team Deathmatch
9. Turf War
10. Cops n Crooks
11. Race
12. GTA Race
13. Deal Breaker
14. Free Mode
15. (some other mode?)

* In Race and GTA Race, the host gets to decide which vehicles are involved, and the number of laps to be played. You can shoot and throw molotovs from the window, and even steal your rivals' car.

* In Deathmatch and Team Deathmatch, the host gets to decide whether the police can intervene or not. The host also gets to decide the number of pedestrians, the amount of traffic, and the type of weapons.

* In Cops n Crooks, one team play as cops and the other play as criminals. The cops must stop the criminals from escaping. They can monitor the locations of the criminals on their GPS systems, while the criminals have no idea where the cops are.

* In Mafia Work and Team Mafia Work, you play as one of Kenny Petrovic's mafia henchmen. You must complete hits ordered by the boss (via the cellphone) before your rivals are able to do so.

* A single-player mission called "Hangman's NOOSE" features co-op. You and your friends will be able to escort a mobster, while being pursused by a SWAT team.

* The map used in multiplayer is the same map that is used for single player.

*You can drive a car or an helicopter with three friends

"The most fun mode, and the one that stole most of our time during our visit to the London offices. Half of the players are criminals, the other half are cops. It starts with a chase all throughout Liberty City, with 4 players in each car depending what side you're on."

"It would have been a shame not to take advantage of the impressive recreation of Liberty City by only shooting on foot. We managed to steal a helicopter and see it from the air... Unfortunately the rival team did the same and it ended up looking like the final duel in Blue Thunder."
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