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Old 06-11-2007, 10:31 AM   #2
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Default GTA IV - new screens, interview

nice

!!!!
"AirRaid" <AirRaidJet@gmail.com> wrote in message
news:1180030882.713109.256150@h2g2000hsg.googlegro ups.com...
> http://i3.photobucket.com/albums/y55...ryLS/gta01.jpg
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> http://xbox360.ign.com/articles/791/791512p1.html
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> UK, May 24, 2007 - Following our brief tour of Liberty City, we
> couldn't help but blab out a load of questions we desperately wanted
> answers for. Thankfully Hamish Brown, head of PR for Rockstar UK, and
> GTA product manager Hugh Michaels were on hand to dish the dirt...
>
> IGN: You've just showed a 15 minute walkthrough of GTA IV. How much of
> Liberty City have we seen in that time?
>
> Hamish Brown: We've only showed one small area of Broker, which is our
> version of Brooklyn. When you take into account we've got four of the
> five boroughs, plus we've got Aldernay, which is our version of part
> of New Jersey, it's absolutely huge. Algonquin is our version of
> Manhattan, Broker is Brooklyn, Dukes is Queens, Alderney is New Jersey
> and there's Bohan, which is the Bronx. The only one we're not doing is
> Staten Island because it's very similar to the others and didn't
> really offer anything new aesthetically.
>
> In terms of footprint, it's the biggest city we've ever done but if
> you walk from one side to the other it's not going to be as big San
> Andreas. When we say it's big in terms of scope we're taking into
> account all the detail within that city and also the verticality of
> it. There are some huge buildings in the game, some of which you'll be
> able to go up - although not all of them."
>
>
> IGN: We saw Niko walking into a random building and there were no load
> times. Surely you won't be able walk inside every building...
>
> Hamish Brown: It's physically impossible to create the inside of every
> building, plus that would be incredibly confusing for the player. So
> while there will be more interiors you can go into than ever before,
> you'll only be able to go into them if there's a purpose, whether it's
> a skyscraper or office block to have a meeting, or house if you're
> meeting someone.
>
> IGN: You demonstrated the cycle of the day in the game. Will there be
> a cycle of seasons too?
>
> Hamish Brown: We can't really say at this point.
>
> IGN: Going back to San Andreas, a key part of the opening section of
> the game was building up your gang and taking over territories and
> properties. Can we expect something similar in GTA IV?
>
> Hamish Brown: The property element of the game is being downplayed.
> It's been culled quite a lot because we don't really think it fits
> where we've gone with the game. Niko is an Eastern European who's come
> to Liberty City with only a suitcase to his name so it wouldn't be
> realistic if he ended up as a huge property baron. Also we don't know
> how much fun asset management is and if, in the context of the game,
> Niko has properties worth $10 billion then why would he want to do a
> mission for 150 dollars? So that aspect of the game has been trimmed
> down. Also, Niko's ambition when he came over was never to run New
> York, it was just to see his cousin and live the American dream, but
> it hasn't worked out that way because his cousin is a compulsive liar!
> Niko wants a better life though, so it's not as if you're only
> maintaining what you've got in the game; he wants a piece of the
> American dream but he probably won't end up in the penthouse of some
> skyscraper in midtown.
>
> We can also say that his past starts to catch up with him from the old
> country and there will be a gang element to the game. Maybe not in
> such a prolific way as before, but the Russian Mafia will be involved.
> So yeah, the whole gang thing will be in the game to some extent.
>
>
> IGN: How much control will the player have over the physical and
> emotional development of Niko?
>
> Hugh Michaels: If you think about San Andreas, the character's face
> had shape but not much texture. There wasn't much scarring or wrinkles
> or anything like that, so it was much easier to fluff it up a bit to
> make it look like a fatter person or suck it in so they appear
> thinner. Doing something where there's this level of texture - with
> the level of graphics and the detail on the character's face - you'd
> literally have to map how the face would look like at every
> permutation of it. I'm also not sure how long people actually spent
> working out in the gym too; I think most people did it once or twice
> just out of curiosity but after that just got on with the game, so I
> think we could probably use the space needed to give that flexibility
> for more fun things.
>
> IGN: Does that mean the eating aspect of San Andreas has been ditched
> too?
>
> Hugh Michaels: Niko certainly won't get fat or thin but a lot of the
> smaller details - what you do here or there - are still being tweaked.
>
> IGN: GTA IV's style is much more realistic compared to previous GTAs.
> Will that affect the way traditional in-game mechanics such as Wanted
> stars and health picks ups - which are almost cartoony in style - are
> presented?
>
> Hugh Michaels: You're absolutely right, there is a more realistic,
> darker side to it and it wouldn't feel quite right if it mixed styles.
> The more realistic approach also has an effect on the characters -
> some of them were extreme, almost cartoon-type characters in previous
> games and that will also, to some extent, change to become more
> realistic.
>
>
> Hamish Brown: Following on from that, criminals don't actually lead
> particularly exciting lives. So even though some of the more
> fantastical elements of the game have been toned down, so you're not
> going to be flying around Central Park on a jetpack, that doesn't mean
> the game is devoid of fun or humour. That's always been an integral
> part of the GTA experience, it's been synonymous with it. Ultimately
> the game needs to be fun, so even though it's matured graphically -
> aesthetically it's a bit more realistic but it's still not photo-
> realistic - and the storyline is slightly grittier, it doesn't mean
> it's going to be any less enjoyable or the humour's not going to be
> there or we've forgotten the power of satire. That's all going to be
> firmly in place. You'll be doing things that are still outlandish
> because that's the nature of GTA. You just might not be on a UFO!
>
> Hugh Michaels: Trying to engage the player emotionally is really
> important for next-gen. There are few titles in the last-gen that did
> it - certainly having relationships and family in San Andreas added to
> the experience. Obviously there were missions you wanted to do for
> yourself but there were also missions where you wanted to help other
> characters out. It's totally normal in film for people to bond with a
> character emotionally but it's still pretty rare in videogames.
> There's no reason why we can't do that and more - we've got a 100-hour
> game and you're controlling the guy so by all rights you should feel
> closer to him than some guy your watching detachedly. That's certainly
> something we're aiming towards.
>
> IGN: How will GTA IV compare to, say, San Andreas in terms of the
> number of missions it will include?
>
> Hamish Brown: It's difficult to quantify in terms of gameplay and how
> big the how experience is going to be. As for how long it takes to
> play through, we haven't got a figure on that but there will be more
> to do than ever before. There will be more options, there will be
> loads of new things to do. Every aspect of the game is evolving and
> we're blurring the line between things that are on-mission and off-
> mission, so things that you do off-mission also have consequences. The
> world will be much more immersive and it'll be a more interactive
> experience, so in theory you could spend a whole lot of time playing
> it.
>
> We're fortunate to have a team that's worked together for the last 10
> years. We have Aaron Garbut, our art director, who's been working on
> GTA from the beginning and he's probably the most talented person in
> the games industry in terms of art direction. If you've seen the
> trailer you know what he's capable of. Before, we were limited by the
> hardware, not by the team. Now he's got these next-gen toys to play
> with you're going to see something incredible.
>
>
> IGN: Niko can obviously run and drive. How else will he get around
> Liberty City?
>
> Hamish Brown: He can swim and there are boats, because there are a lot
> of waterways around the city. There are the subway trains too,
> although we're still figuring how they'll work in the game.
>



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