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| http://i3.photobucket.com/albums/y55...ryLS/gta01.jpg http://i3.photobucket.com/albums/y55...ryLS/gta02.jpg http://i3.photobucket.com/albums/y55...ryLS/gta03.jpg http://i3.photobucket.com/albums/y55...ryLS/gta04.jpg http://i3.photobucket.com/albums/y55...ryLS/gta05.jpg http://i3.photobucket.com/albums/y55...ryLS/gta06.jpg http://i3.photobucket.com/albums/y55...ryLS/gta07.jpg http://i3.photobucket.com/albums/y55...ryLS/gta08.jpg http://i3.photobucket.com/albums/y55...ryLS/gta09.jpg http://i3.photobucket.com/albums/y55...yLS/gta010.jpg http://i3.photobucket.com/albums/y55...yLS/gta011.jpg http://i3.photobucket.com/albums/y55...yLS/gta012.jpg http://i3.photobucket.com/albums/y55...yLS/gta013.jpg http://i3.photobucket.com/albums/y55...yLS/gta014.jpg http://i3.photobucket.com/albums/y55...yLS/gta015.jpg http://i3.photobucket.com/albums/y55...yLS/gta016.jpg http://i3.photobucket.com/albums/y55...yLS/gta017.jpg http://xbox360.ign.com/articles/791/791512p1.html 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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| | #2 | ||
| 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 > http://i3.photobucket.com/albums/y55...ryLS/gta02.jpg > http://i3.photobucket.com/albums/y55...ryLS/gta03.jpg > http://i3.photobucket.com/albums/y55...ryLS/gta04.jpg > http://i3.photobucket.com/albums/y55...ryLS/gta05.jpg > http://i3.photobucket.com/albums/y55...ryLS/gta06.jpg > http://i3.photobucket.com/albums/y55...ryLS/gta07.jpg > http://i3.photobucket.com/albums/y55...ryLS/gta08.jpg > http://i3.photobucket.com/albums/y55...ryLS/gta09.jpg > http://i3.photobucket.com/albums/y55...yLS/gta010.jpg > http://i3.photobucket.com/albums/y55...yLS/gta011.jpg > http://i3.photobucket.com/albums/y55...yLS/gta012.jpg > http://i3.photobucket.com/albums/y55...yLS/gta013.jpg > http://i3.photobucket.com/albums/y55...yLS/gta014.jpg > http://i3.photobucket.com/albums/y55...yLS/gta015.jpg > http://i3.photobucket.com/albums/y55...yLS/gta016.jpg > http://i3.photobucket.com/albums/y55...yLS/gta017.jpg > > > > http://xbox360.ign.com/articles/791/791512p1.html > > > > > 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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