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GTA:V Single-Player Thread - next-gen versions out now!


murray
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  • 2 weeks later...

I was fannying around on San Andreas this evening and had one of Those Moments. Nicked the Smokey & The Bandit style muscle car from a shack in the middle of bugger-all on the first island and started thrashing it around when I happened across that Dukes of Hazard ramp near some farms. Backed it up all the way down the road and switched the radio over and Rage was about half way through, so I lit the tires up by braking whist flooring it then went snaking off towards the jump, swerving between cars and trucks with that great engine noise screaming out. Hit it perfectly and the music died out as it went slow motion then as I landed the track kicked back in at the 'fuck you' refrain. I literally punched the air at this point. Seven years later and it's still providing bits like that. Then I came to a road and knocked a cyclist off his bike and my car blew up. The end.

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  • 2 months later...
  • 1 month later...

I finally got round to buying Episodes from Liberty City after not playing GTA4 for approx two years or so... One thing that surprised me was how clumsy and sluggish the player movement and combat system is, it really seems to have aged quite badly in that sense.

I know the above is not GTA5 news, but my point here is that I really do hope they have a major re-haul in the control, combat, and cover systems in GTA5. The driving is great, no real tweeks necessary, sliding round corners feels as great as ever, and the sense of speed can be brilliant at times (apart from causing the road to disappear from under your wheels).

As long as Rockstar can make further developments from RDR on the above points, it should be a great game, and not just a great game for people who love GTA.

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Correct on all counts. There is so much wrong with the combat that has been—rightly—posted about before, but I think they know this. Imagine if we get the gunplay of Max Payne 3 combined with the non-linearity of the missions of SR3. Amazing.

The thing about GTAIV for me is this: the game may as well not be a sandbox. All you really do is drive to a mission start and then do a fairly simple corridor-based set piece level in most cases. And this includes the car chases; they choose one of about 3 routes each time. There's not really any choice, and the game actually slaps your wrist for trying to get creative. You want to get up on that rooftop with a rifle and assassinate the guy, instead of having a lengthy shootout-leading-to-car-chase? Sorry, he doesn't spawn/ become susceptible to bullets until you've crossed this invisible line. You can see this particularly in the Assassination missions; the game wants you to basically go in through the front door and slug it out. On many of them, if you climb a building to actually assassinate someone, often your elevation will put you outside the arbitrary distance and you'll get a message saying you let them get away, or something. Even though you can still see them.

The Drug Wars in TBoGT kind of subvert this—there's a lot of scope for creativity. I remember parking my car on the Algonquin-Broker bridge and using a rifle to pick off the gangsters on that small island, and then when they got in their cars to come and head me off I dropped down onto a water tower, and climbed down the fire escape to pick up the bag and saunter off. But every mission should be like that.

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Yeah GTA should be a sandbox experience, and people have posted about how they prefer that from the previous games. But the comments from the devs are that "sandbox doesn't work with GTA", so with 5 we'll still get scripted chases where the other guy is invulnerable until point X where you get into a gunfight, it'll just be a bit more "blockbuster".

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Well, thankfully Saint´s Row 3 picked up nicely where the older GTAs left off. GTAV can go further down the path of chasing the elusive cinematic blockbuster experience while Saint´s Row gives us the balls to the wall sandbox craziness and creative freedom experience :)

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Yeah, I have to agree with those points, especially Gerbik, Saints is basically the continuation from GTA: SA, I can appreciate the Houser's effort in regards to making things a bit cinematic etc but the actually playing about bit that you do in between missions is now so separated from the main mission, it might as well be a different mode. As I think someone may have posted in the GTA IV thread, to have a protagonist go on about not wanting to be a criminal anymore and only wanting vengeance (for something I can't even remember now) and then when you're not on a mission to run over hundreds of pedestrians, slaughter loads of cops and whoever else and it not have any sort of bearing on your character just jars a bit.

I think somewhere in this thread someone also confirmed that they were staying on the path of making it cinematic and scripted for V, which they do do well but slightly loses some of the joy of the sandbox IMO. I think the missions available and what have you should be effected by your behaviour out of the missions, I'm sure I posted something similar before but if you drive about like a nutter and run loads of red lights and escape from the cops, you should be contacted for doing Driver missions, if you kill loads of people you should be asked to do assassinations etc etc. Similarly it would be so much more immersive if there was little nods to your behaviour in previous missions (even if just delivered in text, rather than getting actors to record loads of extra lines) along the lines of 'you got a bit carried away with the murder in that last mission, can you calm it down this time' and so on.

It's strange because GTAIV has undeniably the best actual sandbox (in terms of engine and what not) without actually many toys that you can play with in the sandbox. Although that's quite an ugly analogy, I'm sure you know what I mean.

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There's "cinematic" as in "like watching a film but you can move your man about", and there's "cinematic" as in a movie-like experience of your own making unfolding organically. GTA used to be more like the latter, but from SA onwards it's become ever more restrictive.

I can't see R* suddenly changing direction and returning to the less story-focused gameplay, and it's the only thing that will almost certainly let GTAV down.

My ideal GTA mission goes something like: "here's a photo of a man we want you to kill, he frequents this nightclub and lives here. Report back when done". You then don't see another cut-scene until you go to collect your payment.

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My ideal GTA mission goes something like: "here's a photo of a man we want you to kill, he frequents this nightclub and lives here. Report back when done". You then don't see another cut-scene until you go to collect your payment.

Exactly this, I want them to work on the game having a little ecosystem running, with people ferrying around packages of drugs from a warehouse, to somewhere they cut and sort it, to the street dealers. And the same thing with prostitution, extortion, human trafficing, assasins and any other people involved in the underworld. Ideally it would be complemented by a working system of people working and the police trying to investigate etc. Hopefully you could have the option to join any of these activities in various ways, either joining in and working for people, or assembling a group of people to rob, kill, steal or whatever. I'd happily have this operate over a smaller location, maybe a small town like in Bully, as a first tester game if they couldn't get it to work on the scale of a city.

The missions would be just like you said "kill this person" or "acquire this item" with you doing that n whatever way you worked out. That's my dream GTA game.

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Wot Pob and Broker said. I liked Drug Wars in TBoGT - actually, I preferred TBoGT to GTA IV, in terms of 'feel', ambience...

Have a story arc, but your involvement in crime is initially very low level. You can continue through the story like that, you don't have to get involved with crime, except where the story demands it, but you can get more involved if you want. Grow your criminal business - recruit people for your gang or organisation. 'Random' or procedurally generated (or whatever) missions: types include 'fedex', escort, assassination, raid, theft, robbery, recon, 'protection' (if you demand too much money the shopkeepers will be inclined to club together and have you assassinated). Set your own 'missions' - chappy in Algonquin is running drugs without your permission, so teach him a lesson. Negotiate with other gangleaders to use their territory for your operations. Oh dear, you've strayed into Corleone's protection racket.

Trade is like Dopewars (only intelligent) - ecstasy is cheaper today in Broker than what you bought it for in Bohan.

Maybe playing from a Miami Vice viewpoint - undercover cop, try to blend in, climb ranks until you can infiltrate the higher elements and later bust open the operation. Go blind and forget your real identity!

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Well from what Dan Houser said a while back already, don't want or expect V to be anything like the above examples, he already said it was going to be focussed story driven stuff, rather than a bit more Fallout / Oblivion type things where you 'make your own adventure' a little bit more.

One thing that I bloody despise is the way that they did the whole teleporting cars / resetting the area once you went through a cutscene. I can totally understand the logic, as they've set up a scenario they want you to play and see certain things but if I've had a bit of foresight, or know that I'm about to do a bank robbery or break someone out of prison or whatever, I want to be able to take a massive truck and park it across the end of the road to block off any oncoming 5-0, or stash some guns just outside or whatever the bloody hell. At the very least I want to be able to park my car right in the middle of the road if I want to (cos I'm some sort of badass gangster with no respect for the fuzz) and when I come out of a building / meeting someone, my car should be where I left it, not miraculously transported into an alleyway or something. The invisible valets were always a point of amusement for my friends and I. That whole thing ruined any immersion in the story that no amount of good acting / script could really help.

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So Zavvi say the release date could be the 23 November 2012... That sounds like nothing but speculation to me, but I suppose it makes sense since a lot of high profile games come out in November ready for the Xmas rush.

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