Oh dude, this is so tempting. Shepeiro, can you speak about how big the production was or how much time it took? Really curious. Looks like such a massive effort. Looking fucking amazing man. I wish I was back in highschool like I was when Vice City came out. So that I could spend months in there
And you know what, it feels like the kind of game I might play with my gf, which makes it even more awesome.
man... they know how to deal with presentation. 3 different stories... 3 different atmosphere and settings and they will all come together. I am very excited. It's gonna be great!
Damn this looks amazing... the scale of it is phenomenal, just thinking about how much content you would need to make for this game is incredible. I'd be interested in how big the team doing this would be, and how much outsourcing would be going on too for a game of this scale. Anyways, I'm already sold on this, looks awesome!
Random thought.. didn't they originally say that you could jump between the three characters at any time? If the three of them are eventually going to group together, how are the devs going to resolve incomplete storyline up to that point? I'd really hate to be forced to leave one character at that 'checkpoint' in the game and have to play through another to catch up.
Those musings aside, I need to stop by Gamestop and put my preorder in!
Usually i don't like linking to Kotaku... but i thought this talk about what has been shown in the game sounds phenomenal. I am very excited for this game.
The guys at Rev3Games got to view a lot more of the game then the trailers have shown. Listening to them talk about it makes me even more excited to play this game. It looks like Rockstar has managed to 'fix' quite of the few issues I had with GTA4 and its repetitive gameplay.
thanks for that Shepeiro. I love interviews like this that give you some insight on what to pay attention. The whole lighting aspect of it gives me goosebumps! i am so excited to see how it looks already.
"AG: Theres really no one thing. Our process has been to block the world in quickly and then collate our reference and build out each part till we hit a good visual bar and a reasonable level of solidity. This is probably where in the past we would have stopped and finished off. Instead, we have done pass after pass of refinement for all sorts of reasons. Simply, does it look good enough? Does it play well enough? Does it feel distinctive? Does it sit well with its surroundings? Does it get across the character of the area were trying to create? How does it sit in terms of vistas and general sculptural composition? Do we need more color, contrast, branding, or lighting? Does it feel weathered? Does it have a sense of place and history? Can we layer story over it, whether through ambient, generalized story (who lives here, what have they done to the place, who lived here before them, where do they shop, what do they do for fun, do they keep their garden nice, do they have a fetish for gnomes and pink flamingos?) or whether its layering our actual story over it: mission detailing, filling out areas that belong to characters, random events or beats, and random characters you might meet. We take all the elements the story and mission guys add and layer more detail over the world based on it.
Even elements like the radio and their ads have an influence on the map. We have just kept layering detail, variety, and depth over the world. Its an interesting and exciting thing for me: Creating a brand-new environment but ensuring it has the sense of place and history and layering to feel right. Weve tried to push exploration in a way that weve never managed before. Its always been a feature of the game and its always been very much front and center in our minds when weve built the worlds, but weve just never had the ability to go as far as weve done this time. Weve really pushed verticality. Most blocks are fully accessible from ground or roof, and you can climb around them and get between lots of the buildings at roof level. It adds an entirely different aspect to the game."
hmm, i was just thinking today about this game, i was wondering what would be the major difference in the graphs between GTA.V and COD.Ghost since they might have close released dates (in around xmas).
The urban area is a tad smaller than what I had in mind, to be honest. I bet every inch of it looks and plays awesome though, so I'll take that over size any day.
Im going to try and do my best to avoid this game, im currently so taken by work and real life that this is going to be a nightmare not to pick this up in stores. Addictions are not always curable.
Chris - whew that is cool but damn... I find it pretty intense as well, I've watched a lot of videos of people getting sucker punched (i think I have a problem... but that's for another thread :P ) and damn... that looks pretty real :P
My body is for sure ready for this lovely... lovely game.
I am actually very glad that they are going for sliding feet as opposed to anchored feet. Naughty dog tends to do the opposite, putting tons of resources into making sure that the feet stay planted, but the results feel very awkward.
Sliding feet with stable head like in that GTA clip results in an overall much nicer motion, since the head is not "teleporting" all over the place...
Replies
And you know what, it feels like the kind of game I might play with my gf, which makes it even more awesome.
http://gtavtrailercomments.tumblr.com/
Either way, I am blown away how great this game looks. How you are gonna make it run on PS3 is witchcraft I say.
Those musings aside, I need to stop by Gamestop and put my preorder in!
http://kotaku.com/ive-seen-grand-theft-auto-v-this-ones-radically-diff-487200782
[ame="http://www.youtube.com/watch?v=aPvhX8zBxOc"]Grand Theft Auto 5 Gameplay IMPRESSIONS! Adam Sessler, Max Scoville, and Tara Long's First Look - YouTube[/ame]
I agree with this chant!
The trailers look amazing, I was ultra impressed by the different settings and characters.
I dont know if anyone else has noticed but this was announced on LinkedIn Today!
"Come visit Los Santos & Blaine County: A place for reality TV stars, paparazzi, and faith healers... http://lnkd.in/NQtiJf"
OH YEA!
I feel partially bad for the Pay Day 2 guys at Overkill for this, but man... This is F'n Awesome!
> http://www.rockstargames.com/V/GTAOnline
And it's such a welcome sight, seeing developers give players the tools and freedom to create their own content.
"AG: Theres really no one thing. Our process has been to block the world in quickly and then collate our reference and build out each part till we hit a good visual bar and a reasonable level of solidity. This is probably where in the past we would have stopped and finished off. Instead, we have done pass after pass of refinement for all sorts of reasons. Simply, does it look good enough? Does it play well enough? Does it feel distinctive? Does it sit well with its surroundings? Does it get across the character of the area were trying to create? How does it sit in terms of vistas and general sculptural composition? Do we need more color, contrast, branding, or lighting? Does it feel weathered? Does it have a sense of place and history? Can we layer story over it, whether through ambient, generalized story (who lives here, what have they done to the place, who lived here before them, where do they shop, what do they do for fun, do they keep their garden nice, do they have a fetish for gnomes and pink flamingos?) or whether its layering our actual story over it: mission detailing, filling out areas that belong to characters, random events or beats, and random characters you might meet. We take all the elements the story and mission guys add and layer more detail over the world based on it.
Even elements like the radio and their ads have an influence on the map. We have just kept layering detail, variety, and depth over the world. Its an interesting and exciting thing for me: Creating a brand-new environment but ensuring it has the sense of place and history and layering to feel right. Weve tried to push exploration in a way that weve never managed before. Its always been a feature of the game and its always been very much front and center in our minds when weve built the worlds, but weve just never had the ability to go as far as weve done this time. Weve really pushed verticality. Most blocks are fully accessible from ground or roof, and you can climb around them and get between lots of the buildings at roof level. It adds an entirely different aspect to the game."
That is awesome!!!
http://www.youtube.com/user/cvg
[ame="http://www.youtube.com/watch?v=HGioBl503Fk"]Grand Theft Auto V: The Official Trailer - YouTube[/ame]
http://i.imgur.com/MDRCIle.jpg
Thats a pic of the map. The world in this game is huge.
I'm the only artist at my job, so they might just have to get by with no new art for about a week after I pick this up and am not seen at all.
Edit: Here's another.
pray for me
My body is for sure ready for this lovely... lovely game.
Release is only days away. My body is ready.
Just watched one titled "funny cat compilation" to try and keep it hidden but it was taken down
Sliding feet with stable head like in that GTA clip results in an overall much nicer motion, since the head is not "teleporting" all over the place...
More on this subject (I find it fascinating !!)
http://www.gamasutra.com/view/news/178013/