New GTA IV ingame screens + info

Discussion in 'General Chat' started by WhiteChocolateWorld, May 25, 2007.

  1. They're blown up from their originals for whatever reason, so the jpegs are meh compared to normal.


    Also, info for the gamethreadphobics who missed them in the thread:


    There will be several different animation sets for breaking into a car, so far we know one of them includes Niko breaking the glass of the window with his elbow, then starting the car using the injection cables. We know there probably isn't a lot of different other ways Niko can do this, but we suspect it will involve dynamic animations, and for instance Niko sometimes becoming suspicious in the middle of hotwiring a car, looking around to see if anyone suspects what he's doing, then continuing. Rockstar previously said they want the animations to look less "canned", so this would fit well with that goal.

    According to the article, Rockstar are using less non-realistic elements than previous GTA games, such as arrows and markers assisting and indicating things to the player. We already know the in-game mobile phone will play a big part in replacing some of these things, so perhaps we might see other helpful gadgets such a GPS system, though that is just speculation.

    One of the ideas going into development is to give every street in the game a name, which could be displayed on-screen when you enter it by foot or car. This feature is yet to be decided on, along with the previously revealed information piece about Rockstar still deciding whether the entire city will be accessible from the start, or if different areas will be inaccessible by way of cordoning off bridges and such.

    After we received a full translation of this issue, we learned that every street in the game will in fact have a name assigned to it, and will be shown on your HUD when entering it. This will play a big part during missions, as for instance you might get told to go to a specific address. R* is still deciding whether or not they'll use colored markers to point addresses and such out to the player.

    When R*'s Dan Houser was asked about the differences between the Xbox 360 and PS3 versions, he replied saying that it is their goal to have none, and that there are no platform preferences, both are difficult to develop on. For now, we take this as to have nothing to do with the extra downloadable content.

    Speaking of which, he further says that they're not sure what exactly will be offered through additional content downloads. He says that maybe some things will be free, and others offered at a price.

    During the demo, when Niko passed an ATM machine a message appeared on the screen indicating a button to press in order to access his funds. Nothing more official is discussed about this, though it would appear that you'll likely be able to deposit and withdraw money from the various ATM machines across the game.

    As part of GTA IV's new physics, you'll be able to hear/feel the bass of vehicles passing by with their radio turned on.

    Rockstar says that the usual GTA driving controls have been tremendously tweaked and enhanced.

    When selecting a contact on your mobile phone, a list of several commands are made available to the player, such as "meet me here" etc.

    Playing the single player game through co-operative mode is not possible, however there will be a co-op mode in addition to all the other unknown multiplayer modes.

    According to Dan Houser, VP of Creative for Rockstar Games, they haven't yet figured out if GTA IV is going to spark off another set of GTA games connected to it, and they're currently just focusing on this single game. He does say he "would have a certain confidence" setting GTA outside the United States, such as England in the future.

    During the demo, Niko was seen approaching a bus stop. When he reached it, an icon appeared on-screen that enabled him to control the bus schedule. Is it possible to use the bus service similar to how you can with trains?

    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.

    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.

    Niko can freely climb wherever possible (telephone poles, fire escapes etc.)

    Philip Glass, the author of the Grand Theft Auto 4 trailer music, will be involved in the production of GTA IV's soundtrack.

    The graphical improvements are clearly evident when walking over a grating on the sidewalk. You can see what is underneath it, and the light trickles realistically around the iron bars.

    According to the magazine, GTA IV is currently 66% complete.

    When Niko pulls out a pistol, a crosshair with a simple black cross within a circle shows up on the screen. This could be an indication of manual aiming being available in the game.

    Rockstar's humorous take on the number 69 makes an appearance yet again in GTA IV, the editors of the magazine saw a sign for a "69th Street Diner". Another building called "Twitchins", the GTA version of Brooklyn's Domino's Sugar Factory, is in the game.

    Niko will be able to climb and descend exterior fire escapes and some meetings will take place high in the office buildings of skyscrapers. It's said that from on top of them you'll be able to throw people off.

    Hand to hand combat is also being reworked on for GTA IV, and will feel "much more natural" than before.

    One of the radio stations includes an "Eastern European-sounding" dancing station.

    Players will be able to change their camera views whilst in a car according to their needs. This however is said to still being experimented on, and that Rockstar want to give better control and "immediacy" to players.

    For confirmation, boats will be making a return and the handling is "really nice".

    When selecting your mobile phone, a zoomed-in version of the mobile screen pops up in the bottom right-hand corner of the screen, where you can use its address book to pitch for "jobs" with gang contacts among other things.

    One of the things that makes it easier for Rockstar setting GTA in a fictional New York is that they sometimes get a call from the developers at Rockstar North in Scotland, wanting to know more about a specific building or traffic flow in a certain area, for instance, and using their in-house researchers in NYC they can easily assist the guys back at R* North.

    Dan Houser is quoted saying that the Liberty City in GTA IV is bigger than any single city they've done before, giving a more clear indication of the physical size of the game. He continues saying that the "detail" of the game is the big thing.

    He also confirms Central Park to be in the game, though it's fictional name is still unknown to us.

    Dan says that they're "certainly evolving the way the radio works". He says the same for police behaviour and their reaction to crimes. Nothing further is said about this...

    "Fun ridiculous" weapons is said to be in the game, because R* is not going too "naturalistic".

    The main character, Niko Bellic, is in his mid-thirties "on the run from a dark past". He's not customizable as it was possible in GTA: San Andreas, but you'll be able to style him with different outfits. The reason for this is that after they got Niko's physics and look "dead right", it was difficult implementing features that will allow the customization of his body.

    The borough, Staten Island, was not added to the game because the team decided that it would not be a fun location to play in.

    Missions are more realistic, longer, varied, and will have multiple possible outcomes.

    R* is still deciding whether bridges will be used to cordon off certain areas. Dan states that it's not a block for block recreation.

    This time round they're trying to make Liberty City feel more fluid, and there not being any "dead spots" or "irrelevant space" as you drive through it.

    There's no more loading screens when crossing islands or entering interiors; certain interiors are see-thru and you can move through them seamlessly.

    The mob will be featured in GTA IV, just not as lead characters.

    "Virtually none" of the characters from the previous games are returning, and a lot of them are dead anyway according to Dan.

    More side-activities are promised, and pedestrians and traffic flow is different depending on the time of day.

    Pedestrians are a lot more intelligent, realistic and diverse, using mobile phones, cash machines, eating snacks, reading news papers and interacting with each other through laughter, threatening remarks etc.

    Your mobile phone can be used to set up deals or arranging ambushes - you can call the shots. More on this promised later.

    Driving and shooting is more organic, fluid, and precise.

    Despite earlier rumors, the game isn't trying to be photorealistic, but things such as artificial intelligence and the behaviors of pedestrians reacting to things such as a weapon being pulled out in front of them has been worked on a lot.

    As stated before, there isn't any planes, but players will be able to pilot helicopters. The reason being that there is not enough room for flying, and crossing the map will be too fast this way. One airport is confirmed to be in the game.

    The goal of GTA IV is to make the city look more populated than anything else people have seen before in a game like this.

    Houser states that no-one has attempted to recreate a location of this size, and with so much detail, ever before.

    The use of Sony's SIXAXIS controller for the PlayStation 3 has not yet been decided on.

    As expected, there's no more pop-ups of buildings and trees as we've seen in the past.

    Work on the game started right after the release of GTA: San Andreas in November 2004.
     
  2. Seen them. Looks good.
     
  3. This game is gonna be tight y0


    Some official artwork:
     
  4. Looks/Sounds incredible.
     
  5. Yeah. First I was a bit hesitant at the main character but now I'm ready to rip some shit up Soviet style.
     
  6. computer graphics have ca long way to go
     
  7. computer graphics have a long way to go
     
  8. still bullshots

    co-up/vs. will be reason enough alone to buy this tho'
     
  9. shut up
     
  10. You're saying I'm wrong?
     
  11. Those cops look like pricks. I want to kill them already
     
  12. Uh ohhhhh. Looks like the series is getting more serious. It's lost that style it used to have with bold colours, funky fonts, cool artwork, and sticking to a certain theme. Looks like...Streets of LA now, or something.

    I'm still extra stoked, I don't think they could #$%# it up that bad. Plus the main guy is a Serb/Croat or something?!
     
  13. I'll most likely buy a new computer for this.
     
  14. When can we expect this on PC?
     
  15. Holy shit. I want to play it NOW <A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/amazed.gif"></A>
     
  16. 360 & PS3 versions ship October 16th, still nothing mentioned for PC as far as release dates that I've seen.
     
  17. it will probably take around a year before we get it on pc <A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A><A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/angry.gif"></A>
     
  18. holy shit, that looks so atmospheric.
     
  19. Noticein the 2nd pic that the road is bumpy and has potholes.
     
  20. oh wow it looks epic
     
  21. yeah <A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/amazed.gif"></A>
     
  22. Looks fantastic.
     
  23.  
  24. any word on the amount of indoor environments?
     
  25. it's a shame i have to get it on the 360 instead on the pc <A BORDER="0" HREF="http://www.supercars.net/PitLane?displayFAQ=y"><IMG BORDER="0" SRC="pitlane/emoticons/sad.gif"></A>
     

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