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Datum: 2007-04-14 | Autor: *Look* | Trvalý odkazZde přinášim celé GTA IV Preview z květnového GameInformeru od Andrewa Reinera:
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Like Bellic, Grand Theft Auto is traveling to a place where many people have gone to find the so-called "American Dream." Some people call it the Capital of the World. Others have learned that it is the City That Never Sleeps. No matter what you call it, New York City is a place where anything can happen. It is the biggest stage in the world, and the perfect place to usher in the next step for the series.
This new entry marks a number of dramatic changes for the series, but it isn't Grand Theft Auto merging with the real world. New York City doesn't exist in this universe, and it likely never will. The Big Apple is simply being used as an inspirational blueprint for the re-creation of Liberty City, a place some gamers have gotten to know better than their hometowns. While the original Liberty City took many visual cues from New York City, this dramatic reinvention of the fictional metropolic seeks to capture the feel of the world's greatest city like never before.
Despite its increadibly large stature, the next installment in the series has remained one of the best kept secrets in the world. Rumors have swirled and speculation has been raised, but nothing that you've heard or read is even close to the truth. Some people thought Grand Theft Auto IV was going to become a massivly multiplayer experience; others were certain the game would take place across the entire world. A dew misinformed souls even thought the next iteration would be set in space. The truth of the matter, however, is that it's going back to the city that made this series a phenomenon.
The new Liberty City is a bustling metropolis that is dense on the streets and intimidating vertically. Many of New York City's iconic sights find new homes here, and may look striklingly similar, but are twisted to fit into the Grand Theft Auto world. The MetLife building now bears the name Getalife, the Statue of Liberty is now the Statue of Happiness, and DUMBO (Down Under the Manhattan Bridge Overpass) is called BOABO (Beneath the Offramp of the Algonquin Bridge Overpass).
"We live here," notes the game's vice president of creative Dan Houser. "We've been here for a number of years. Even the guys in Scotland spend lots of time here with us. It was an environment we felt had never been done to the level we were envisioning it in a video game. From looking at all of the locations, this was the one that really stood out to us, and really had that impact. It has all of these iconic things that you couldn't put into a game before."
Within Grand Theft Auto IV, Rockstar North has recreated four of the five boroughs that make up New York City, as well as a section of New Jersey. It's a smaller geographical mass than San Andreas, but not an inch of this world is wasted or dedicated to vast stretches of country or desert. It's a tightly packed metropolis that captures the eye with its decades of world-class architecture, sun-blocking towers, and extraordinary walks of life. In the GTA universe, Brooklyn has been transformed to Broker, Manhattan has mutated into Algonquin, Queens is now Dukes, The Bronx is Bohan, and New Jersey has become Alderney.
The city is brought to life with an amazing level of realism. Sunlight glistens beautifully off of glasswork, illuminates the intricate detailing of century old brick, and even reveals just how realistic an ordinary bag of trash can look. As the sun begins to set, the city takes on a whole different appearance. Buildings that were once eye-popping attractions slowly become ominous obelisks. As any New Yorker will tell you, there's a big difference between New York during the day and New York at night. Liberty City will perfectly capture that quality.
Even the texturing of the Algonquin streets, which are filled with crater-like potholes and occasional glimpses of the brick used in a world gone by, are greatly vained in design and something that you can't tear your eye from. The visula makeup of the city "was something we could capture real well and really understand the minute aspects of its personality," adds Houser. "Trying to put that into a video game is something that we think is unique to the video game medium. It was a way that, we could capture some aspects of the experience of living here that you couldn't put into a film, you couldn't put into a TV show, and you couldn't put into a book - because you are actually wandering about and meeting some of the freaks that you meet on the streets here. And that's what it's all about - meeting the same kind of freaks you'd meet on the streets, the angry yuppies you'd met there. A big part of New York life is walking around the streets and meeting lunatics. That's something that we definitely tried to put into the game. We are trying to give it that life and difference between the neighborhoods and the difference between the kinds of people. We are trying to capture the Capital of the World aspect of New York. There are lots of non-American characters in the game."
One of these foreigners is Niko Bellic. His home is in Eastern Europe, and he likely may never have traveled to Liberty City if it wasn't for his cousin Roman. With ife not working out in the homeland, "Bellic turns up in Liberty City because he's been receiving e-mails from his cousin Roman, that read like: 'I live this amazing life, it's the American Dream come true. I have two women. I have four hot tubs. I have fifteen sports cars," Houser elaborates. "And [Bellic] believes it." His bid to flee his past for what he thought would be the greener pastures of America couldn't be any further from the truth. Roman has been lying to him. He isn't rich. He isn't popular. And he's actually in a load of trouble. He lied to his cousin to hide his own failures in life.
While he may make you contemplate strangling your own flesh and blood, Roman is the only person that you know in America. He serves as one of your main friends, motivations, and connections at the start of the game. Unlike San Andreas, players won't get a chance to see Bellic in his homeland. You will see his life unfold from the moment he steps into Liberty City.
All of the screenshots seen in the article were taken on an Xbox 360 debug unit, but are not representative of the final quality of the graphics. In the coming months, the game will only look better.
[QUOTE]
The new Liberty City is a bustling metropolis that is dense on the streets and intimidating vertically. Many of New York City's iconic sights find new homes here, and may look strkingly similar, but are twisted to fit into the Grand Theft Auto world. The MetLife building now bears the name Getalife, the Statue of Liberty is not the Statue of Happiness, and DUMBO (Down Under The Manhattan Bridge Overpass) is called the BOABO (Beneath the Offramp of the Algonquin Bridge Overpass),
"We live here," notes the game's vice president of creative Dan Houser. "We've been here for a number of years, Even the guys in Scotland spend lots of time here with us. It was an environment we felt had never been done to the level we were envisioning it in a video game. From looking at all of the locations, this was the one that really stood out to us, and really had to impact, It has all of these iconic things that you couldn't put into a game before."
Withing Grand Theft Auto IV. Rockstar North has recreated four of the five boroughs that make up New York City, as well as a section of New Jersey. It's a smaller geographical mass than San Andreas, but not an inch of this world is waster or dedicated to vast stretches of country or desert. It's a tightly packed metropolis that captures the eye with its decades of world-class architecture, sunblocking towers, and extraordinary walks of life. In the Grand Theft Auto universe, Brooklyn has been transformed to Broker, Manhattan has mutated into Algonquin,
[QUOTE]
Queens is now Dukes, The Bronx is Bohan, and New Jersey has become Alderney. "It's not the full city," injects Houser."It's an approximation thereof. We make a city that feels like the real thing, but is perfectly tuned for gameplay in the broadest sense. The world is not designed to be a video game. We are trying to make a video game that feels like the world, but still plays like a video game."
The design of the city and the missions that unfold within it are designed hand-in-hand and complement each other perfectly. Everything in this world is here for a reason, whether it's directly tied to gameplay or simply there to create atmosphere.
"We are trying to give the city next-generation life. Trying to give it the feeling of being there. The feeling of - which to us is always a big part of a Grand Theft Auto game - walking the streets or driving them slowly, watching the life go by, trying to make that a lot more engaging," says Houser.
"We are trying to make this something that is more fun, more believeable, more alive that it's ever been. That's something we've done a huge amount of work on. To give lots of varies behaviours to the pedestrians, make them more context sensitive, more dependant on the enviroment. Something that we've done bits of in the past, and really blow that out. When you see the streets, and see that this person's smoking, another person is on the phone, and this other person is sitting on a bench, it looks amazing, It feels a lot more real than just a lot of people walking down the street."
[QUOTE]
The city is brought to life with an amazing level of realism. Sunlight glistens beautifully off of glasswork, illuminates the intricate detailing of century old brick and even revels just how realistic and ordinary bag of trash can look. As the sun begins to set, the city takes on a whole different appearance. Buildings that were once eye-popping attractions slowly become ominous obelisks. As any New Yorker will tell you, there's a big difference between New York during the day and New York at night. Liberty City will perfectly capture this quality.
Even the texturing of the Algonquin streets, which are filled with crater like pot holes and occasional glimpses of the brick used in a world gone by are greatly varied in design and something that you can't tear your eye away from.
[QUOTE]
The visual makeup of the city "was something we could capture real well and really understand the minute aspects of its personality," adds Houser. "Trying to put that into a video game is something that we think is unique to the video game medium. It was a way that we could capture some aspects of the experience of living here that you couldn't put into a film, you couldn't put into a TV show, and you couldn't put into a book - because you are actaully wandering about and meeting some of the freaks that you meet on the streets here. And that's what it's all about - meeting the same kind of freals you'd meet on the streets, the angry yuppies you'd met there. A big part of New York life is walking around the streets and meeting lunatics. That's something that we definetly tried to put into the game.
[QUOTE]
We are trying to give it that life and difference between the neighborhoods and the difference between the kinds of people. We are trying to capture that Capital of the World aspect of New York. There are lots of non-American character in the game."
One of these foreigners is Niko Bellic. His home is in Eastern Europe, and he likely may never have traveled to Liverty City if it wasn't for his cousin Roman. With life not working out in the homeland, "Bellic turns up in Liberty City because he's been receiving emails from his cousin Roman, that read like: "I live this amazing life, it's the American Dream come true. I have two women. I have four hot tubs. I have fifteen sports cars."
[QUOTE]
Houser elaborates. "And Bellic believes it." His bid to flee his past for what he thought would be the greener pastures of America couldn't be further from the truth. Roman has been lying to him. He isn't rich. He isn't popular. And he's actually in a load of trouble. He lied to his cousin to hide his own failures in life.
While he may make you contemplate strangling your own flesh and blood, Roman is the only person that you know in America. He serves as one of your main friends, motivations, and connections at the start of the game. Unlike San Andreas, players won't get a chance to see Bellic in his homeland. You will see his life unfold from the moment that he steps into Liberty City.
[QUOTE]
And given Romans situation, you have your work cut out for you right off the bat.
"Roman is heavily in debt. Lots of criminals are trying to get heavy with him," comments Houser. "Niko is a tough character. Roman is more of a friendly buffoon. He needs your support, and equally Roman is a high energy optimist that will try to make things happen. It seems like a good dynamic, but they are constantly bickering. Early on it seems like your motivation is to simply make a go of it in a new world, and then we discover, as the game unfolds, that maybe Niko has been avoiding other problems at home."
[QUOTE]
The demo we were fortunate enough to see, running on an Xbox 360, begins with Bellic standing inside of the taxi depot that Roman runs out of the borough of Broker in a converted industrial garage. The game's newfound graphical muscle dances across the screen. Roman's desk is cluttered with garbage and paperwork, the walls desperatly need a new coat of paint, and the windows of the depot appear to never have been cleaned. The sun is shining brightly outside, but you wouldn't know it from the light that is passing through the windows - a dirty, yellowish hue that barely gives off enough illumination for operations to be conducted. The only life that this office has is a radio belting out music in ear-piercing mono, and Bellic, standing tall, confident, and ready for action.
While Bellic could do his cousin a favor by tidying up the place, he has other business to take care of. As he leaves the office, you feel the weight behind each step he makes. Variations in the terrain are met with realisting changes in the walking animation. As Bellic turns and maneuvers his body in different ways on his walk, you can see that his movements are fueled by an incredible physics engine.
[QUOTE]
"The physics are going to be pretty amazing." Houser interjects. "We are trying, like all things with this game, to push the physics forward. Physics is an area where games can get much better. If you are into third person action games, physics need to be amazing. The feeling of controlling your character needs to be amazing. The feeling of running around that enviroment, climbing over things, needs to be a lot more that it has been. The animations can't feel canned and predictable. One of our biggest goals early in developement is that it should feel different that any other game. It shouldn't be "Oh here's a really good looking, but stiff character."
Bellic is anything but stiff, and it would appear that he isn't the most sensitive or honest lad around either. His walk concludes at a brown stone. Despite the two people - friends, possibly neighbours - having a conversation on the stoop next foor, Bellic pushes the door open - again a motion fueled by the sense of weight and a realistic accompanying animation. It becomes obvious that this isn't Bellic's house as he quickly clings to a wall and pulls out a pistol. One quick look around the corner reavels that the living room, furnished with '70s browns and greens, is not occupied. Bellic slowly slides into the room with his pistol drawn high.




















