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  1. #1

    • Mr. Faranheit
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    The Great Big GTA IV thread (Merged Threads)

    if you stop to smell the roses, says a Rockstar representative."If you're not in a rush and you answer the phone when it rings, it'll take about 100 hours to complete," said a spokesman when speaking to VideoGamer about the upcoming Grand Theft Auto 4.

    "It's harder to distinguish between main and side missions - there are loads of both. But there are more main missions than side missions," they added.
    GTA 4 will make heavy use of the phone to call in jobs, set up dates, arrange side missions, and access online multiplayer, reports VideoGamer. Additionally, Rockstar said there will be no demo for the game before its April 29 release on for Xbox 360 and PS3.
    http://www.gamepro.com/news.cfm?article_id=164948
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  2. #2

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    Re: GTA IV to take 100 hours to complete

    Sony really, really wants me to buy a damn PS3... I don't know how much longer I can hold out.

  3. #3

    • Mr. Faranheit
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    Re: GTA IV to take 100 hours to complete

    Quote Originally Posted by Jazzman View Post
    Sony really, really wants me to buy a damn PS3... I don't know how much longer I can hold out.
    MS wants you to buy a 360 more, they paid for additional content on GTAIV to get you...
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  4. #4

    • Minion
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    Re: GTA IV to take 100 hours to complete

    Geez... This game is going to be EPIC.

  5. #5

    • Mr. Faranheit
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    GTA IV hands on

    The game sounds amazing!

    http://kotaku.com/373773/gta4-hands+...world-is-yours

    There's no confusing the two, reality and game. Reality is boring and drab, Algonquin is shot from spectacular cinematic angles. I suspect there's a filter involved, something that gives the world a touch of artistry.
    Later, over beers at a nearby pub, Rockstar's Jeronimo Barrera tells me that Rockstar loves its filters. It helps, he says, fool the eye, masks some of the imperfections that games, no matter how next-gen, will always have.
    I ask about the game's camera angles, which fascinate me. The game makes extensive use of them—and not just during cut-scenes. They seem to pop up at times during play, making you feel like you're part of a cut-scene of your own creation.


    Barrerra says one of their team members has a lot of film experience and brought that to the new game.


    It works. Not because it makes the game feel like you're watching a movie, but because it makes the player feel like they're making one. There are times when playing Grand Theft Auto IV that it felt less like a video game and more like an engine for experiences. Like the game was, at times, transcending what I had always thought was important about video games, having fun, and opening my eye to a new way to enjoy gaming, by creating.


    It helps that the controls have been, or at least feel like they've been, totally revamped for this latest GTA. To any adept of the franchise the controls will still feel very familiar, but gone is that mushy feeling that made me struggle with previous versions of the game.


    Movement is tight, backed up by Rockstar's use of the Euphoria, a game animation engine that anatomically animates character movement by simulating not just the body, but the muscles, bones and, it is said, the central nervous system. The result, the thing that matters to gamers, is a layer of movement minutia that help brings the world to life with moments like accidentally tripping a side kick, or watching someone flail as they plummet from a high rise.
    What's important though is that these things don't happen as much by accident or because of bad control mechanics. GTA IV's controls do what the best control designs are meant to do, not get in the way of the experience.

    Driving, too, is much improved. The times you are behind the wheel feel almost like you are playing a racer, with tight turns and the ability to really maneuver in a city that's all about making split-second decisions. Designers even added a slow-mo mode which allows you to slow time down as the camera drifts up and away to top down perspective, making it much easier to cut between cars, slip past barricades and perform bootlegger 180s.


    I found myself wasting inordinate amounts of time playing keep away from the cops, just because I enjoyed the driving so much.


    The biggest change in the game's controls, though, come with shooting. I'm a huge first-person shooter fan and I absolutely hated the shooting controls for previous GTAs. The problem was I always wanted to play what was essentially an action game like a shooter.


    The new system allows you to do just that. Aiming has been tightened up and now includes a reticule that shows your targets current health. There's also a two stage lock-on system, allowing you to lock-on to a target, but still aim at particular body parts to perform things like headshots. Instant kill headshots. A cover system lets you pop up and fire or fire blindly at targets.

    I played through a few missions during my hands-on, but it was "Harboring A Grudge" that felt most like a classic shooter. In the mission, you make your way to a warehouse rooftop near the dock of Algonquin. Down below is a sea of bad guys talking over the finer points of a prescription drug deal.


    I start by sniping a guy, marveling at how much it feels like sniping in some of my favorite shooters. I toss down a few Molotov cocktails, mostly missing because, as with grenades in just about every shooter I play, I throw like a grade schooler.


    Deciding to take advantage of my ridiculously robust arsenal, I switch to a rocket launcher and send a couple of rockets toward the bad guys. The first glances off the sheet metal roof in front of me, sending the rocket spiraling out of control. The second skips off a container. Finally I manage to plant one in the cement next to a cluster of bad guys. I'm rewarded with a glorious explosion and a few less enemies.


    Moving down the roof, not so gracefully, I scramble to some cover and switch over to an assault rifle. The game plays fast, letting you pop off shots quickly and precisely. I take out a couple of people with the simple lock-on. Emptying bullets into the bad guys until they drop, and then I slow down and take my time with the loose lock-on, shifting my aim to focus on headshots.


    Taking out the last few guys, I realize that I've just played through an entire mission of Grand Theft Auto IV as if I was in Call of Duty and it felt nice.

    And the game has a lot of nice touches an awful lot of nice touches that really have nothing to do with game play. When you snag a car, sometimes the door is left unlocked and you can just hop in. Other times you have to smash in the window with an elbow.


    To shoot while driving you have to smash out your window. Once, while driving around a guy who was smoking pot, I smashed out the window and within seconds billowing clouds of smoke were pouring through the busted glass.
    There's almost no HUD—instead your entire communication with the game and its many options is through your cell phone. You use it to get missions, find people, even do things like play (and buy) music or take pictures in game.
    One of the more memorable moments for me was almost an accidental aside. Standing near the docks one in-game evening, I noticed little white lights lifting and drifting down. Nice touch, I thought, they've included distant airplanes. As we moved toward the lights, talking about some mission or maybe the mechanics of play, I looked up and saw that those lights were now fully formed airplanes. I could actually make them out in detail.


    "Oh wow, those are actually airplanes?" I said, a little surprised.
    My demo team seemed just as surprised.


    There is an entire airport of them, they tell me, taxiing, landing, taking off. And it's all part of the game.


    It's no wonder then that when a team of game guide writers descended on Rockstar to work through Grand Theft Auto IV and write their books, they were surprised at the level of depth they found both in game and story, likening it to a Final Fantasy.


    GTA IV, I'm told, is a game measured not in hours of play, but weeks. But its greatest potential, I suspect, won't be found in the traditional measures of game—graphics, sound design, mechanic—but in how these things manage to stay transparent and elusive, allowing the gamer to be the center of an experience they create.
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  6. #6

    • Mr. Faranheit
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    Rundown of GTAIV multiplayer

    Kotaku has done a great rundown of the multiplayer aspect of GTAIV. for more info, hit the link.

    http://kotaku.com/376220/hands-on-wi...-city-of-chaos

    was happy to find that Grand Theft Auto has most definitely not jumped the shark. I was initially disappointed when I discovered that my expectations, no matter how unreasonable, that GTA4 would let you play through the entire campaign with a friend weren't to be met. But that was short lived.
    The sheer level of customization in the game, the wild variety of play, and the unsurpassed size of the maps made the lack of a full co-op campaign seem like an afterthought.
    To start playing a multiplayer game you bring up Nikko's cell phone in the single player campaign and, using the in-phone menu, select multiplayer. So you can drop into one of these sessions whenever you want.
    While you can't play as Nikko, the campaign's main character, you can customize your own character, creating someone by choosing male or female and then selecting among four different heads, four torsos, four legs and several types of glasses and hats.
    All but one of the multiplayer modes supports up to 16 players. (The co-op missions only support up to four.) The host has an amazing array of options that they can control. While setting up a game, the host can choose to modify the routine, like respawn times, weapon selections and friendly fire, or the unusual, like the time of day, the weather, how heavy the traffic is or how many people are on the street. You can even control police presence in your matches.
    While the game allows you to select parts of the map to play in, choosing specific boroughs, smaller neighborhoods, or areas like the airport, it doesn't prevent players from roaming the entire city during any given match. Instead the respawns and weapon drops only occur in those areas.
    While the high level of customization adds a lot to the experience, I was just as wowed by some of the little things built into multiplayer, like the ability for players waiting in a lobby to turn on their radio and listen to GTA's soundtrack.
    Deathmatch
    My first experience with GTA 4 multiplayer was deathmatch and team deathmatch.
    Instead of winning with kill counts, both of these modes look at your cash total to see who won the match. Cash is earned by killing members of the other team and you can get extra cash by darting out to collect the money they drop when they die.
    The controls were solid, as I've mentioned before, but what made this deathmatch feel so different was that it felt like it was taking place in a living, breathing world. People were walking around, there were cars to be stolen. You can actually load up a car with your entire team and try to drive-by the other team mates. You could even, if you felt like it, take off to parts unknown, areas on the map nowhere near where the action was taking place.
    Deathmatch was fun, and the added twist of an open world and a huge map, definitely upped the value, but it was still deathmatch.
    Cops N Crooks
    The next mode we played was Cops N Crooks, a variation on your typical deathmatch mode where you have to find and take out the bad guys.
    The team playing as cops can see the crooks on their radar, but the the crooks can only see the escape point on the map and don't know where the cops are until it's almost too late. The mode has two derivations: In All for One you need to kill the boss, played by one of the crooks. In One for All everyone has just one life and once the crooks are dead the cops win.
    There were some really nice touches to the game that made this stand out from some of the other modes I've played in shooters. For instance as the bad guys, you can give each other waypoints on the live map, allowing one player to drive and another to navigate.
    We also played matches were the bad guys split up into two groups, doubling the chance for the boss to get away because we weren't sure which group he was with.
    Lots of fun, plenty of potential, especially when you factor in that this all still takes place in GTA's open world.
    GTA Race
    This was the mode I least wanted to play, but came in as one of my favorites to mess around with. Imagine Mario Kart in a real world, with real cars. Now add machine guns, pistols, rocket launchers, molotov cocktails, in fact every weapons in GTA. Now, let people get out of their cars and do whatever they want to win, or prevent other people from winning. Wow, just wow.
    This mode lets the host choose vehicle types before a race, the race course, time limit and number of laps. Sure the game has checkpoints, and you need to hit them, or most of them, to complete a lap, but being the fastest doesn't get close to guaranteeing a win.
    In our introduction to the mode, myself and Newsweek's N'gail Croal were burning around the course, which I believe took place near GTA's Central Park, when we came to a stone archway we absolutely had to go through to complete the lap. Problem was, there were cars, lots of cars blocking our way. By the time I had assessed the situation, one of the other players ran up to me and killed me at the wheel.
    The race quickly devolved into a deathmatch until we realized that Croal had nosed his car through the wreckage and was burning through the laps. In another race, this one taking place at an airport complete with moving planes, I didn't bother trying to speed through the course and instead clamored on top of an airport gangway with a rocket launcher and just waited. When people came by I blew up their cars. Meanwhile Rockstar's Jeronimo Barrera was taking great pleasure trying to mow down Croal in what looked like a golf cart.
    From what I played of it, GTA Race could easily be a standalone game, something that would occupy a gamer's attention for months.
    Hangman's NOOSE
    The final mode we played was probably the most impressive. Hangman's NOOSE is Rockstar's answer to a story-driven campaign mode. Instead of allowing players to complete chunks of the single player campaign with a friend, the developers decided to create side missions, featuring ancillary characters, that can be played as a group with a total of four people.
    Rockstar declined to say how many of these co-op missions the game will ship with, but I'd think it would come with more than the one and I'd bet that the 360 DLC will be all about this mode.
    The mission we played was Hangman's NOOSE. In it you're asked to rescue a crime boss from an army of police who are picking him up on the runway of the airport. The missions started out on the runway and as we shot it out with cops, two more armored SWAT trucks drove up, unloading more and more cops.
    The first play through was pretty succinct, we grabbed the armored truck, got the boss in it and tore across the city to our extraction point while the city's entire police force mobilized to stop us.
    The second play through didn't go nearly as well.
    A Rockstar developer took the wheel of the armored car again, and another rode shotgun. Croal hopped into the back to shoot at pursuing cops. I opted to swipe a helicopter that was on the runway and followed the wagon as it entered the interstate, trying to gun down the stream of cop cars in pursuit.
    Then it happened: Croal was shot. The hit didn't kill him, but it did knock him from the truck which continued to speed toward the drop off point. Soon Croal was surrounded by cops on the middle of an interstate. I turned my chopper around and told Croal I was coming for him. Landing the copter in a nearby clearing, I got out to try and find Croal, but he had snatched a car and was already out of the police infested area.
    I ran back to my copter only to find its rotors had been snapped off during my crap landing next to a copse of trees. The whole thing ended with me being gunned down by a phalanx of cops as I ran down the interstate toward the distant extraction point, and the whole team losing.
    The missions was actually very straight forward, lacking almost completely in narrative and pretty short, but that works in GTA IV. It works because the game, especially in the multiplayer modes, seems to be providing you a way to create your own experiences.
    I could replay Hangman's NOOSE a dozen times and not get tired of it, mostly because each time through created a different experience. It's so open ended that they story you play, as with single player, often seems like your own.
    I've certainly not played enough of Grand Theft Auto IV to being able to say whether the game will live up to mounting expectations, but I can certainly say that Rockstar hasn't been caught resting. This game, and it's unusual and varied take on multiplayer gaming isn't packed with obvious innovations, but it still manages to innovate where it counts most: In storytelling.
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  7. #7

    • Mr. Faranheit
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    GTA IV launch to be the biggest of all time

    I cannot wait for this game to come out.

    http://www.gamespot.com/news/6189326...ewstop;title;8

    Report: GTAIV 'poised' to make $400M in one week

    Sources "close to" Take-Two Interactive tell Variety that presell figures indicate the darkly comic PS3/360 crime spree will have the biggest debut of all time.

    By Tor Thorsen, GameSpot Posted Apr 15, 2008 6:01 pm PT

    There's no question that Grand Theft Auto IV will have a massive debut. How massive, exactly? Today, Variety predicted that the Rockstar Games title could be the biggest entertainment-property launch of all time when it goes on sale worldwide on April 29 for the Xbox 360 and PlayStation 3.
    The Hollywood trade claims that "sources close to publisher Take-Two Interactive," which owns Rockstar Games, have been tracking how many units of GTAIV they have presold to retailers. According to said sources, the publisher believes that 6 million units of the Rockstar North-developed game will sell during its first week on the market, generating over $400 million in revenue.
    If that figure holds out, GTAIV will come close to exceeding the $404 million that Pirates of the Caribbean: At World's End grossed internationally during its first six days in theaters. It will soundly best the current record holder for a game premiere, Halo 3, which earned $300 million by selling 5 million copies in its first week on the worldwide market last year.
    Some analysts have predicted that GTAIV will do even bigger business when it arrives. Last October, Janco Partners' Mike Hickey said that Rockstar's latest could "conceivably" ship 9.5 million units in one week--5.8 million in the US alone. The most popular GTA game to date is 2004's Grand Theft Auto: San Andreas, which has sold nearly 22 million units worldwide to date on the PlayStation 2, Xbox, and PC.
    Variety correctly notes that Take-Two will need GTAIV to be a hit of outsized proportions to stave off Electronic Arts' takeover bid, which became hostile on March 13. On Thursday afternoon, Take-Two stockholders will meet to discuss EA's $2 billion, $26-per-share offer, which is a 64 percent markup over the publisher's previous stock price. Late last month, Take-Two management led by chairman Strauss Zelnick asked shareholders to decline EA's offer, which some analysts believe could lead to a GTAIV delay if it is successful.
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  8. #8

    • TR2N. Are You Ready?
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    Re: GTA IV launch to be the biggest of all time

    I cant wait for this game too! Im so excited! My brother and his girlfriend got it reserved a couple weeks ago! I cant wait to play!

  9. #9

    • Mr. Faranheit
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    GTA IV DLC... New Cities?

    Ok, if this is true, this is HUGE!

    http://www.gamervision.com/gamer/veg...be_new_cities_

    Rumour - GTA IV DLC Will Be New Cities?!?!Rockstar Drops HintsPosted 4 hours, 16 minutes ago by Veggie Jackson No exaggeration: this is huge. In CVG’s new GTA IV magazine special (sponsored largely by Microsoft,) there is a passage that talks about the impending DLC for the Xbox 360 version of the game, stating that it will basically serve the same function that Vice City and San Andreas did for GTA III. Here’ the excerpt:



    "Of course, to call games as vastly ambitious as Vice City or San Andreas mere 'expansion packs' seems childish, but nevertheless, the downloadable content (DLC) coming for the Xbox 360 version of IV has repositioned those games in just this way. DLC so far has meant the odd new car, jumper of bit of horse armour, but GTA IV is set to completely redefine the idea with expansions that are to GTA IV what Vice City or San Andreas were GTA III. Yes, Rockstar is clearly hinting at new downloadable cities; and the chances of them being London, Vice City or SA again are slim to none. So that's new as in brand new. GTA IV's Liberty City is the beginning. Think about that and be excited."

    So we’ll be downloading entire new cities for GTA IV by this fall?!?!? If this is true, Rockstar won’t need to put out a new retail game for years, but they’ll still make plenty of money and we’ll still have new cars to steal and hookers to rob. It’s an exciting rumor to say the least, but is there any way this is true? Well, if you crunch some numbers, you see that it is feasible. GTA IV fits on one dual-layer DVD, which holds 8 GB of info. If we estimate that there’s 2 GB of game mechanics, 1 GB of character models, 1 GB of audio and another GB of miscellany in the game, that leaves us with a 3 GB city. If the new cities are half the size of Liberty City, that’s a 1.5 GB download, which isn’t that bad. Some demos have been bigger than that, so we’re not talking a crazy amount of downloading.

    Is it true? We have no idea. I hope it is, but I just don’t have enough info to confirm it. In the meantime, you can pass the time until 4/29 trying to guess what cities will be made available. If CVG is to be believed, Vice City and San Andreas are out of the running, so where would they go next? A clone of Phoenix called Sagebrush? A re-imagining of Boston in the form of Revolution City? How about a fictionalized Chicago, going by the name of Ironville? The possibilities are seemingly endless.

    Let me know what you think of this rumor. Think it’s true? Think it’s pure BS? Hate the idea of downloading cities for GTA? Let us know.
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  10. #10

    • Wait, what?
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    Re: The Great Big GTA IV thread (Merged Threads)

    I pray that Vice City will be downloadable, I love Vice City.

  11. #11

    • Pilot EdForceOne
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    Re: The Great Big GTA IV thread (Merged Threads)

    I think the simulutanous platform launch of a title of this stature is going to be huge... forget 'what will sell PS3s, etc'.. when you have the full free flow of the market lunging for your game.. its going to be wild numbers. The franchise has not peaked, its pushing the edges of the genre, its getting great technology AND gameplay reviews.... its the perfect storm. Watch out
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  12. #12

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    Re: The Great Big GTA IV thread (Merged Threads)

    So close... But so far.

  13. #13

    • Mr. Faranheit
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    Re: The Great Big GTA IV thread (Merged Threads)

    IGN gave it a 10 out of 10. The first time since 1999's Soul Caliber that a game has rated this score...
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  14. #14

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    Re: The Great Big GTA IV thread (Merged Threads)

    G4 had gameplay on today the game looks sweet.... and no loading when leaving buildings. Cant wait till 12am tomorrow

  15. #15

    • Mr. Faranheit
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    Re: The Great Big GTA IV thread (Merged Threads)

    Metacritic has it as 99 out of 100!

    http://www.metacritic.com/games/plat...tauto4#critics
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