You've seen *that* mouthwatering GTA 5 gameplay trailer by now, right? If you haven't, I'd recommend rectifying that immediately. If you have, then you're probably hungry for a few more morsels of gameplay details. And when have we ever let you down before? Specifically, we've just spotted a few new details on Grand Theft Auto 5's vehicle customisation and gun combat. GTA 5 producer and lead mission designer Imran Sarwar recently told GameInformer that bringing back vehicle customisation was "definitely" a nod to San Andreas. However, Sarwar said, "rather than it simply being an additional option for players to experiment with, we wanted to expand it and integrate it more deeply into the game so that it would seamlessly slot in with everything else that the player can do in the world."
"Some missions ask you to customize vehicles in certain ways, and we have taken vehicle customization in general a lot further than we did in San Andreas," Sarwar continued. "In addition to the many cosmetic customization alterations such as body kits, paint jobs/finishes, wheels, exhaust tips, window tints, tire smoke color, bull-bars, extra lights, and lots of other extra accessories, we have modifications that will affect gameplay and vehicle performance.
"Some of the modifications that affect gameplay include brakes, engine tuning, suspension, horns, bulletproof tires, panel armor, and of course, a general repair! There are more than 1,000 modifications in total. And when you're done customizing your car, you can take a picture of it using the in-game cell phone and upload them to the Social Club."
That's a ridiculous amount of detail for a game that's offering thousands of other activities aside from driving and racing. In a separate GameInformer interview, associate technical director and combat designer Phil Hooker shed a little light on gun combat, traditionally, I'd say, one of the series' weaker aspects.
"The best way to describe the gunplay is that it's evolved through influences of [GTA IV, Red Dead Redemption, and Max Payne 3]," Hooker said. "It's still GTA-based at its core, but as we've collaborated with other studios along the way we've tried to bring in all the appropriate parts from the different projects, from the more advanced cover components and targeting of Red Dead Redemption to the more fluid transitions in and out of gun combat from Max Payne 3.
"The main push for gunplay on GTA V was trying to make everything as dynamic and fluid as possible, from animation to targeting to camera behavior - we're trying to push every aspect to the next level.
"We really wanted to refine the way the targeting system worked so that outside of free aim, it was a more subtle form of assistance that was almost invisible to the player and less of a hard mechanic. Hard lock has gone altogether as we found it too disorientating and often broke your immersion with the game, as you didn't have to think about enemy locations. We wanted players to stay in the moment and think more tactically about firefights."
Sounds good to me. If Rockstar can nail satisfying combat along with everything else this game is packing, launch day really cannot come soon enough. So what activities are you most looking forward to getting up to in Los Santos? Racing? Shooting? Skydiving? A spot of golf? September is pretty much a write-off at this point, isn't it?
Source: OXM[SUP][1][/SUP]
[h=3]References[/h]
Thanks to: Rheena.com
"Some missions ask you to customize vehicles in certain ways, and we have taken vehicle customization in general a lot further than we did in San Andreas," Sarwar continued. "In addition to the many cosmetic customization alterations such as body kits, paint jobs/finishes, wheels, exhaust tips, window tints, tire smoke color, bull-bars, extra lights, and lots of other extra accessories, we have modifications that will affect gameplay and vehicle performance.
"Some of the modifications that affect gameplay include brakes, engine tuning, suspension, horns, bulletproof tires, panel armor, and of course, a general repair! There are more than 1,000 modifications in total. And when you're done customizing your car, you can take a picture of it using the in-game cell phone and upload them to the Social Club."
That's a ridiculous amount of detail for a game that's offering thousands of other activities aside from driving and racing. In a separate GameInformer interview, associate technical director and combat designer Phil Hooker shed a little light on gun combat, traditionally, I'd say, one of the series' weaker aspects.
"The best way to describe the gunplay is that it's evolved through influences of [GTA IV, Red Dead Redemption, and Max Payne 3]," Hooker said. "It's still GTA-based at its core, but as we've collaborated with other studios along the way we've tried to bring in all the appropriate parts from the different projects, from the more advanced cover components and targeting of Red Dead Redemption to the more fluid transitions in and out of gun combat from Max Payne 3.
"The main push for gunplay on GTA V was trying to make everything as dynamic and fluid as possible, from animation to targeting to camera behavior - we're trying to push every aspect to the next level.
"We really wanted to refine the way the targeting system worked so that outside of free aim, it was a more subtle form of assistance that was almost invisible to the player and less of a hard mechanic. Hard lock has gone altogether as we found it too disorientating and often broke your immersion with the game, as you didn't have to think about enemy locations. We wanted players to stay in the moment and think more tactically about firefights."
Sounds good to me. If Rockstar can nail satisfying combat along with everything else this game is packing, launch day really cannot come soon enough. So what activities are you most looking forward to getting up to in Los Santos? Racing? Shooting? Skydiving? A spot of golf? September is pretty much a write-off at this point, isn't it?
Source: OXM[SUP][1][/SUP]
[h=3]References[/h]
- [SUP]^[/SUP] Source: OXM (www.oxm.co.uk)
Thanks to: Rheena.com