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PC Gamer
Grand Theft Auto: Vice Cities


An emerging theme in the games industry is developers engaging the idea that games may be disproportionately violent or too derivative. Deus Ex creator Warren Spector spoke out about the latter recently, launching off the reveal trailer for the new Wolfenstein: A New Order. Joining the conversation now is Jeremy Pope, a veteran of Rockstar Games and former production manager for Grand Theft Auto 3, Vice City, and Max Payne. In an interview with GamesIndustry International, Pope explains why he will never work on a violent game again.
“I would always kind of defend the games we were making and I was pretty proud of being involved,” he said, “but then when I would visit my grandmother in highly religious Alabama and have to explain what I do for a living, I didn't feel so great about explaining to them that I was a part of 'that game' they've been hearing about."
Pope says his decision to avoid violent games is about working on projects he can "feel a bit better about," but doesn't disparage Rockstar's accomplishments.
"I definitely want to make a point of saying that I actually love Rockstar's games," he said.
In the wide-ranging interview, Pope discusses the perception of games in the mainstream news media and how gaming is so often used as a convenient scapegoat for political topics like gun violence.
“We had the same problem 10 years ago and it still persists today,” Pope says about the NRA blaming games for high-profile gun violence. “We don't really have a great ambassador, if you will… And then you see the NRA has one guy who goes up on a podium and gives a talk, and whether you agree with it or not there is a clear single voice and something to react to.”
Check out the full interview here.
Shacknews - David Craddock

Editor's Note: In part 1 of Grand Theft Auto DNA, we explored how vehicles and driving physics evolved over the GTA series. Today, we discuss the role of sandbox environments like Liberty City and San Andreas.


Playing a Grand Theft Auto game is a lot like observing an ant farm. The AI-controlled citizens of Rockstar North's worlds drive around, obey traffic laws or blow red lights, loiter on the sidewalk to panhandle and gab with friends, and throw fisticuffs after getting into a fender bender at the intersection of Columbus and Jade. I've spent hours in each GTA sandbox just driving around, marveling at how alive each world feels.

When I get tired of people watching, I lift the nearest set of wheels and stir the ants into a tizzy. I make things happen. "I'm fairly certain we didn't make ANY progress on the main story line that entire night," Shacker atom519 said, recalling his first time playing 2001's Grand Theft Auto 3 with a group of friends. "Instead [we] just explored the city in awe while laughing our asses off as we punched random pedestrians for looking at us the wrong way. I vividly remember hearing the phrase 'Wait, you can actually do that?' multiple times from people watching us play."

GTA 3 set the bar for open-world games. That skyscraper off in the distance? You can drive there, climb to the roof, and snipe pedestrians until the boys in blue show up. That hooker working her corner? Pick her up, recharge your health using her oh-so-soothing services, then back over her when she gets out and reclaim your cash. If mowing down pedestrians gnaws at your conscience, you can put in an honest day's work shuttling ants around the city in taxi cabs or steal a black and white and chase down perps.

Players can take a break from rampaging across GTA's virtual cities and watch AI inhabitants go about their routines.

Rockstar's open-world juggernaut permitted players to tackle missions in their own way, too. "There's a mission where you have to kill a mob boss, and it was seriously kicking my ass," explained Shacker and former staff writer Jason Bergman. "So I trailed the guy and learned his pattern. He would get picked up by a limo and taken back to his house. I jacked a semitruck and parked it in front of his house, so the limo couldn't get in there. Then when it stopped, I came screaming down the street in another car, running over his bodyguards when they got out, one after the other. Then I just got out and shot the bastard."

Shacker MamiyaOtaru took a different tack to stage the same hit. "I blocked the entrance with a fire truck and lobbed grenades over it until everything blew up. Then I took off on foot down the cliff and along the beach, heart pounding. Awesome stuff."

In 2008, Rockstar North ushered its flagship series into HD with the release of Grand Theft Auto 4. Sporting breathtaking graphics, physics-powered characters and vehicles, and sharper AI, GTA 4's ant farm felt more like a living, breathing, real world than any GTA setting before it. That realism, so strong you could practically taste the hot dogs you buy from carts on the street, came with a downside.

In San Andreas, riding bicycles was more than just a method of transportation.

Antics like pedaling bicycles fast enough to outrace trains and raiding a military facility to lay your hands on a jetpack no longer fit in with Rockstar's focus on crafting a more mature, lifelike world. Instead, you threw darts, took dates to cabaret shows and out to eat, and went bowling. Other riveting activities included strip clubs and channel surfing on the TV. Odd jobs like stealing specific cars, assassinating NPCs, and vehicle missions returned, but most of them were variants on, or imports of, side missions we've been playing for 12 years. GTA 4 has a pretty face, but comparing its shallow pool of jaunts and junkets to Grand Theft Auto: San Andreas, the benchmark for sandbox fun in the GTA universe, is like saying you prefer your local park to Disney World.

Every action I performed in San Andreas offered incentive to continue performing that function. Sprinting from the cops increased my ability to run greater distances without having to stop and catch my breath. Operating different vehicle types improved my handling of vehicles of that type. Buying properties, a carryover from 2002's Grand Theft Auto: Vice City, generated a limitless income stream, keeping me flush with cash.

Activities in GTA 4 exist just for the sake of making the sandbox feel full. Winning at bowling or darts offers no reward. Hanging with friends and courting the ladies grants access to perks like guns at discounted rates, car bombs, and helicopter rides, but entertaining NPCs so I can retain access to their perks feels more like a chore than a fun time. Rockstar excised the RPG-like stat upgrades from San Andreas, so there was no way to customize my character other than changing my clothes, a purely aesthetic alteration.

In short, Rockstar North chose to preserve its sophisticated world simulator and storyline at the expense of the player's ability to influence her character and the game world.

The logo in the bowling alley was the highlight of GTA 4's bowling minigame.

On September 17, Rockstar North will deliver Grand Theft Auto 5. Last December, Game Informer's cover story revealed that the game world is bigger than San Andreas, GTA 4's Liberty City, and Red Dead Redemption's Wild West combined, with plenty of wiggle room left over. The magazine also divulged details on the rides Rockstar built for its larger-than-ever playground: golf courses, a fully modeled ocean floor for players to explore, new vehicles like ATVs and mountain bikes, bank heists where players can switch perform different roles like sniper and getaway pilot by switching between the three main characters, and hobbies unique to one character or another.

That all sounds great on paper, but it's not enough for side attractions to simply exist. Even though Rockstar will once again prevent players from making changes that would dilute the personalities Rockstar's writers defined for GTA 5's leading men, the developer can still incentivize activities to make them feel worthwhile. Organize golf tournaments with increasingly large pots to encourage us to improve our game on the green, reward us for recovering valuable treasures and spotting exotic creatures under the sea, and escalate bank heists so players go from knocking off local credit unions to bringing down the virtual ant farm's biggest bank, with each job requiring more finesse and offering a larger payday.

GTA 5 promises the largest open world in the series to date.

Jacking cars and raising hell is the bedrock of any GTA game; no one's arguing that. Watching the world burn in GTA 4 was fun despite the dearth of other distractions. I don't mind the emphasis on realism, either. As much as I loved GTA: San Andreas, the game started showing its age a long time ago. The spirit of the game's design, however, is immortal, and remains unchallenged in the GTA series. Call on that spirit. Improve on it. Otherwise, the novelty of running around GTA 5's super-sized ant farm will wear off quicker than I would like.

"I think there is a definite ratio of realism to fun that leaned too hard toward realism in [GTA IV]," said Shacker Rauol Duke. "You kill 50 people on the drive from your place to some girl's apartment, kill 20 more on the way to the bowling alley, and then you have to play a s--t minigame. All the TV shows and radio stuff is great, but I want more stuff [to do] over having a Google Maps-accurate build of some city."

Shacknews - Steve Watts

Rockstar has been releasing its entire Grand Theft Auto library slowly but surely on PlayStation Network. But now that the two "Stories" games have hit, it's running low on the modern-era games. What to do? Why, release the classic overhead ones, of course.

A pair of ESRB listings (via NeoGAF) have outed both the original Grand Theft Auto and Grand Theft Auto 2 for the PlayStation 3, Vita, and PSP. Other GTA releases were similarly revealed through ESRB ratings, though occasionally we've seen a long span of time between the rating and a release.

These early GTA games were shown in overhead perspective, rather than the third-person 3D camera that became the series standard after GTA3. It's quite a bit different than the modern games, but it can still serve as a bit of nostalgia while we prepare for Grand Theft Auto V. While you wait, why not check out our retrospective on the series?

Shacknews - David Craddock

Editor's Note: In part 1 of our Grand Theft Auto DNA, we dissect the driving system in GTA 3, Vice City, San Andreas, and GTA 4 to understand how driving evolved over the course of those series, and how it should work in the upcoming GTA 5.


In August 2001, Sony's PlayStation 2 celebrated its first birthday with little fanfare. More a glorified DVD player than a hot-ticket game machine, the PS2 lacked a system seller, industry jargon for a game so popular that gamers plunked down hundreds of dollars on a console just to experience that one game. Two months later in October, Rockstar North filled the void with Grand Theft Auto 3, an open-world romp where players could hijack cars, splatter pedestrians, treat traffic jams like impromptu destruction derbies, and wage crime sprees.

GTA 3 wrapped its freeform gameplay in a story about gangs and betrayal, but Rockstar knew what gamers really craved. From the moment the introductory cut scene ended, GTA 3 handed players the keys to every automobile in sight and got out of the way. "I remember playing the first Driver game and wishing I could just get out and run around," recalled Shacker soggybagel. "GTA 3 literally blew my mind. It totally sold me on the PS2 and I recall spending hours playing with friends. We'd switch off by basically going on crazy crime sprees and then once we died we'd hand the controller to the next person."

Some vehicles in GTA 3, such as the police cruiser, opened up additional missions.

Released in 2002, Grand Theft Auto: Vice City added new types of luxury cars that fit right in with the golden sunsets and coastal routes tracing the open sea of a faux Miami. The most popular addition, however, was the motorcycle. Unavailable in GTA 3, motorcycles came in a mix of types from scooters the players could apprehend from pizza delivery boys to the high-end PCJ 600 that streaked down highways like purring bullets.

Rockstar crammed over 200 vehicles in 2004's Grand Theft Auto: San Andreas, and with good reason. Featuring not one, not two, but three cities connected by fully traversable countryside, San Andreas let players roam the massive sandbox in monster trucks, low-riders, new public service rides like the street sweeper, bicycles that the player could pedal fast enough to outrace trains, golf karts, stunt planes, airliners, and the jetpack, achievable only after raiding a military lab. Rockstar also added mechanic shops where players could pimp their rides with faster engines, sleeker bodies, and nitrous fuel that shot vehicles forward faster than a speeding bullet.

But numbers aren't really important here. What matters is the role vehicles play in a Grand Theft Auto game, and to pull the camera back even further, the role of travel methods in the increasingly large sandboxes crafted by developers like Sucker Punch, Avalanche Studios, and of course, Rockstar Games. Open-world games are getting bigger, and will continue to increase exponentially because real estate is perhaps the biggest, boldest bullet point in the open-world genre. Bigger cities! Wide-open country! Skies to swim! Oceans to cruise! Go anywhere, do anything, take in more virtual sunsets than you've seen in real life! But if traveling across all those virtual miles isn't fun, there is no game. The game is broken.

Vice City and San Andreas added more vehicles including planes and motorcycles.

Would you play inFamous if Cole McGrath couldn't grind on power lines, levitate using lightning, and climb buildings faster than a speeding Spider-Man? Would you bother maxing out your wanted level and seeing how long you could last in a GTA game before the five-oh, feds, and Uncle Sam struck you down? I wouldn't.

Less than five minutes after stepping into GTA 3's sandbox for the first time, I had carjacked a sweet ride, mowed down dozens of pedestrians, and cranked my wanted level up to three out of five stars. That's all I did for months because driving in the PS2-era GTAs was good, not-so-clean fun. I could feel the difference between a fire truck and a convertible, but most vehicles accelerated at a feather touch and turned on a dime. That's what I wanted. Driving in GTA is about having fun, not out-simulating Gran Turismo.

Grand Theft Auto 4 marked a high-definition overhaul for the series and a greater emphasis on realism when it launched for PlayStation 3, Xbox 360, and PC in 2008. Harnessing the power of the Euphoria engine, Rockstar reimagined Liberty City and imbued it with realistic physics, animation, and artificial intelligence. Fueled by Euphoria, vehicles in GTA 4 handled quite differently. The glossy and aerodynamic Infernus sports car felt snappy while industrial rides like delivery trucks turned like an ocean liner. Every car required precision and care regardless of size. The days of flying through turns doing well over 90 were gone.

GTA 4 looked more realistic than ever, but many players didn't care for the weighty, more realistic driving physics.

My gut reaction to GTA 4's weightier driving was not a positive one. Frustrated, I found a populated sidewalk and thinned it out, cranking my wanted level up to three stars in no time. And that's when driving clicked. Rocketing down the highway with cops on my tail only to tap the handbrake, pull a 180, and leave police cruisers flailing in my rearview demanded my attention and spot-on timing. Failing to juggle speed and precise control ended with the boys in blue catching up and tossing me in the slammer or smashing into a barricade and shooting through my windshield like a stone from a sling. But the high I felt during each chase trumped any high-speed thrills from the GTA games of the last-gen console era, even if I was the one who ended up as road kill.

Shacker DM7 felt the same way, but noted that Euphoria tempted him to approach the game in a manner likely as foreign to most GTA players as it was to me. "I tried to obey all the traffic laws, stopping at lights, not going fast, really tried to play it straight. Then one mission had me running from the cops and during the chase I jumped the curb and hit a fat biker dude and he flew over my hood and over the car. I felt a little bad that I did that."

Driving in GTA 4 remains a polarizing issue. Either players adapted to it, as I did, or they missed the more accessible handling of the PS2 era of GTA. How, then, should Rockstar handle driving in the upcoming Grand Theft Auto 5? Dan Houser, VP of creative over at Rockstar North admitted to Game Informer that cars felt "big and boatlike in GTA 4." The crack team of developers over in Scotland put GTA 4's physics under the knife, and judging by the recent character trailers, vehicles handle equally well in gang-banging, police-chasing mayhem and mild-mannered traffic.

The days of jetpacks are behind us, but that doesn't mean vehicles in GTA 5 can't balance fun and physics.

Of course, those trailers were heavily scripted. To please new fans and entertain gamers who still cling to their favorite PS2 Grand Theft Autos, Rockstar needs to walk the line between Gran Turismo and Project Gotham Racing. Add just enough weight to make every tap of the brakes and tug of the wheel count, while making driving as easy to pick up as it was in the old days.


In part 2 of Grand Theft Auto DNA tomorrow, we discuss the role sandbox environments play in GTA games, and why the city is as big a player as Tommy Vercetti or Niko Belic.

PC Gamer
gta 5


After the release of the new GTA 5 trailer, we became conspicuously aware, once again, of the absent PC release date for Rockstar's next open world fiasco. So we reached our hands into the mists of Grand Theft Autos past, crunched some numbers, and came up with the best possible estimate of when the game will be announced and released for the PC.

If we look at all games in the Grand Theft Auto series since Vice City, we can see that it's about 462 days, on average, between the announcement of the game and the announcement (not release) of the PC version. It's a slightly more reasonable 212 days between the first console release and the PC release. You can see a game-by-game breakdown in this handy chart:



If we take the average time between console and PC announcement and add it to GTA 5's original announcement date of October 13, 2011, that should have put the PC release date announcement around January 17, 2013. No such luck. Assuming they're going to make us wait just as stupidly long as they did for GTA 4 (821 days from the first E3 tease, for the record), we'll be hearing about a PC release date around January 11, 2014. Every main series entry since Vice City has failed to announce a PC ship date until after the first console version shipped.

In terms of when we might actually be able to play it, the gap between console and PC release has been consistent(ly frustrating) at around 212 days, without the kind of crazy deviation we see in the release date announcement window. 212 days after the currently listed ship date for GTA 5 on the consoles would be April 17, 2014. If the gap is as long as it was for San Andreas, we would have it by April 30 instead.

On the off chance that Rockstar makes us wait as long for a PC announcement as they did on GTA 4, and as long between PC announcement and PC release as they did on San Andreas, we've been shoved back to July 4, 2014. Not to say that they couldn't try to annoy us further by breaking their own records, but that's our official prediction for the most distant date to reasonably expect the game on PC.

There you have it: by our highly scientific reckoning, you'll probably be loading up GTA 5 just in time for the 238th anniversary of America's independence. As to when we may be free from the tyranny of waiting months for our Grand Theft Auto ports (we still haven't forgotten about Red Dead Redemption, by the way), we don't have enough data to speculate. At least we always get the best version. We're willing to wait for the ability to mod in stuff like this.
PC Gamer
GTAIV Iron Man IV


The creator of the Iron Man mod for Grand Theft Auto IV returns with a sequel: the Iron Man IV mod. It adds several different incarnations of Iron Man's suits and complements your hand and chest repulsors with new weapons like micro-missiles, shoulder darts, and a minigun. Once again, you can streak through the skies over Liberty City as Iron man, battling cops and choppers, causing millions of dollars in property damage, and terrifying citizens. And who wouldn't want to do that?

Well, Iron Man, for one. He's a hero. He'd want to protect Liberty City, not destroy it. And that's how I decided to play the mod: as a crime-fighter.

Why does Batman take the time to climb up here? You can't see ANYTHING.

I begin my new job as protector of Liberty City in typical superhero fashion: by perching atop a tall building and gazing down with steely determination. I will defend this city from crime! I vow with determined steeliness. Of course, I can't actually see any crime from up here, so I fly down to street level, hoping to pull off a trademark Iron Man landing: one knee down, head bowed, palm flat on the street of the city I love, nearby citizens awed at the sight of their new champion.

Hello, ladies! Hope I'm not interrupNGHHUH

That doesn't quite work out. At least the women I land next to don't notice my faceplant, and continue their conversation about urinary tract infections. I fly back up and try again, this time sticking the landing but still not drawing so much as a curious look. That's fine! I need to prove myself to them by fighting crime. After all, who is going to be impressed by a miraculously flying metal superhero unless he's established himself as a crime fighter?

I fly around a bit, looking for crime. It's tricky. If I fly too high, I can't really see if there's any crime going on, and if I fly too low, I dong my head into lampposts and knock them into the street, causing traffic accidents and panic. I can walk, but then I just feel like some random Iron Man cosplayer who got lost on the way to the convention center. I eventually manage to find a way to hover slowly through the city at a height of about six feet. Beware, crime!

Stand back. I'm reaching speeds of nearly eight miles per hour.

Crime is definitely be-waring, because I'm still not seeing any of it. Eventually, I spot two men standing on the street, having a discussion. Are they plotting something? Something like a CRIME? I swoop in and land awesomely, but sort of on top of them, sending them sprawling. One rolls around on the ground in pain, the other sails face-first into a building, smearing it with his blood, then gets up and flees in terror. I feel confident they won't plan a crime together again anytime soon if that's what they were maybe doing!

The best time to stop crime: before it starts.

After a full day of slowly hovering around the city, drifting into people with my feet, and occasionally interrupting suspicious conversations, I head back to a safehouse to rest. Though I'm hit by a car at one point, I was sort of jaywalking, so I don't take any further action against the driver. This time. You're just lucky I was committing a crime when you committed your crime.

Ohhhh, there go my premiums.

The next day, I leave the downtown area and head to the projects, hoping to find a whole bunch of crime. It's the projects, after all. I've seen The Wire. Shortly after I land, I witness a taxi cut a corner and knock over a pedestrian. The pedestrian seems unhurt: he gets up and chases the cab angrily, but the cab doesn't stop. Hit and run! That's a CRIME! Now, to FIGHT IT!

The best way to hail a cab: with BLASTY PALMS

I blast the taxi with my repulsor ray, figuring the cab will stop, allowing me to then punch the driver in the face. Only then will justice be served. The cab bursts into flames and two people jump out, screaming, and run off together. Whoops! Didn't even consider there might be a passenger in the taxi, and now I'm not sure which is which and who to justice-punch. I decide instead to just completely destroy the cab with another blast. That will be a lesson to whoever the driver is. A lesson... ABOUT CRIME.

Just as I'm blasting the cab, an SUV drives in front of me, taking most of the blast. It too catches fire. Then the cab explodes. Then the SUV explodes. There may have been some other cars nearby. They explode. The police show up, presumably to thank me, but I fly off. I'm not in this for gratitude, fellas! I'm just here to protect the city. As the boys in blue fire their guns excitedly into the air (to show their support, I'm sure) I fly off to find more crime.

I think I made my point.

I'm on the waterfront, eying everyone suspiciously while they completely ignore the shiny metallic man slowly hovering around with flames shooting out of his boots. I notice a man in a suit has dropped a shopping bag, possibly because someone bumped into him, possibly a shiny metallic man who can't control his hovering very well.

It's not even a recyclable bag. This guy is just asking for it.

He apologizes to me, which is nice, but then he walks off, leaving the bag on the ground. That's littering. That's a crime. Now, how to fight it? Missiles? I'm thinking missiles. I blast the man, as well as someone standing near him (an accomplice!) and they careen off into the air. They won't be littering again, unless you count their charred bodies falling in crispy chunks all over the city (I don't count that). As the police arrive-- too late to help, AGAIN!-- I fly off, once again modestly refusing their thanks, even as some of their thanks ricochets off my legs and back.

This is how a HERO takes out the trash.

I head to the docks. Gotta be some crime at the docks, right? I've seen The Wire. There, I spot some workers, but they're not working. This might be one of those things the mafia does, where they give jobs to mob goons, but the goons don't have to do any work and yet still draw a paycheck. I've seen The Sopranos. I target two of the "workers" and fire darts into their heads. As they die, they drop giant stacks of manicured, banded bills. Yup. Mafia goons. Normal citizens wouldn't be carrying giant stacks of cash like that. Looks like I made the right call by shooting them in the brain with murder-darts. I dart a couple other people who also happen to be standing around, just to be safe. Safe from CRIME. Also, shooting darts into people is hilarious. Their hats fly off and they die!

Break time is over! Would have been clever to say. Didn't think of it until now.

The next day, I fly over to the airport to give some airline passengers a thrill as I fly by the windows of their plane, superhero style, only I crash into the plane and the cops show up with helicopters and start shooting at me. Looks like I've gone from hero to anti-hero. I get it. The cops need someone to blame, someone to take the fall. I've seen The Dark Knight. Fine. I will shoulder that burden. Because I can take it.

I was just waving and my hand went off.

A few minutes later, someone honks at me as I cross a street. That's probably a crime, right? At the very least, it's rude. After I blow up the car, the police arrive again. Rather than fly off, I decide to go ahead and take them on. This is what happens with heroes. Sometimes, they fight each other. It happens in the comics all the time and the heroes have a spectacular battle with each other. It gives them a chance to flex their muscles, and no one really gets hurt. This is a little different because I kill, like, fourteen cops. Choppers arrive and I start shooting them out of the air while flying, which is awesome. Then some hovering robot drones added by the mod come flying over, and they blast me out of the sky. Then I'm dead.

Hopefully, Ben Kingsley was in that chopper.

I won't lie, this mod is a bit buggy. Sometimes my ears and hair show through the sides of the helmet, and sometimes the powers stop working, but re-equipping the armor seems to fix that. The mod is also a lot of fun, even if you decide to just blow things up instead of being a responsible hero like me.

Installation: I won't lie, the installation is not a breeze. You have to download and install OpenIV and then download the mod and do a lot of file-backups and pull things from folders and drop them in other folders and edit files and it sort of takes a while. It's well worth it, though, and the Read Me included with the mod download is detailed and easy to follow.
PC Gamer
gtadance


Video game music is occasionally labeled as "just a bunch of bleep and bloops." But if there's a company that's demonstrated how well music and games gel together, it's Rockstar. Bully, Grand Theft Auto, L.A. Noire, and Red Dead Redemption all exemplify the company's discerning musical taste—a group founded by the sons of the owner of a famous British jazz club, coincidentally.

It's with that in mind, the Rockstar has taken the tunes from Grand Theft Auto's many in-game radio stations and slapped them onto Spotify and iTunes. Most of the music from GTA IV, San Andreas, Vice City, GTA III, Liberty and Vice City Stories, and Chinatown Wars has been collected neatly there, so go give it a listen if you're feeling a bit nostalgic, or if you just want some background jams for a thrilling police chase through the streets of your favorite American City.

Electro-Choc carries my highest recommendation, probably because I like listening to dance music when I type. It makes my fingers feel like they're tearing it up at a club, but saying that out loud makes me think I should be getting out more.

My pathetic social life aside, I'm hoping these stations get popular enough to add the soundtracks from Bully and L.A. Noire. I've been looking for some good tracks for my skateboarding adventures and drug ring busts.
Kotaku

This combination of mods for Grand Theft Auto IV makes the game look more or less like last December's Far Cry 3, and this machinima shared by RyderPL completes, or at least continues, the illusion.


It's… well, let's say the motion capture in Far Cry 3 is a touch above what GTA IV's game engine is capable of. Still, it's interesting to see one game running in another game like this. Vaas looks so… shiny.


(Thanks, Gaz.)


Kotaku

You know how Rockstar Games rolls, right? There's no clue as to when we're going to get another glimpse at Grand Theft Auto V. So, thirsty fans have gone ahead and made their own. The clip is made up of still images that have been released for the game, with little bits of limited animation sprinkled throughout. With overdubbed music and vocals responsible for the jokes, it's a little reminiscent of the openings from Monty Python's Flying Circus. GTA + Monty Python… that's a mash-up someone needs to make happen.


(Thanks, tipster Kasper!)


Kotaku

Real-world sunrises get more intense as we get closer to spring—but they pale next to what we can find in games. The lovely time-lapse moments you can see above, from Minecraft and Grand Theft Auto IV, among others, create living, breathing worlds that you just can't wait to dive into.



Video Game Sunrises [YouTube]


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