Kotaku

Pretty Sure This Will Up Your GTA Wanted LevelI hear the cops, even those in Liberty City, frown on never-ending loops of vehicular homicide in stolen taxi cabs.


GTAIV [neogohann]


Kotaku

Liberty City is One Million Times Larger Than a PS3, and Other Great Mysteries of the UniverseNASA scientist Rich Terrile has a neat way of explaining stuff that you or I should, by all rights, not be able to understand at all: he uses Grand Theft Auto IV as a means of explaining how we might all be living our lives in a giant galactic simulation.


Speaking with Vice, Terrile details how Liberty City can be a lot more than just a place to steal cars and buy bad coffee.


The natural world behaves exactly the same way as the environment of Grand Theft Auto IV. In the game, you can explore Liberty City seamlessly in phenomenal detail. I made a calculation of how big that city is, and it turns out it's a million times larger than my PlayStation 3. You see exactly what you need to see of Liberty City when you need to see it, abbreviating the entire game universe into the console. The universe behaves in the exact same way. In quantum mechanics, particles do not have a definite state unless they're being observed. Many theorists have spent a lot of time trying to figure out how you explain this. One explanation is that we're living within a simulation, seeing what we need to see when we need to see it.


Whoah.


WHOA, DUDE, ARE WE INSIDE A COMPUTER RIGHT NOW? [VICE, via Rockstar]


Kotaku

Similar to companies like LucasArts, Rockstar have always sought to mix things up when their games first boot up. Which is why so many of them, even today, feature their own unique intro sequences, where the company's logo is either introduced, lit up or blown up.


The video above runs for over nine minutes, so come prepared, but it also runs through just about everything Rockstar has ever worked on, even from the days before they were known as Rockstar.


Rockstar games logo intro collection [laurigun1, via Rockstar]


Grand Theft Auto IV Trailer

You'd think I would be sick of all these weird GTAIV mod videos, but nope. Not when they've got giraffes in them.


Where the rest of the internet is fascinated by either tits or cats, it's the noble giraffe that's closest to our hearts. So videos of giraffes tearing up Liberty City in stolen cars? They are things of wonder.


It's a long video, but stick with it. It gets more wonderful the longer it goes on.


Grand Theft Auto IV - Giraffe (MOD) HD [YouTube, via TDW]


Grand Theft Auto IV Trailer
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We know that Grand Theft Auto V's anti-hero is a father who relocates to San Andreas' Los Santos, and we can guess at themes of economic depression from the trailer. That's it. In its typically coy fashion, Rockstar is only serving nibbles of information - appetizers to makes us salivate over the imagined deliciousness of the main course.

As usual, it's working. GTA III's ground-breaking polygons and GTA IV's heightened fidelity give us reason to expect a big jump ahead for the series' next numbered game, but our famished dinner party can only speculate. Here's what we're hoping for while we wait for Rockstar to stop teasing us with amuse-bouche.

GPU-melting tech

The GTA V trailer is never ugly, but how much better could it look while still running smoothly on high-end PCs? Based on what modders have achieved with GTA IV, we think it could be pushed further. The GTA IV iCEnhancer mod is very pretty. That stylistic result may not align with Rockstar's vision, but we at least want high-res textures and the option to slide up the draw distance until our machines smolder.



Also crucial are dramatically increased pedestrian and traffic counts, as mods did for GTA IV.

...And all the other PC-specific features we want
Save. Anywhere. Please. Restarting missions from the beginning doesn't make the game more fun.

On the topic of repetition, we'll probably be doing a lot of shooting, so give us third-person shooting that feels right with a mouse. Mass Effect 3 and Max Payne 3 have the advantage of tightly-scripted, forward-directed action, but they execute some fundamentals that GTA could do with more of. A more intelligent camera, maybe?



We do at least expect that GTA V will throw out Games for Windows Live and replace it with Rockstar Social Club, and we at least hope the networking is improved. More of the excellent sandbox multiplayer mode with less hideous networking? Yes, please. Also probable is mod support (why stop now?). It's a must, or else how will horses take it to the limit?



A world beyond the city limits
The recent screenshot dump confirms this desire, but just for the record: we want to cruise on the highway outside city limits, as we did in San Andreas.



And, if Los Santos is the only initial city, make it big. According to a supposed ex-Rockstar employee, the map is five times larger than GTA IV's, and the city of Los Santos covers just under half of it. If that's the case, there should be plenty of space to fly jets around. We'd also be happy to see San Andreas' other two cities, Fierro and Venturas, return as expansion-sized DLC.

Non-linear missions and important decisions
Why are missions in gaming’s leading open-world franchise so damn linear? How about Deus Ex style missions with multiple paths to victory? And while you’re at it, why not let player decisions affect the story? Moral agency can go further than one canned kill-or-don't mission for every 20 hours of required despicable behavior.



And if not, at least offer a story which isn't 70 hours of CSI: New York-level writing, and unlock the entire world from the start, so we can experience it without first doing prerequisite odd jobs. If we choose to dodge the story for a while, we could also use more intricate side-missions and activities. Chauffeuring an endless cycle of idiots with taxis and random vigilantism got stale after a while.

Greater freedom and fidelity
How about this: start your own Breaking Bad-esque drug empire separate from the main story. Manage supply, distribution, and fight rival dealers for territory, just for the hell of it. You'd need something much more closely approaching a simulated economy, too. No more “being a poor immigrant who has $289,000 in their wallet." That would be amazing.



But even if it isn't taken that far, at least expand on GTA IV's player agency. Riding in the backseat of a cab through Liberty City's bustling streets was one of GTA IV's most singular pleasures. Have more public transport options in GTA V, both for the scenic relaxation and to give real choice over whether to steal cars or be a good guy.

What do you want to see in GTA V?
Those are our broad GTA V wants, but there's much more we'd like to see. Share your own deepest desires in the comments and we'll compile a list to literally pin to Rockstar's door. Well, not literally. That kind of thing is generally reserved theology-related protests and can cause restraining orders.
Kotaku

May they never, ever stop making mods for Grand Theft Auto IV. I'm serious! Never stop.


This latest one lets players assume the role of a giant elephant, stealing cars and riding motorcycles around Liberty City. Good thing there are no mice in GTA IV. Though there are peanuts….


We can only hope that the PC version of GTA V launches in better shape than the PC version of GTA IV, and that we get to see stuff like this right out of the gate with the new game.


(Via PCGamesN)


Grand Theft Auto IV Trailer

There's a lot of evil in Liberty City. And, therefore, a lot of victims that need avenging. It's a good thing, then that Junior Almeida's Ghost Rider mod turns Niko Bellic into Marvel Comics' flaming skull-headed, demonic anti-hero.


Is the best thing about having Niko Bellic become the latest host for Zarathos the fiery trail he leaves in his wake? Or is it the way that cars go flying when the Hellcycle gets up to top speed? No, it's probably the firebreathing. Best way to get sinners to repent.


(Thanks, tipster Gareth)


Grand Theft Auto IV Trailer
GTA IV Elephant Speedboat


Perhaps crime doesn't pay - but what if you were an elephant? Or a dragon? Or a nightmare creature? In those cases, you may have an entirely different concept of what 'pay' means. The Slender Man, I'm guessing, does not take a wage. Dragons are hoarders. Elephants just want to get them some fruit, bark and leaves. For sixteen hours a day. Or else they'll starve to death.

The point is, Liberty City is a very different place if you're running over pedestrians as anyone other than a traumatised war veteran - and GTA IV modder indirivacua has a talent for, well, adding psychotic safari animals and mythological creatures to Grand Theft Auto IV. We've spent a lot of time trying to figure out who Grand Theft Auto V's protagonist is going to be - but honestly, I'd rather it be farm animal. Seriously. Rockstar? Keep the voice actor. That's fine. Just let me play as a horse. Let me play out the tragedy of a world-weary horse of action.

Here, via PCGamesN, is an elephant running people over:



Here's a giraffe.



Here's a man punching the Slender Man until he falls down.



A dragon, who appears to be hammered.



Finally: indirivacua's horse, taking it to the limit.

Grand Theft Auto IV Trailer

The last numerical installment of Rockstar's open-world crime franchise has proven to be a goldmine of really awesome mods on PC. We've seen everything from giant megaladon sharks to Transformers to the Back to the Future DeLorean in Liberty City.


And there have been self-referential mods, too, with a GTA IV to GTA III conversion seen in July. The mod above continues that trend and travels even further back in time, replicating the top-down view of 1999's Grand Theft Auto 2 inside the RAGE engine that powers GTA IV. The switch from top-down to the game's normal camera is a nice feature. Work on this mod has reportedly stopped, though. That's too bad. It would've been a nice way to enjoy nostalgia and franchise evolution in one fell swoop.


Footage of GTA 2 powered by GTA IV's RAGE engine [Strategy Informer]


Grand Theft Auto IV Trailer

5 Ways Sleeping Dogs Improves On Grand Theft AutoYou could be forgiven for wondering what all the hubbub is about Sleeping Dogs. "Just another open-world crime game," you might think. "Been there, done that, yawn."


I've seen a few commenters ask why writers at Kotaku keep talking about this game—the simple answer for that is that we write about what we're playing, and several of us are playing Sleeping Dogs. That fact alone says a lot about how much fun the game is.


But of course, yes, Sleeping Dogs really is a GTA clone. It was supposed to be a new installment in the True Crime series, but the name got changed when Activision dropped the game and Square Enix took over. But as much as Sleeping Dogs is "just another GTA clone," it also brings a number of its own smart touches to the formula. The results are, in several respects, superior to the game that inspired it.


Here are five ways that Sleeping Dogs improves upon Grand Theft Auto.


It Doesn't Take Place In America

Every Grand Theft Auto game since GTA III has taken place in America. And hey, that's cool—I like America fine, I live here. But I'm also kind of sick of playing games that take place here, and have begun to yearn to explore someplace new. One of the great triumphs of Red Dead Redemption was that it put me in a part of America that felt totally fresh (and yeah, also that it took place in Mexico, too). When we heard rumors that GTA V would take place in London, or Sydney, I was really excited—please, let me play an open-world game in another country!


Turns out GTA V will return to Los Angeles (aka Los Santos), which is fine. But I'm still glad that exploring Sleeping Dogs' version of Hong Kong is slaking my wanderlust. When I first started playing the game, I remarked as to how much I was enjoying being forced to drive on the left, but really, that's just emblematic of what I really enjoy about the game—I enjoy how it takes me to another place. I love the all-Chinese cast, I love that I'm not playing a half-American, or an American who has relocated, or anything like that. Heck, I wish the game had an option to play in Cantonese with English subtitles. The location, cast and vibe all capture the films that Sleeping Dogs is emulating (films which Evan has helpfully catalogued for you here), and gives me that wonderful "stranger in a strange land" feeling that the best games conjure.


5 Ways Sleeping Dogs Improves On Grand Theft Auto


It's Not Gun-Crazy

Sleeping Dogs may have all of the same combat features as GTA IV, but it implements them much differently. You won't fire a gun at all for the first third of the story or so, and even after that, gun encounters are specific and almost instanced. There are very few encounters in the world that can be undertaken with a gun—instead, you'll be brawling your way through most of the encounters using the game's robust and enjoyable Kung Fu fighting system. It's something like a more slow-paced version of Arkham City's fisticuffs, and it's got a decent amount of depth and is satisfying. (It's a bit too easy to spam some moves, but hey, it's still a good challenge, brutal and fun to watch.)


The best thing about the lack of guns is that even though I've put 14 hours into the game, it has yet to devolve into the constant chase/shootout/shootout/chase/shootout that GTA IV did at around the same point. There are a few basic gameplay types—driving/shooting, chasing on foot, fist-fighting, shootouts—but they're shaken up and varied to a refreshing degree. The lack of handgun segments also helps the story along, as Wei doesn't feel like quite the psycho killer that Niko did. (He does rack up quite a body count, but at least he's not shooting hundreds of guys every half hour.) It also helps the cutscenes where someone waves a gun around or shoots someone feel more weighty and believable.


You Play An Undercover Cop

Every GTA game casts you as the same kind of guy—a likable criminal who is trying to change his ways but can't quite get out clean. Okay, fine—that's a workable archetype, and its proven successful in the past. That said, the protagonist of Sleeping Dogs is an undercover cop—deep undercover. TOO deep. The funny thing here is that it's anything but a fresh story—this story has been told dozens of times over, and every beat feels familiar. But it's never quite been told in a game like this before, and certainly not in a GTA-style game. I'm not a sociopathic killer, I'm a cop who is losing sight of which side he's on. It's a big change, and makes me more invested in the story.


Speaking of that...


The Story Is Much More Focused

Sleeping Dogs is, perhaps, a more modest game than Grand Theft Auto IV. I say "perhaps" because while it is certainly more modest in terms of scope and scale, it somehow feels more ambitious in its storytelling, if only because of the great focus with which Wei Shen's story unfolds. The first four or five hours of Grand Theft Auto IV remain my favorite part of that game, but by the second act, things had devolved into a lot of (fun, but repetitive) action-game histrionics. Sleeping Dogs has kept its story on a tighter leash (no pun intended), and in so doing has kept things tense and interesting for a far longer time. I'm at the 60% mark in the story, and it still feels like I'm in those opening hours of GTA IV.


5 Ways Sleeping Dogs Improves On Grand Theft Auto


Numerous Small, Empowering Touches

All this stuff about story and setting is great, but the most important thing is that Sleeping Dogs is also generally more fun to play than GTA IV was. That's because the game is designed around a bedrock of great design touches that iterate on the template that Rockstar set out back in 2008. I've played a ton of GTA IV, and so, clearly, have the folks at United Front who worked on Sleeping Dogs. Little touches like:


  • By pressing "X" you can lunge your car to the side or front, damaging pursuing vehicles.
  • Some gun-based events trigger slow-mo, letting you do a Max-Payne-style takedown. Further evidence that bullet-time is one part of Max Payne 3 that Rockstar should put in GTA V.
  • Right from the get-go, it's possible to store cars anywhere in the city, making it easier to get around in style.
  • You can do a move while driving where you leap from your car onto the car next to you, performing an "action-hijack." It's great, and useful.
  • When you're talking on your cell phone, you can get into a car and start driving without hanging up. (SMALL BUT CRUCIAL.)
  • Waypoints are marked on your mini-map but also in the world, helping you move one step closer to eliminating that troublesome mini-map entirely.
  • You can toggle through objectives using the left thumbstick, making it much easier to mess around and decide what you want to do next.

It's important to note that every one of these improvements came from Grand Theft Auto IV—without that game to set a precedent, it's doubtful that Sleeping Dogs would have improved upon it. What's more, there are plenty of ways that Sleeping Dogs falls short of its inspiration—motorcycles are a bummer, animations can be stilted, AI freakouts happen a little too often, and the physics engine is floaty and a bit spastic. The "face" respect system is an interesting idea with a flubbed execution. All the same, United Front should be proud of what they've accomplished—they truly have improved on one of the best and most successful game franchises of all time, and they've done it with style (and with a really good PC version, too).


The ball is now in Rockstar's court to not only improve on GTA IV, but to outdo the improvements made in Sleeping Dogs (and indeed, Saints Row The Third, Red Dead Redemption and L.A. Noire). I'm not a betting man, but I have a feeling GTA V might just make all of those games look like iterative speed-bumps on the road to the next big thing. Here's hoping they pull it off.


And hey, in the meantime, have you heard of this game Sleeping Dogs? It's pretty good…


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