Grand Theft Auto IV Trailer
GTA 5 trailer 2 thumb


It's time! The second trailer for Grand Theft Auto V has finally arrived. No, there's still no mention of a PC version, but since every previous GTA game has eventually found its way to PC, we're fairly confident this one will too. The new trailer spotlights Michael, Trevor and Franklin, the game's three protagonists, but also includes some new info.

Firstly, planes! More importantly, fighter planes. Also, a car tumbling out of a cargo plane with a man in it. Have Rockstar been taking some tips from Saints Row 3? Also dogs! We joked about them back when we rounded up the rumours from the first GTA V trailer, but now it turns out we were right. We're awesome when it comes to rumours, as long as you ignore the time we thought Michael was Tommy Vercetti.

If it actually let's us control the things shown in the trailer without quicktime events - i.e. jump from the roof of a train, seconds before it crashes - then this looks potentially great fun. Anyone have qualms?
Grand Theft Auto IV Trailer
gta v albert de silva


Excited by the prospect of multiple protagonists in Grand Theft Auto V? Or just confused as to how they're going to work? Either way, you're in luck. While we learned some of the details from Game Informer last week, another preview by Guardian brings new info on Rockstar's three leading men and how you'll be switching between them.

But nope, still no mention of a PC version.

Whichever character you aren't playing will be controlled by the AI and will have their own life elsewhere in the city. Each lives in a different part of San Andreas, meaning that yes, the entire map is finally open from the start of the game. You can even call up the other protagonists and invite them over for a friendly game of tennis, much like Roman used to do to Nico when you were in the middle of being shot by angry Russian gangsters.

The constant swapping between protaganists will extend to missions as well. The article describes a mission where the trio attack a building by air. Ex-military psychopath Trevor pilots them to the location in a helicopter while young up and coming gangster Franklin lurks atop a building across the street, using a sniper rifle to cover ageing retired crook Michael, who rappels down through the skylight to kidnap their target.

The game is structured around five or six 'mega-heists' like this, each with smaller missions leading up to it. The idea is to offer the same kind of spectacle as 'Three Leaf Clover', GTA 4's memorable Heat Homage bank robbery, but faster and more frequently.

For more details, check out the full preview at the Guardian.
Grand Theft Auto IV Trailer

This is like some kind of stunt porn from The Fast and the Furious, but it's still impressive to watch a guy get past a cop car and a SWAT roadblock, on a bridge entrance, without a scratch.


I might get the alignment checked after a drive like this, but damn. Fine work. Somewhere an action-movie screenwriter is writing a note to himself.


YouTube video uploaded by ddnewman


The Smoothest Police Evasion in GTA History [Dorkly]


Grand Theft Auto IV Trailer

Virtual Tourism Has Never Felt More Real There's this small problem I'm having with Assassin's Creed III. It's nothing to do with the game itself, actually, and everything to do with me. The problem is this:


Assassin's Creed III is turning me into a kind of obnoxious person.

I've developed this running commentary while the game goes on. It has nothing to do with the game's themes, or characters. It's unrelated to the gameplay and more or less completely unconnected to anything meaningful inside the game. It sounds like this:


"I used to work about a block away from there."
"They haven't changed out those cobblestones since 1773 and they're murder on nice shoes."
"That hill is the Back Bay now."
"That river is the Back Bay now. They put the hill in it."
"Lexington Common looks different when it's full of cows."
"A beacon? On Beacon Hill? I didn't see that one coming."


I grew up in and around Boston, making my home well inside of Route 128 from birth until striking out down the coast for New York City shortly before turning 25. While previous Assassin's Creed games have claimed high fidelity in recreating Damascus, Rome, and Istanbul, the basic fact of the matter is that those cities aren't my home. Boston is.


AC3 certainly doesn't represent the Boston or New England of the 21st century, of course. But the late 18th century setting of the game, a scant 230-odd years in the past, retains much more immediacy than the Italian Renaissance or the Crusades. The creatively imagined Boston-that-was is close enough to my Boston-that-is to give me a sense of familiarity both comprehensible and misplaced.


Games occupy this strange place in memory, where we so clearly go places and explore worlds that never actually existed. Experiences like To the Moon explicitly address this dissonance, but it's true of every game. I can remember how to get around a space station as well as I can remember how to get around my local mall, but my body's only been to one of the two. The mall is real; the Citadel is not.


When game spaces represent real-world spaces, the strange sense of memory gets ever-stranger. I moved to Washington, DC the year that Fallout 3 came out. Controversial advertising sprang up through the city's Metro system depicting a post-apocalyptic Capital, but it wasn't until after the game came out that I felt the full weight of investigating my own ruined city.


Virtual Tourism Has Never Felt More Real


The general size and scale of the virtual DC is of course a mismatch to the real one—spaces in games were ever thus—but the details are devilishly familiar. In particular, the ruined Metro that provides the Lone Wanderer a route for getting around a city full of toppled buildings, nuclear waste, and super mutants is uncannily, frighteningly similar to the Metro that federal commuters use every day.


At first, while playing Fallout 3, I'd wander through the game comparing its locations to ones I knew from daily life. But after fifty or so hours of Fallout, a funny thing happened. Instead of comparing game-play time to real-world experience, I began to relate the other way around. While waiting to change trains at Metro Center in the mornings, I'd see a bench in the shadows and think, "That's good cover for avoiding the super mutants," or I'd see a door and think, "Didn't I pick that lock yesterday?"


Two Kotaku colleagues not based in New York reflected that the Grand Theft Auto games had inspired similar deja vu in them. They had played the games first, and then visited the city. On visiting, they handily identified and remembered places they hadn't actually been. As someone who lived a block away from Brooklyn's Grand Army Plaza the first time she came to the neighborhood around Outlook Park in-game, I could sympathize. On that memorable occasion, I'd blurted aloud, "I can see my house from here!"


Virtual Tourism Has Never Felt More Real


I can, of course, visit the real Boston—or New York, or Washington DC—at more or less any time, weather and cost permitting. I don't need to see them in a game in order to explore them to their fullest—and even when I do use a game, it's not the kind I can put in the PS3. Exploring a real space, and digitally navigating an imagined space, are never the same thing.


Sometimes, though... sometimes, when game spaces represent real spaces, the uncanny and the real cross over in a very strange way. Through the games I've played, I remember the cities of my heart as places I've never actually known them to be. The tall ships of Connor's era are long since replaced with ugly motorboats, but the next time I stand on Long Wharf, part of me will remember seeing Haytham sail in on the Providence even so.



(Original top photo: via Boston Event Planning)
(Center photo: via PublicDomanPictures )
(Bottom photo: via GTAVision )
Grand Theft Auto IV Trailer

It's true that the PC version of Grand Theft Auto IV has given birth to some truly inspired mods. But not many of them totally re-paint Liberty City in as spectacular fashion as this one does.


Modder Quechus13 re-skins GTA IV's open world with the iconic, neon stripes of the Tron movies and throws in loads of ramps for leaping up into the darkened skies. Sure is pretty, but I wish that Niko was done up in glowing cyberwarrior gear, too.


TRON Stunt City Map Mod


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.
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]


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