History of Grand Theft Auto 54
jasoncart writes "With the launch of Grand Theft Auto: San Andreas this week, Ferrago has taken a look back at everyone's favorite non-linear series."
How many hardware guys does it take to change a light bulb? "Well the diagnostics say it's fine buddy, so it's a software problem."
Site is slow (Score:3, Informative)
Um... (Score:2, Insightful)
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Nope. [GTA:SA spoiler] (Score:1)
On top of that, GTA:SA takes place in the early 90s, and in that game you actually meet the mute GTA3 guy from that time period, who looks much younger than he did in GTA3, and obviously much younger than Tommy Vercetti in GTA:VC, which took place years earlier.
So, y
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Re:Memories... (Score:1)
Advertising hell... (Score:1, Offtopic)
Re:Advertising hell... (Score:2)
Anyhow, isn't most of the room above the fold used for the image illustrating the story?
The site is designed for 1024x768 and above as most gamers have above average spec gfx cards & monitors.
GTA2 (Score:5, Interesting)
Re:GTA2 (Score:1)
Gta 3+VC had the 3d but sadly lost both the gang approach and the aiming for a score approach and replaced it with a linear story. Overall, much less challenging.
So yeah overall GTA2 was more enjoyable because it was so easy to vary.
Re:GTA2 (Score:2)
I have even heard and read reviews were people claim that GTA3:VC was not as good as GTA3 because GTA3 was new, revolutionary, exper
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Lots of info missing! (Score:5, Informative)
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If I remember right, there were 2 sets of missions for Liberty City, 3 sets for San Andreas, and 2 for Vice City. I only finished 1 in Vice City before getting tired and moving onto other things.
And one good thing was that if you did screw up all your missions (like I did once), you could turn to other methods of raising revenue - e.g. stealing cars (then sellin
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Yeah, it was great that you could actually play through the game by selling stolen cars. It is called Grand Theft AUTO. The Super Bike was like riding a missile. Pure speed, pure health hazard.
GTA remakes? (Score:1)
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And for the record, other than the opening movies, Vice City works perfectly under Cedega.
Number One Question.... (Score:4, Informative)
I guess my question is rhetorical, 'cause I know the answer. Whoever was assigned to write the AI just totally underestimated the difficulty of the task. Almost all programmers make that mistake -- they don't appreciate the difficulty of emulating human behavior. The exceptions are all serious computer scientists.
So, RQ2: why didn't they hire some of those? They had the budget for big name actors to do the voices, to render a couple hundred buildings in detail, and to develop the VR engine to make it all work. Surely they could hire an AI expert or two. Answer: they just didn't know any better. Too bad.
LOL AI is not budget, it is impossible (Score:3, Insightful)
Only with very thight scripting and severely limiting the available options can current AI be made to look at least slightly as smart as a concussed kitten.
The reason? Two fold, AI research is just bloody complex and expensive. If they can'
Non-linear? (Score:3, Insightful)
I would hardly call GTA non-linear. It displays the old split between dynamic simulation and linear narration well because they are there side-by-side. They don't come together very much at all though, despite being combined quite expertly. At least GTA doesn't feel like half a film like some other games, but don't tell me the main story progression isn't linear. You can crash all the rides you want and cap all the bitchassmuthas you want, but you still go from A to B and then C if you want to experience anything more than a complex sandbox.
I guess to bridge the gap between simulation and narration you'd need some kind of story engine, but considering the trouble game developers have with simple AI I'm guessing that's far off.
Yet another stupid mistake in the article... (Score:2)
GTA (Score:4, Interesting)
When I got bored of trying to play it properly (which was much harder in the original GTA than in the 3-D versions), my brother and I would network and that was just fantastic (albeit very buggy in DOS and unplayable on Windows with my machines at the time). Trying to line up a screen full of cars and then rocket-launchering and trying to surf over the top of the cars as they exploded was great fun.
Skidding around on a bike in the middle of machine-gunning gang was just right and if you were quick and smart you could set up booby traps with some cars and blow them all to kingdom come.
The multiplayer was simple but effective, leading to some good car chases and using the local terrain and traffic to avoid each other's bullets.
GTA2 was a bit too much like another add-on, just a graphical overhaul and a slight change in mission structure, and I never really got into that as much. The graphics were also too dark and the "lighting" was just there to be eye candy and nothing else.
GTA3/VC, although good and groundbreaking, just doesn't rock my socks... it's fun to mess about in but you get bored and the missions are just of the save-and-retry type, along with some impossible ones like controlling the remote control choppers.
All of the games, though, have that right balance of freeform and mission-led play. When you ran out of missions in GTA1, you could go selling cars for a while until the police came and you had to make a quick getaway.
GTA2 had a marvellous idea for missions where you have to keep in with a local gang to get more, or defect to another gang to get theirs. GTA3 has been a good translation to 3D and it keeps the same style, I'm just not sure that it's as good.
The fact that you can load up any of them, load in any saved game and just piss about for a while is a major attraction, especially when you can't do that next-to-impossible mission and want to relax.
What I want to see is basically OpenGTA1... same game, same style, loads of new capabilities and missions.
Re:GTA (Score:1)
Although not open, there's Payback [apex-designs.net], a gta1 clone coming out for linux.