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Grand Theft Auto V [PS3][Xbox 360]


nikosspeed

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Οι διαφορές σε GTA 4 και RDR ήταν υπέρ του 360. Το Max Payne 3 δεν είχε σημαντικές διαφορές (και οι δύο εκδόσεις έτρεχαν σε 1280x720). Το L.A Noire ήταν καλύτερο στο PS3 γιατί χρησιμοποιούσε τα SPE's. Αν εδώ με τόσο μπάτζετ και με 5 χρόνια ανάπτυξης, με τόσα tools που έχουν βγεί απ΄το 2008, δεν είναι καλύτερη η PS3 έκδοση τότε χμμ.. Πολύ δύσκολο να ΜΗΝ είναι.

 

το max payne ηταν το μοναδικο της rockstar απο τα παραπανω που ετρεχε στην ιδια αναλυση, αλλα ειχε πεσει μερικη αποψιλωση για να συμβει αυτο. επιπλεον οχι open world.

τωρα για το l.a. noire θα σε γελασω, το μονο που θυμαμαι απο αυτο το παιχνιδι ειναι ..Zzz :)

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Το LA Noire όμως ήταν από άλλο στούντιο και η ανάπτυξή του είχε ξεκινήσει, και παραμείνει για αρκετά χρόνια, ως PS3 exclusive. Παίζει κι αυτό ένα ρόλο. 

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το max payne ηταν το μοναδικο της rockstar απο τα παραπανω που ετρεχε στην ιδια αναλυση, αλλα ειχε πεσει μερικη αποψιλωση για να συμβει αυτο. επιπλεον οχι open world.

τωρα για το l.a. noire θα σε γελασω, το μονο που θυμαμαι απο αυτο το παιχνιδι ειναι ..Zzz :)

 

Το L.A. Noire είναι παιχνίδι adventure... αν δεν σου αρέσει το είδος λογικό είναι να το βρήκες βαρετό. Από τα καλύτερα adventure που κυκλοφορούν.

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From the demo we saw, it looks like Rockstar has made major changes to gunplay. Can you tell us what's happening?
A massive amount of work went into overhauling animation systems, targeting, and camerawork to really open up new opportunities for the player in the kind of freeform, open-world action shootouts that are the heart of Grand Theft Auto. We wanted shooting to feel more precise and satisfying while supporting multiple styles of play. The controls have been expanded, so now in addition to traditional left trigger "down the sights" aiming, you can also both run and shoot comfortably while only using the right trigger. This retains the benefits of seeing your character from the third-person view while keeping the feel much closer to the range of motion and shooting precision you have in a first-person shooter. It also opens up opportunities for players to develop their skills in both single-player and multiplayer, as the more accurate you are while moving quickly the greater your advantage.

This range of motion and precision is completely new to Grand Theft Auto and it really changes the way shootouts feel. Firing on the run keeps your field of vision open, while the locomotion system adjusts automatically between strafing with your weapon up and the more traditional style of locomotion when you are not actively firing. The additional freedom is great for the kind of chaotic shootouts that emerge when you're out in the open world causing havoc and quickly find yourself heavily outgunned and boxed in.
To make this all work, we added an additional layer to our locomotion system. If you fire your weapon, or become engaged in a fight, your character's bearing changes and your default speed switches from a casual walk to a combat jog, giving you improved mobility as well as a greater sense of urgency. If there's no threat or you haven't been firing, you'll revert back to a relaxed state. The transitions between these states are all handled seamlessly without breaking stride, and your characters always appear aware of their surroundings because they're behaving appropriately. Each character's personality is also reflected in the way they move and handle weapons, whether it's Trevor's aggressiveness, Franklin's swagger, or Michael's efficiency.


Would you say the gunplay is more similar to GTA IV, Red Dead Redemption, or Max Payne 3?
The best way to describe the gunplay is that it's evolved through influences of all three games. 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.


Talk us through the evolution of gun targeting since GTA IV. What is the default setting - hard lock, soft lock, or free aim? How have each of these settings changed from previous Rockstar games?
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.
For GTA V, we've split targeting out into three distinct modes: assisted aiming, traditional GTA, and free aim.
Assisted aiming gives players a larger targeting area as well as a little more help analyzing targets to try and pick the largest threat.
Traditional GTA is the closest to previous GTA's soft lock option. It shares all the characteristics of assisted aiming, with the additional ability to flick left and right between targets using the right stick.
Another new refinement is that every aim mode now has a timer that breaks lock so you have to be more tactical in your approach - you can no longer just rely on holding and shooting until a target is dead.
We've also added other assists to free aim for each of those modes, including help with reticule speeds near targets. We've also spent time making sure the camera movement is smooth so you aren't disorientated by choosing between targets in the heat of a battle. Both of these work in tandem to make the shooting feel fluid without you noticing there's any assistance at all.
In addition to the assisted modes, experienced shooter players should feel more comfortable than ever playing the entire game in free aim.
How has the cover system evolved?
The game at times is all about switching from one character to the next, allowing the player to make fast choices with seamless transitions. We carried this mentality through into the cover system, keeping things intuitive and responsive whether the player is quickly dashing into or out of cover or moving round corners to take aim on a target.
We've also pushed the cover system to further bridge the gap between driving and gunplay. In addition to smoothly running out of a car whilst firing a gun, players are able to use their car as cover, getting out and staying low without exposing themselves. They can make a stand there behind the car for a while and then at any time quickly re-enter the car from cover or from shooting and speed away with little exposure to enemy fire. It can really make the difference at crucial moments.



 

Weapon customization sounds like a big part of the game. What are all the types of attachments players can use?
Ammunation makes its return in GTA V, but now you can indeed customize your weapons. The player has access to a wide range of modifications, such as extended clips that allow you to fire more ammo between reloads, grips to improve your accuracy, weapon tints to color your guns, flashlights, scopes, and suppressors. Attachments such as suppressors allow the player to adapt their approach to some missions and take a stealth option. ItΉs all part of broadening the range of tactical options for the player.


Was bringing back the car customization a nod to San Andreas?
Definitely, but 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.


Is all the vehicular customization handled at the Pay & Spray or do you do it at different kinds of shops (i.e. a Napa Auto Parts-type store for engine parts, a rim shop for rims, etc.)?
Pay & Spray isn't in this game - it's been replaced by LS Customs. These are located throughout the world and they're a one-stop shop for any car customization. You will be able to take in your car or bike, speak to the mechanic, and customize them.
What are all the kinds of cosmetic alterations you can make to the vehicles? How deep do you plan to go?
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.


http://www.gameinformer.com/games/grand_theft_auto_v/b/xbox360/archive/2013/07/09/grand-theft-auto-v-customization.aspx
http://www.gameinformer.com/games/grand_theft_auto_v/b/xbox360/archive/2013/07/09/grand-theft-auto-v-gun-combat.aspx
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Αχ θα παρει φωτια το ps3 τον Σεπτεμβρη.

Το πιο αναμενομενο παιχνιδι για μενα μετα το pes14 (εχουμε και αυτη την λατρεια προς το αθλημα πως να το κανουμε δλδ :D ).

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