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- 17/1/03
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Trang Variety đã có bài phỏng vấn Dan Houser về GTA IV, một góc nhìn rất mới, đây là những thông tin đáng chú ý:
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Bạn có thể xem link đầy đủ tại đây: http://weblogs.variety.com/the_cut_scene/2008/04/dan-housers-ver.html* GTA 3 through San Andreas focused on removing restrictions; GTA IV focuses on implementing things that make sense for the location or for the character.
* In GTA IV, Rockstar aims to recreate the feeling of jumping from GTA 2 to GTA 3. It's not just an improvement; it's something completely different. GTA 2 to GTA 3 was 3-D; GTA 3 to GTA IV is a phenomenal increase in detail.
* Physics in GTA IV make the game feel more alive; greatly improved graphics make emotions easier to convey. It's all about making the game more natural.
* The story reflects the gameplay. The more realistic the game looks and feels, the more realistic the story can be.
* Rockstar's dream with their games is to always make everything a flowing, completely integrated experience.
* The development process for GTA IV was professional yet unstructured. The team hasn't really changed since GTA 3, so the process is largely intuitive.
* The original Liberty City (from GTA 3) was never meant to imitate New York City; it was just "vaguely East Coast-ish".
* As with previous Grand Theft Auto titles, extensive research was done to capture the true essence of New York City.
* When coming up with the concept of Niko, Rockstar wanted someone that was tough yet foreign; he's both battle-hardened and innocent at the same time.
* It took approximately six months to come up with a rough design of what represents New York City. Actually building that representation of New York (Liberty City, in this case) took years to complete.
* As the city is created, the story begins to develop with Dan bouncing ideas off of Sam and Leslie Benzies. The story begins to be developed, artists start to work on the characters, and the designers begin to break down the story into missions.
* Developing the actual Grand Theft Auto experience is a daunting task; although the game isn't linear, Rockstar sets it up in such a way that any given situation is predetermined. From the article: "We know where you can move around the map. We know when you can unlock everything. So although the thing to you playing game is non-linear because at any point you might have 15 things you can do, we can track on a huge multi-tiered doc, where you can be. So we know at that point can’t see other things. We’re trying to tell a story, design a videogame and take you on a trip around the world all at the same time."
* While San Andreas and Vice City took influence from films, GTA IV does not. With the Rockstar team being based in New York City (and much of the team having lived there their entire lives), it makes more sense to base the game off of their own first-hand knowledge and experience of the city.
* The main reason that we haven't seen multiplayer Grand Theft Auto in the past is technical limitations; the hardware just couldn't handle the strain that a full GTA multiplayer experience would dish out.
* For GTA IV, the multiplayer experience isn't meant to be revolutionary or completely innovative; it's simply meant to be the best multiplayer GTA experience possible.
* Multiplayer recreates moments while singleplayer creates narrative; it's all a very cinematic experience.
* The storytelling experience in GTA IV is far beyond anything we've seen in any Grand Theft Auto title to date.
* When we look at Niko's situation in GTA IV, we see him as a serious individual with problems that he most overcome; the world that he's stuck in, and the issues of those around Niko, are considerably ridiculous by comparison. It's this tone that defines the game.
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Thế là mình mất toi 1 cái đĩa GTA4(lậu) của a chun rồi 
