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| GTA: Chinatown Wars; Official Thread | |
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| Topic Started: Wednesday Jul 16 2008, 10:51 AM (2,815 Views) | |
| JimJim | Wednesday Jul 16 2008, 10:51 AM Post #1 |
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|| JimJim ||
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Grand Theft Auto: Chinatown Wars We don't really know much about this title yet, except: a) It's exclusive to the DS b) It supports WiFi c) Winter (Summer here) release DISCUSS |
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| Demaar | Wednesday Jul 16 2008, 12:30 PM Post #2 |
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God made me a cannibal to fix problems like you
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I wonder if it'll be ol' school top down or third person view. Either way, I'm interested to see how it turns out. Hopefully it's set in GTA4's Liberty City. |
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| JimJim | Thursday Aug 7 2008, 06:54 PM Post #3 |
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|| JimJim ||
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The internet is abuzz today with Rockstar trying to cover-up a leak, Kotaku report:
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| Demaar | Thursday Aug 7 2008, 07:15 PM Post #4 |
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God made me a cannibal to fix problems like you
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Touch screen aiming and you can count me in. |
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| Ingram | Friday Feb 27 2009, 01:45 PM Post #5 |
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Hello, Dexter Morgan!
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GTA: Chinatown Wars: The Game Mature DS Owners Have Been Waiting For! Rebuilding the world of Liberty City from GTA IV, from the ground up, in 3D for the DS is rather ambitious. Why was this decision made and how hard was this to pull off? Gordon Hall: Well, we only live once, and after our experience with the 'Stories' games, we were determined to continue to push the envelope of received wisdom of what is possible on a restrictive platform. This made it a simple choice, make a world-beater or don't bother making anything. Chinatown Wars was conceived as an exercise in stunning an audience that was used to simple games. We believe that a huge percentage of mature DS gamers have been starved of the depth that console gaming offers and set out to make the experience that they deserve. Clearly this was not an easy task; we had more than fifty guys working on the game for the better part of two years! When we embarked on the project, the intention was to faithfully recreate the entire world of Liberty City from GTA IV in 3D on the DS. As much as Alderney might have made the game's total real estate bigger, in the end, focusing all of our attention on the city itself proved to be right… Even without one of the landmasses it was clear that the game was going to be unbelievably huge – and that just felt right to us, because the first GTA on a DS had to be something truly jaw-dropping. The amount of coding necessary to make the game work was obviously going to be correspondingly massive, more than 900,000 lines in fact. However, it's not the amount of code that makes a great gaming experience, but the way it's deployed, and in this project there's absolutely no bloat. For the coding team, the challenge was to make the world live and to trim every ounce of fat from the game. It's a superhuman feat of optimization. As a tiny example, follow a pedestrian around for a few minutes: he'll follow a daily routine, going to the corner store for a newspaper and a scratch card, maybe stopping to buy a hotdog before going back to pick up his car and drive home, or back to the office. It's detailing like this that makes the world live. At the end of the day though, the biggest restriction we had to contend with was home made. Even before we wrote one line of code we had laid in stone that the game MUST run at 30 frames per second. For the type of action we were aiming for I honestly thought that I was setting my guys up for a near impossible test. Sure enough, many times through the dev cycle, we dropped to 20 or 15fps. At these times you would hear the odd murmur of 'we can't throw that much around screen,' or 'we need fewer attackers on this mission' - we never once backed down or compromised though. What we did do many, many times is go over the code, hand optimising every line we could. The amount of raw machine code in this game is just unheard of nowadays. We were busy throwing away page after page of traditional code in favour of the machine's raw assembly language. Sure, this massively added to the development schedule of this project, but at the same time it created a game that I feel could not have been created anywhere else on the planet. Sam (Houser, President of Rockstar Games) had given me the remit of creating a DS game that would rival Nintendo's own best offerings, and he wasn't about to let any ticking clocks get in the way of our success. How closely did you work with Rockstar North on the project? How much will we recognize right away from our tour of Liberty City in GTA IV? Hall: We always work closely with Rockstar North whenever we have worked on GTA and this game has been no exception! Players will see this for themselves when they visit our Liberty City. When a lot of people saw the first screenshots of this game, many were thinking that this was another 'top-down' GTA akin to GTA 1 and 2. While we see now that the world is truly 3D, can you elaborate more on why the camera is in the air? Hall: When I was a wee kid, Father Christmas brought me a cops and robbers slot car set. I remember vividly the times I would play with it at night, in my darkened bedroom. All the cars had working headlights, and the cops had flashing lights on the roofs. From my bed it just looked so amazing, living, really vital and cool - that image stuck with me. So, when Sam and I discussed putting a huge team behind building an epic DS GTA game, this image came back to me. The overhead camera would enable us to spend the polygon budget the DS has on cool game play visuals, not far away cityscapes, and we could optimize geometry for viewing from the high angle, but in no way was this the soft option. A lot of the things we had applied to the Stories games had to be rethought: the way the vehicles behaved, the way the player controlled, how intelligently the camera functioned… even the basic scripting had to be re-evaluated to make the new perspective work with all of the action that will be happening on-screen at once. But it was indisputably the right decision. When you play the game it's like looking into a tiny, yet incredibly massive and perfectly formed world. The player is a god, and the entire world is theirs for the taking. The DS was made for this game – playing it took me back to being a kid again, with all of that wonder re-lived. The DS isn't the most powerful system out there, and GTA is one of the most ambitious game designs on the market. Were there any aspects to the console game that the DS and its limited cartridge medium just couldn't handle? Hall: There was nothing that it couldn't handle, but the limitations did change the way we looked at things. For example, we could have spoken audio, but it didn't seem right for the DS. Not so much because of the cartridge space, but more so the fact you will be playing this game on public transport and the speakers aren't the loudest on the DS. Instead we went for an approach more akin to that of a graphic novel. This simple animated comic-book style allowed the brilliantly witty dialogue to speak for itself as we still have the same talent behind the writing that we've had for all of our games. What more can you tell us about making use of the touch screen in this game? We've seen the PDA interface a bit already, but what was the thinking behind using this type of device as far as the emails and GPS go? How about the other touch screen elements? Hall: The wireless PDA seemed like a natural fit - the player (and Huang) would need a device to keep track of everything, and the touch screen allowed us to make something really slick and useable that brought all of the various menus and a lot of the HUD together. Receiving a deal tip-off email, then clicking the hotlink that takes you to the GPS and plots a route to specific locations feels right, and is the sort of thing you'd expect to get on a modern wireless device. The other touch screen elements came from wanting to show more detail in the world than we could get from the standard camera. Even in a big console title, generally when the character is doing something, you just see their back while they play an animation. It seemed much nicer to let the player get in really close, and let them perform the task themselves. This let us makes sure that all touch screen elements were always fun and contextual, and never took away from the core GTA experience. No one ever wanted to have a virtual steering wheel on the bottom screen or anything of that sort, this had to feel instantly familiar to anyone who's ever played GTA before. Were there any design ideas so crazy and beyond the scope of the Nintendo DS that you just couldn't get it in? Hall: To be blunt, no. The game was designed to be a world-beating DS game in its own right, not a port of GTA IV, so all the design ideas were tailored from their inception for the platform; and besides, Rockstar Leeds has never been dictated to by the hardware. When we come up with a great idea we work out how it can be done, not if it can be done. Some of the missions (Slaying with Fire - where you throw molotovs onto Happiness Island from a helicopter) seemed like they might cause problems, but during the implementation we always found a way to get them in. GTA: Chinatown Wars should be beyond the scope of the Nintendo DS – but here it is! Source: http://au.ds.ign.com/articles/957/957177p2.html [emb=640,390]http://blip.tv/play/gpk2788Rjflk[/emb] [utube]http://www.youtube.com/watch?v=o443kgaHzpk[/utube] Edited by Ingram, Friday Feb 27 2009, 01:53 PM.
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| JimJim | Friday Feb 27 2009, 03:37 PM Post #6 |
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|| JimJim ||
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Visually, I think it looks really good, hopefully it controls well. |
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| Acerlyte | Friday Feb 27 2009, 06:14 PM Post #7 |
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nom nom nom
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Looks like they put a ton of effort in to make sure it wasn't just another franchise cash in. Going with the top down view makes complete sense given the graphical power they had to work with and all the while giving it that (unintentionally it would seem) nod to the early GTAs. If that video is anything to go by it looks like it plays pretty damn slick too and will certainly stand out over some of the shovelware the DS has. Looking pretty damn good all round so far but as Jim says, lets hope it controls well or it will all be pointless. |
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| Demaar | Sunday Mar 1 2009, 12:33 PM Post #8 |
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God made me a cannibal to fix problems like you
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I like the three quarter perspective. Gives you the ability to see ahead a little but has the old school GTA feel. Dunno how I feel about the gimmicky jump starting mini-game deal. |
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| Link | Monday Mar 2 2009, 07:51 PM Post #9 |
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うるさい!!!
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Love how GTA seems to be linked with "mature" gamers ![]() having said that... lol it does looks alright haha <--- prefers the old school top gta to the 3d stuff |
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World of Warcraft: Elrahd Level 80 Night Elf Balance Druid <Trial by Fire> of Moon Guard Server | |
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| lexielab | Tuesday Mar 3 2009, 02:48 PM Post #10 |
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Her Majesty
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JB will be having a trade-in deal for this game - trade 2, get it for free. As JB don't have an exclusions list for DS games, this is an opportunity to get the game for cheaper by buying some cheapy titles elsewhere if you don't actually have any games to trade. Kmart for example has a few DS games for $20. |
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| Ingram | Wednesday Mar 4 2009, 01:46 PM Post #11 |
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Hello, Dexter Morgan!
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Grab two copies of space invaders from Sanity for 8 bucks each and you will have a pretty damn good deal. Hell grab 3 and keep one for yourself. |
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| Ingram | Wednesday Mar 4 2009, 05:51 PM Post #12 |
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Hello, Dexter Morgan!
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Cars, Combat, and Missions in Chinatown Wars How would you compare the action in Chinatown Wars vs. GTA 1 and 2? What about GTA III, Vice City, and San Andreas? And GTA IV? With Chinatown Wars we wanted to bring something very new to the GTA series, whilst being proudly aware of its lineage. The early top down games were all about delivering concentrated arcade action and the new perspective given to the series after III clearly gave a literal three-dimensionality to the games complemented by increased narrative and gameplay depth. With GTA IV, we had this massively re-imagined world of Liberty City and the way we interacted with its inhabitants via modern technology. Chinatown Wars takes aspects of all of the various iterations of the series and blends it with the fresh, exciting gameplay possibilities that the DS platform offers. Since Chinatown Wars was conceived as a broadly more arcade-feeling game, deciding to ramp up the mayhem to the levels of I and II - and beyond - was a no-brainer. In fact most of the early development was spent making bigger and bigger explosions, throwing cars and peds around and generally seeing how far we could push the action. Unquestionably this paid off - CTW is wildly kinetic - something that no screenshot can ever do justice to. ![]() ![]() Can you talk a little bit more about the rampage missions in GTA: Chinatown Wars? We were enormously excited to bring the rampages back, since they're a great thing for a handheld GTA - little slices of instant manic action. But at the same time, we recognised that they'd been in a lot of GTA games, and we needed to change the formula a little to keep them fresh and interesting to players. When they trigger a rampage, the player has 90 seconds to cause as much damage as possible. You're not restricted to using just one gun any more, but you're given a weapon and you'll earn bonuses for using it. We've also put bonus multipliers in to reward quick action. All of the side missions are now scored in medals - you get a bronze for scraping past the target score, silver for doing better, and gold for blowing it out of the water - and the rampages feed into this too. You only need to get bronze to count as having passed a rampage, but the gold medal scores are there for bragging rights. ![]() ![]() What kind of thinking went into making all of the weapons in the game? Was there anything that was and wasn't going to work on the DS? What can you tell us about the combat? Fun, fun, fun. We wanted massive explosions and lots of gratifying feedback happening in front of you, it's great to be able to destroy lots of stuff onscreen! Again, it's all in the details, peds on fire need to look right, they are thrown backwards when shot or affected by explosions. One cool thing I can think of that came out of this was when a ped was being thrown back by an explosion and I then shot them with a shot gun that totally changed their direction they were flying. The chain saw is most excellent as well, you get to see guts flying everywhere! The range of weapons was defined quite early in terms of their iconic status and gameplay value. For instance, a fire extinguisher is of limited use, but a flamethrower - untold fun. Once we had a core range of weapons, they had to be balanced perfectly - nothing ruins a game quicker than an over-powerful weapon taking all the challenge out of it. We also introduced thrown weapons as a secondary attack, so you can be in the middle of a gun fight and throw a molotov using the touch screen without breaking the action to switch away from your gun. We think it works really well. It ended up being this little crazy world of visceral madness and mayhem - fantastic. ![]() ![]() There seem to be a lot of cars and vehicles in the game, and they seem to all handle a bit differently along with their own damage modelling. How hard was this to pull off? Vehicle variety has always been at the heart of the GTA experience. There are over 100 different vehicles in the game - most of which have multiple paintjobs; again, this was an early decision - we wanted all the aspects of the world to be as varied as possible and seeing carbon copies of cars rolling down the street was simply unacceptable. GTA fans would expect every vehicle to handle differently, and we try very hard not to disappoint GTA fans. It wasn't an easy thing to pull off either, if you look at the cars, there is detailing that you would expect to see on a 'console' version - fenders, grilles, working tail lights and indicators - even smashable headlights. The damage system is very comprehensive, you can break all the major hinges on doors and bonnets (hoods), pop out all the lights, and if you like, you might end up with a car that even a wreckers yard would turn away. Details like this make the game fun to play for a long time. As for the handling dynamics, we had a full time team on this from beginning to very near the end consisting at its core of a very clever physics coder and our driving supreme designer. Everyone had a hand in making these vehicles feel sweet as a nut, but these guys were there day in day out ensuring the pay off would be massive. ![]() ![]() About the vehicles in the game. Some GTA fans are pretty fond of hidden street races, stunt jumps, and vehicular maneuvers. How much of that will be included in the game and how will it all work? Yup. All there. Once you've gone to the trouble of putting physics and unique vehicle handling in your game, you want to give the players something cool to do with it. Again though, there's the common theme of rethinking it for the perspective, such as making unique stunt locations be identifiable to the player by placing a recognisable object to aim for. Originally, stunt jumps had always been flagged by an arrangement of objects which suggested a jump, but this only worked with the low GTA camera. The all-new stunt jumps are more DS-friendly, again, we can't mention how they're flagged - it would spoil the surprise, but the pay-offs are just as satisfying as any previous incarnation. ![]() ![]() The police chases work much differently here in Chinatown Wars. Can you elaborate more as why that is and what kind of thinking went into it? We really wanted the police chases to be high action, and whenever we think of great cop chase movies, they revolve around the guy being chased outsmarting the cops, forcing mistakes on them, and getting them to crash. Think of a cop chase movie, and you can probably bring to mind the "sad cop siren" noise - these things were the references we were aiming for. From the moment that the system was integrated it was a winner. The mechanic of actually disabling cop cars and actively engaging them rather than hiding from them was hilarious and bought into many of the movie moments upon which the GTA series draws. Leaping over a jump and watching the pursuing black-and-whites smash into walls, flip over and crash into buildings was so funny that it couldn't be wrong. Effectively the thinking behind it was if it made us laugh out loud - it worked. Finally one extra addition we all loved once it was installed was the arcade-like bail and destroy feature. Arm yourself with a powerful handgun and bail out of a car at very high speed and Huang will automatically target the fuel tank of the car you've just exited. Just open up on it and Bingo! - it's exploding and barrel rolling down the road at any target you choose. It's an epic way to start a fight. ![]() ![]() With the action being a bit more arcade-like in nature - what can you tell us about how that will work on a competitive level? The nature of the platform is that it's played on the move, in public. The DS is a social phenomenon. We suspect that while the game is primarily an immersive solo narrative, its visceral, quick blast elements might give rise to a non-official multiplayer dynamic in terms of leaderboards and stat tracking - "I did x in this time, how quick can you do it?" In the studio, we've had competitions to see how quickly you can get rid of a five star wanted rating. Our multiplayer scenarios draw directly on the fun that is on offer from the basic game mechanics - no complex set-ups, no hanging around in lobbies, straight into good clean GTA anarchy. ![]() ![]() What more can you tell us about the mission structure? How is it different from any of the PSP titles you worked on? Why the decision to make it all replayable now? We've honed our skills further with two highly successful GTA handheld games behind us. We know what works and what doesn't, how to engage the player in a mission early and how to give a rich game play experience without it lasting too long without a break. The PSP missions were perfectly suited to the needs of the platform and we think we've hit a new balance for the DS. Missions are slightly shorter between saves, but narrative arcs span across missions linking them seamlessly. It becomes the player's decision to play out the full arc, or just pause their journey on a single chapter. Replayable missions came from the slightly more "out there" nature of Chinatown Wars in that we felt that it wouldn't feel out of place for you to relive your past exploits. The mission replays also tie into the medal structure for side activities, with each replay being timed, and each mission having bronze, silver, and gold medal times to aim for. All in all these key decisions have really added to the longevity of the game, and it gives players a very easy way to jump straight back into their favorite bits of action. Source: IGN Edited by Ingram, Wednesday Mar 4 2009, 06:02 PM.
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| Ingram | Saturday Mar 7 2009, 02:51 AM Post #13 |
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Hello, Dexter Morgan!
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Here's an absolutely new bad ass video of the game. It features hacking and sniper rifling. http://au.gamespot.com/ds/action/grandtheftautochinatownwars/video/6205683/grand-theft-auto-chinatown-wars-game-features--hacking--sniper-rifle The whole hacking and putting the sniper rifle together side of things looks really awesome. Cannot wait! |
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| Ingram | Wednesday Mar 11 2009, 06:08 PM Post #14 |
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Hello, Dexter Morgan!
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Rockstar Leeds comments on how existing console elements made the move to the Nintendo DS. We heard a thing or two already about the scale of money in this game, can you tell us how it's going to be different from previous GTA's? Gordon Hall: We made a conscious decision to keep the amount of money that you earn from missions as low as possible, part of which is a way of exploring Huang's character a bit more. Huang, as we have already revealed, is somewhat of the spoiled rich kid type. He's been a Triad under his father who was the one of their leaders in Hong Kong before being killed – and Huang has spent most of his life enjoying the spoils of being on top like going to clubs, bars, and spending all of his money on women. Now that he's lost his father's source of income and he's exploring the streets of Liberty City under the orders of his Uncle, he's going to actually have to earn his way around town. No more having everything handed to him on a golden plate. If he wants new wheels, new guns, or new places to stay - he's going to have to earn it, as most everything that Huang will be buying will also be coming with a relatively higher price tag than we're used to seeing in GTA. ![]() How many different ways will there be to make money in the game? What kind of odd jobs will be making a return from the previous GTA's? Hall: There are a lot of methods of earning cash in CTW, and pretty much every side activity has the opportunity for a monetary reward. We to mentioned to you previously that all of the Rampage missions are back, but they'll also be dishing out cash with every tier of Bronze, Sliver, and Gold medals earned. Beyond that, the service vehicles are all present, - but we've added slight twists to make them feel different from before, like using the fire engine to disperse protestors outside the Bank of Liberty. Players will also be hopping into taxi cabs and taking fares; finding an Ambulance to save helpless pedestrians hurt throughout the city; stealing police cruisers and taking down criminals in vigilante missions - all of that classic GTA gameplay is back, and here for players to discover. Another thing we have going on here is the inclusion of van hijacking. Throughout the game, the Triads will eventually see the vans of rival gangs traveling throughout the city. Once you get a hold of them, you can rush them back to your own hideout and find what they've been smuggling. Cut into the sides of their doors and, with any luck, you'll be able to find the contraband hidden within. By contraband, we do of course mean that you'll often find drugs, which play a huge role in the in-game economy of Chinatown Wars. Of course, that's not the only way you'll be coming across narcotics in the game, since ultimately the one thing players should always know is that on the streets of Liberty City, drugs equal money. ![]() About the drug dealing aspect of the game- Can you tell us what inspired you to include something of this scale in Chinatown Wars? Hall: We've always tried to include a kind of side game in Grand Theft Auto. GTA IV had the aspect of keeping your friends happy, and dating. VCS had developing a crime network. The drug dealing was something that just seemed to fit the criminal element in a modern-day city, with Huang making money for his Uncle, but not in a very public way. What stands out with the drug dealing aspect of CTW is the fact it could be a stand alone game in its own right. It's wide and deep in its scale. I often find myself just playing this aspect of the game for hours on end before getting back to the meat of the story missions. ![]() Can you tell us about any of the other criminal factions in the game? How deeply involved will they be as far as these in-game economics go? Hall: This goes deeper into the concept of Chinatown Wars' Liberty City being a living, breathing city. Two of the things that we think a lot of people had in mind when we first announced this game with it being called 'Chinatown Wars', were this: that it might primarily be set in the Chinatown area, and that it might only involve the Triad organization. This couldn't be further from the truth. Once you get rolling with your first mission that shows you a bit about the in-game economy, you gain access to your trade information on your PDA. There you can pull up your Turf Map and actually get a glimpse of what puts these ideas to rest. There are nine different criminal organizations throughout the game, all scattered throughout the entirety of the four boroughs of Liberty City. The Midtown Gangsters, the Spanish Lords, the Angels of Death and more. All of these criminal organizations populate Liberty City and all of them have their own primary drug supplies and demands. For instance, the Russian Mafia, located in Hove Beach, might be dealing ecstasy on the cheap, but if they prefer to purchase coke, you can sell it there in search of a bigger profit than with another group in a different area. Playing each gang's preferences off against each other city-wide is where the budding Liberty City criminal can earn big bucks. ![]() How about the drug busts and security cameras? How much depth do they add to this in-game economy? Hall: The drug busts don't directly affect the economy, though they will affect how you approach a deal. You will generally not get too much heat from being a small time dealer, so it's worth your while to only do low value deals. But if you have a lot of product to move, and the dealer is offering a good price, are you willing to risk the cops getting involved? During development I eventually found myself approaching every deal with an eye for a fast getaway, because if the cops bust you, you'll lose all of the gear you're carrying. That's why we decided to have the stashbox kept inside the safehouse so that players can store all of their goods so as not to have it confiscated when busted. As for the cameras, most everyone who's played GTA before might be familiar with what we've done with things like the hidden packages or say the 'flying rats' that were scattered throughout GTA IV. Ultimately, these were for our most hardcore players, and beyond anything, finding all 100 of these items mainly played into getting a 100% status in the game. For Chinatown Wars, we've actually taken action and decided to have the signature '100 item' element factor directly into the gameplay itself. Throughout the city, you'll find 100 LCPD security cameras keeping watch over several areas in the game. These actually do have a direct effect on the pricing of drugs in each area of the game. For example, if you're about to buy some ecstasy from the Mob in Little Italy, you'll be able to get it for a cheaper price if you take out any surrounding security cameras in the area. The reason is, if there's less risk of getting busted in the area, more dealers will be willing to sell near there. Thus, the prices will have to come down. This works the opposite way as well. If Huang wants to sell and fetch a higher price, best to leave the camera in the area up. This adds on an infinite number of ways to strategically take out all 100 cameras in the city in the order the player chooses. If you find a hot spot to sell, and you want to leave the camera up, just mark it on map in the GPS and take it out later! There's really just an insane amount of depth here that players are free to dive into. What kinds of things can we do with all of this cash once we make it? Will I be able to sell and trade things with friends? Hall: There's going to be plenty of things to blow your hard earned cash on once you start making it. Guns from Ammu-nation, for one thing, can be delivered straight to your door. These won't be cheap. Many will set you back in the four and five figure range and above, and once they're gone, they're gone until you buy them again! Plus you'll have several safe houses you can buy throughout the city. While you can save from your PDA at any point in the game, you'll still want to have a place to stash your goods close by at all times in case you get busted. There will be an auto merchant in the game as well. As you progress, you'll be able to buy rare vehicles from him directly that you can store at any of your safe houses. Some will be exceptionally fast, others might just pack a little firepower. To answer your question though, yes. You will be able to trade money, weapons, and commodities with friends via local connection and online. Eventually, you might even be able to set yourself up amongst your circle of fellow players. Exchange friend codes and you might want to be the go-to guy for all of the weapons in the game. Ammunation selling a flamethrower for $6,000? Maybe you'll want to sell it for $5,000 and undercut their price to your friends. The possibilities are limitless here, and as far as trading goes, we have a ton of ways that we'll be allowing players to share their massive single player experience with others! http://au.ds.ign.com/articles/961/961279p1.html --- Anyone still interested in this game? Edited by Ingram, Wednesday Mar 11 2009, 06:09 PM.
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| Moebius | Friday Mar 13 2009, 09:38 AM Post #15 |
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I'm in ure forumz...
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Very interested. When is it released? |
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| Ingram | Friday Mar 13 2009, 01:12 PM Post #16 |
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Hello, Dexter Morgan!
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The 20th! New Trailer Woo! [emb=480,392]http://www.gametrailers.com/remote_wrap.php?mid=46649[/emb] Edited by Ingram, Friday Mar 13 2009, 01:16 PM.
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| Ingram | Sunday Mar 15 2009, 02:14 PM Post #17 |
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Hello, Dexter Morgan!
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So the game is *out there* if you're shady. Here's heaps of gameplay footage: [utube]http://www.youtube.com/watch?v=Xh08w0A8sXY&feature=PlayList&p=0B4A5276D143BA55&index=0&playnext=1[/utube] There's 10 of these videos there. |
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| Bozie | Sunday Mar 15 2009, 03:36 PM Post #18 |
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If anyone has some questions about the game I could try and answer them. I've only played a wee little bit of it but I can already see it's pretty awesome. They did a good job with the cut scenes and using the manga art work stuff to make it all interesting. Someone asked about the controls earlier? You move around with the d pad, and the touch screen accesses special stuff like your PDA and weapons. Right at the start there is a cool touch screen moment where you're trapped in a car underwater, and you have to smash the back windscreen with the touch screen to get out. |
Bozie is my name, and Booz'n is my game!![]() | |
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| Moebius | Monday Mar 16 2009, 04:00 PM Post #19 |
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I'm in ure forumz...
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What is this game rated for Aus? I can't believe they got away with calling the drugs by their actual names. |
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| Ingram | Monday Mar 16 2009, 04:49 PM Post #20 |
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Hello, Dexter Morgan!
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MA15+ |
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3:05 AM Mar 12