Grand Theft Auto IV/Features: Difference between revisions

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== Software Platforms==
== Game Mechanics==
 
[[Grand Theft Auto IV]] is powered by Rockstar's own [[RAGE]] (Rockstar Advanced Game Engine), along with the [http://en.wikipedia.org/wiki/Euphoria_%28software%29 Euphoria] run-time animation engine developed by [http://en.wikipedia.org/wiki/NaturalMotion NaturalMotion]. Euphoria uses a procedural animation technology called Dynamic Motion Synthesis instead of pre-recorded animations to facilitate player motion, allowing more natural, unscripted movements. DMS animates fully interactive 3D characters "on the fly" through real-time simulations of human motor functions, giving each character a "central nervous system." NPCs exhibit different actions and reactions in every scene, so each player's experience is unique and, as a result, more realistic.<ref>Euphoria article on Wikipedia. http://en.wikipedia.org/wiki/Euphoria_%28software%29</ref>
 
 
Characters can cleanly dodge punches, limp away with gunshot wounds, and even get ejected through their vehicle's windshield, all in fluid motions with subtle transitions. Explosions send people flying further than ever before. There is also a new damage system that assesses cosmetic damage to vehicles and objects in the environment through more accurate measures of the force and location of impact. The game uses [http://en.wikipedia.org/wiki/Image_Metrics Image Metrics] middleware for facial expressions and lip-synching.
 
 
 
The bump maps used to generate landscape topography are much more detailed than in previous GTA eras, allowing the contours of the gamespace to have more texture and depth. Also, the relative speed of in-game [[time]] is decreased. Every two seconds of play represents one minute of in-game time, so the time it takes to complete a full day is doubled from that of the [[GTA III Era|GTA III era]], from 24 minutes to approximately 48 minutes.
 


[[Grand Theft Auto IV]] is powered by [[RAGE]] (Rockstar Advanced Game Engine), with Euphoria, Endorphin physics engine created by NaturalMotion.


==Graphics==
==Graphics==


The graphics of GTA IV have benefitted from new consoles it runs on and the new game engine. New sunlight and weather effects give the city a different appearance as the time of day progresses. Volumetric lighting effects allow sunlight to stream realistically into dusty interiors. Police spotlights also benefit from this effect when helicopters kick up debris. In cars, you can see "reflections" on the rear- and side-view mirrors.
GTA IV's graphics largely benefit from the high-definition capability of the seventh-generation consoles it runs on and the new game engine. New sunlight and weather effects give the environment a vividly realistic appearance as the time of day progresses. Volumetric lighting effects allow sunshine to stream into dusty interiors and fog to darken distant horizons. Modern pixel shaders reflect light in the body panels of clean cars and the glass windows of skyscrapers, and water appears staggeringly wet.


Animations for NPC movements such as walking, falling, pushing, and others are created "on the fly", due to the use of the [http://en.wikipedia.org/wiki/Euphoria_(software) Euphoria game engine] created by NaturalMotion, so each player's experience will be unique. Gamers are no longer subjected to prerecorded animations. The core technology is the Dynamic Motion Synthesis (DMS) system. This new physics engine gives characters a "central nervous system" allowing more natural, unscripted movements. It also adds weight to each characters footsteps and causes them to transition depending on their surroundings. This is apparent when characters walk up and down stairs; instead of moving like the stairs are a flat surface, the stance of the character changes depending on if they are moving up or down. Characters react realistically to being hit with gunfire, cars, and melee weapons or fists. Falling/thrown characters will react as in real life. They won't simply be limp, lifeless ragdolls. Nor will they use a canned "super hero" animation like before. Players are also able to push people out of the way, rather than "floating" past them as in older games.
Road and building textures are also more varied than in previous GTAs. Potholes, sewer plates, tar patches, and cracks in the asphalt are highly visible, and no two [[Burger Shot]] exteriors are the same.


Although the size of the map is no bigger than [[State of San Andreas|San Andreas]], the extreme detail of the city has been enriched to a unique depth. There is no open space, and every inch of the city tells a story.


Normal (bump) maps provide much more detail in models than the underlying polygons, as well as giving materials more texture and depth. Road and building textures are more varied than in previous GTAs. On some roads potholes or metal plates where the road has been dug up can be found. Modern pixel shaders give water, glass, cars, etc., more realistic reflections and shininess than the earlier games.


==Game Mechanics==
==Content==


The game mechanics of GTA IV have little in common with [[Grand Theft Auto: San Andreas]]. Many of the silly, unrealistic weapons have been removed. Players are no longer able to mow down cars with the minigun or the radar-guided missile launcher anymore.
Many fans criticized Rockstar for the omission of many features from GTA IV that made [[Grand Theft Auto: San Andreas|San Andreas]] so much fun to play.<ref>Citation needed.</ref> Most of the complaints were about the removal of RPG-like features and customizable elements that were present in SA, such as building muscle or becoming fat; the variety of clothing and tattoos to wear; the modification of cars; and many of the more amusing gameplay elements like the jetpack, parachutes, highly destructive weapons, planes, bikes, and impractical vehicles. Other gamers commended Rockstar for adding realism, saying the believability benefits the game and enables more focus on the story.<ref>Citation needed.</ref>


Many gamers criticized Rockstar for the omission of many features from GTA IV that made GTA San Andreas fun to play.<ref>Citation needed.</ref> Most of the complaints were about the removal of the many RPG-like features and customization that were present in GTA SA, such as working out and getting "ripped" or becoming fat; the variety of clothing and tattoos to wear; the customization of cars; the removal of gameplay elements like the jetpack, parachutes, highly destructive weapons, planes, bikes, many cheat codes and many of the minigames and sidegames. But, other gamers commended Rockstar for adding realism, saying it added believability to the game and created more focus on the story.<ref>Citation needed.</ref>


The relative speed of in-game [[time]] has been decreased in GTA IV.  Instead of the standard passage of time in the [[GTA III Era]], where one second of play would elapse one minute on the in-game clock, now every two seconds of play represents one minute of in-game time.  Thus, the amount of time taken to complete a full day is doubled, from 24 minutes to approximately 48 minutes.


Airplanes have been sacrificed as well, which makes sense as there is only one airport; however, helicopters still exist. The lack of airplanes is also rumored to stem from Rockstar not wanting a reenactment of the events of 9/11 in the game, as GTA IV takes place in a recreation of New York.<ref>Citation needed.</ref> It has also been said that Rockstar removed planes because in NYC flight is restricted, so it should also be restriced in [[Liberty City in GTA IV|Liberty City]]. The driving model has also been strongly tweaked, giving a very strong sense of realism. Cars no longer feel as if they are gliding on rails. Every shake of the steering wheel or bump in the road now has very realistic feedback. Moreover, players do not find the parachute anymore.
 
Although the size of the map is only about one-sixth the size of [[State of San Andreas|San Andreas]], the scale is no different, and the smaller worldspace is detailed to a greater depth. There is very little "wasted" space, and every inch of the city tells a story.
 
 
 
Airplanes have been sacrificed as well, which makes sense as there is only one airport; however, helicopters still exist. The lack of airplanes is also rumored to stem from Rockstar not wanting a reenactment of the events of 9/11 in the game, as GTA IV takes place in a recreation of New York.<ref>Citation needed.</ref> It has also been said that Rockstar removed planes because in NYC flight is restricted, so it should also be restriced in [[Liberty City in GTA IV|Liberty City]]. The driving model has also been strongly tweaked, giving a very strong sense of realism. Cars no longer feel as if they are gliding on rails. Every shake of the steering wheel or bump in the road now has very realistic feedback. Moreover, players do not find the parachute anymore.
 
 


The new [[Cover System|cover system]], which gives Niko the ability to hide behind any wall, car, or object is almost completely taken from the cover system featured in the game "Gears of War."<ref>Citation needed.</ref> Since enemies are now more aggressive, their weapons take larger hunks of health at a time, and the player will often face larger groups of enemies at once, using the cover system is essential to survival. It makes firefights much more realistic and dramatic than the "run and gun" tactics that [[CJ]], the protagonist of the previous [[Grand Theft Auto: San Andreas]], had to rely on.
The new [[Cover System|cover system]], which gives Niko the ability to hide behind any wall, car, or object is almost completely taken from the cover system featured in the game "Gears of War."<ref>Citation needed.</ref> Since enemies are now more aggressive, their weapons take larger hunks of health at a time, and the player will often face larger groups of enemies at once, using the cover system is essential to survival. It makes firefights much more realistic and dramatic than the "run and gun" tactics that [[CJ]], the protagonist of the previous [[Grand Theft Auto: San Andreas]], had to rely on.


Unlike in previous Grand Theft Auto games, cars are more realistic.  The speed of the car depends on how much pressure you apply on the acceleration buttons.  Instead of just simply holding down a button and the car fully accelerates, the car's have a more realistic transmission and up shift and down shift in sync. So the car shifts accordingly to rpms. Also the car automatically shifts at according rpm speeds. You can now rev your car's engine by holding down the handbrake button and accelerating. Engine sounds depend on the engine's RPM, instead of just having the basic acceleration sound and deceleration sound, the engine sound will match the RPM. If you hit something at a high speed, the player will crash through the windshield and lose health depending on the speed. Burnouts are more realistic as smoke builds up the longer you burn out.  If you burn out for too long, the tires will pop from the heat. You can control the lights.  The radio can be heard from outside the vehicle.  And when you turn the cars suspension lifts depending on what side you turn and how hard you turn. Just like in the real world, if you crash into a car's back at the right speed, the gas tank will rupture, sparks will ignite the fuel and the car will catch fire. Now if you flip over in a vehicle, it will no longer catch on fire automatically. If your engine is severely damaged, the engine will refuse to turn over and the car won't start.  Also, you have the ability to ignite or extinguish a vehicle's engine at your leisure.  This is a useful feature for parking your hard-earned rare vehicle in the parking space at the safehouse, to ensure it doesn't move anywhere, or just for that added touch of realism.
In GTA IV, there is a new damage system. When you crash into a building or an object, you will leave big cracks or bend the objects with particles coming out. Your car's damage will depend on how hard you hit an object instead of hitting an object at 1 mph and getting a huge dent on the car; the harder you slam your car into something, the more dents/damage there will be.  Boats and helicopters now take damage as well.  Dents and damage will appear no matter where you hit a vehicle or an object.  You can even blast through a concrete pole to kill your target.




Unlike in previous Grand Theft Auto games, cars are more realistic. The speed of the car depends on how much pressure you apply on the acceleration buttons. Instead of just simply holding down a button and the car fully accelerates, the car's have a more realistic transmission and up shift and down shift in sync. So the car shifts accordingly to rpms. Also the car automatically shifts at according rpm speeds. You can now rev your car's engine by holding down the handbrake button and accelerating. Engine sounds depend on the engine's RPM, instead of just having the basic acceleration sound and deceleration sound, the engine sound will match the RPM. If you hit something at a high speed, the player will crash through the windshield and lose health depending on the speed. Burnouts are more realistic as smoke builds up the longer you burn out. If you burn out for too long, the tires will pop from the heat. You can control the lights. The radio can be heard from outside the vehicle. And when you turn the cars suspension lifts depending on what side you turn and how hard you turn. Just like in the real world, if you crash into a car's back at the right speed, the gas tank will rupture, sparks will ignite the fuel and the car will catch fire. Now if you flip over in a vehicle, it will no longer catch on fire automatically. If your engine is severely damaged, the engine will refuse to turn over and the car won't start. Also, you have the ability to ignite or extinguish a vehicle's engine at your leisure. This is a useful feature for parking your hard-earned rare vehicle in the parking space at the safehouse, to ensure it doesn't move anywhere, or just for that added touch of realism.
==References==
==References==
<references/>
<references/>
[[Category:GTA IV]]
[[Category:GTA IV]]

Revision as of 08:25, 10 March 2010


Game Mechanics

Grand Theft Auto IV is powered by Rockstar's own RAGE (Rockstar Advanced Game Engine), along with the Euphoria run-time animation engine developed by NaturalMotion. Euphoria uses a procedural animation technology called Dynamic Motion Synthesis instead of pre-recorded animations to facilitate player motion, allowing more natural, unscripted movements. DMS animates fully interactive 3D characters "on the fly" through real-time simulations of human motor functions, giving each character a "central nervous system." NPCs exhibit different actions and reactions in every scene, so each player's experience is unique and, as a result, more realistic.[1]


Characters can cleanly dodge punches, limp away with gunshot wounds, and even get ejected through their vehicle's windshield, all in fluid motions with subtle transitions. Explosions send people flying further than ever before. There is also a new damage system that assesses cosmetic damage to vehicles and objects in the environment through more accurate measures of the force and location of impact. The game uses Image Metrics middleware for facial expressions and lip-synching.


The bump maps used to generate landscape topography are much more detailed than in previous GTA eras, allowing the contours of the gamespace to have more texture and depth. Also, the relative speed of in-game time is decreased. Every two seconds of play represents one minute of in-game time, so the time it takes to complete a full day is doubled from that of the GTA III era, from 24 minutes to approximately 48 minutes.


Graphics

GTA IV's graphics largely benefit from the high-definition capability of the seventh-generation consoles it runs on and the new game engine. New sunlight and weather effects give the environment a vividly realistic appearance as the time of day progresses. Volumetric lighting effects allow sunshine to stream into dusty interiors and fog to darken distant horizons. Modern pixel shaders reflect light in the body panels of clean cars and the glass windows of skyscrapers, and water appears staggeringly wet.

Road and building textures are also more varied than in previous GTAs. Potholes, sewer plates, tar patches, and cracks in the asphalt are highly visible, and no two Burger Shot exteriors are the same.


Content

Many fans criticized Rockstar for the omission of many features from GTA IV that made San Andreas so much fun to play.[2] Most of the complaints were about the removal of RPG-like features and customizable elements that were present in SA, such as building muscle or becoming fat; the variety of clothing and tattoos to wear; the modification of cars; and many of the more amusing gameplay elements like the jetpack, parachutes, highly destructive weapons, planes, bikes, and impractical vehicles. Other gamers commended Rockstar for adding realism, saying the believability benefits the game and enables more focus on the story.[3]



Although the size of the map is only about one-sixth the size of San Andreas, the scale is no different, and the smaller worldspace is detailed to a greater depth. There is very little "wasted" space, and every inch of the city tells a story.


Airplanes have been sacrificed as well, which makes sense as there is only one airport; however, helicopters still exist. The lack of airplanes is also rumored to stem from Rockstar not wanting a reenactment of the events of 9/11 in the game, as GTA IV takes place in a recreation of New York.[4] It has also been said that Rockstar removed planes because in NYC flight is restricted, so it should also be restriced in Liberty City. The driving model has also been strongly tweaked, giving a very strong sense of realism. Cars no longer feel as if they are gliding on rails. Every shake of the steering wheel or bump in the road now has very realistic feedback. Moreover, players do not find the parachute anymore.


The new cover system, which gives Niko the ability to hide behind any wall, car, or object is almost completely taken from the cover system featured in the game "Gears of War."[5] Since enemies are now more aggressive, their weapons take larger hunks of health at a time, and the player will often face larger groups of enemies at once, using the cover system is essential to survival. It makes firefights much more realistic and dramatic than the "run and gun" tactics that CJ, the protagonist of the previous Grand Theft Auto: San Andreas, had to rely on.


Unlike in previous Grand Theft Auto games, cars are more realistic. The speed of the car depends on how much pressure you apply on the acceleration buttons. Instead of just simply holding down a button and the car fully accelerates, the car's have a more realistic transmission and up shift and down shift in sync. So the car shifts accordingly to rpms. Also the car automatically shifts at according rpm speeds. You can now rev your car's engine by holding down the handbrake button and accelerating. Engine sounds depend on the engine's RPM, instead of just having the basic acceleration sound and deceleration sound, the engine sound will match the RPM. If you hit something at a high speed, the player will crash through the windshield and lose health depending on the speed. Burnouts are more realistic as smoke builds up the longer you burn out. If you burn out for too long, the tires will pop from the heat. You can control the lights. The radio can be heard from outside the vehicle. And when you turn the cars suspension lifts depending on what side you turn and how hard you turn. Just like in the real world, if you crash into a car's back at the right speed, the gas tank will rupture, sparks will ignite the fuel and the car will catch fire. Now if you flip over in a vehicle, it will no longer catch on fire automatically. If your engine is severely damaged, the engine will refuse to turn over and the car won't start. Also, you have the ability to ignite or extinguish a vehicle's engine at your leisure. This is a useful feature for parking your hard-earned rare vehicle in the parking space at the safehouse, to ensure it doesn't move anywhere, or just for that added touch of realism.

References

  1. Euphoria article on Wikipedia. http://en.wikipedia.org/wiki/Euphoria_%28software%29
  2. Citation needed.
  3. Citation needed.
  4. Citation needed.
  5. Citation needed.