Liberty City in GTA IV Era: Difference between revisions

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[[Image:New_LC.jpg|thumb|right|300px|Liberty City in Grand Theft Auto IV]]
[[Image:Sunset.jpg|thumb|right|300px|Liberty City in Grand Theft Auto IV]]
[[Image:GTAIV_Skyscraper.JPG|thumb|The GTA version of the Empire State Building]]
[[Image:Train.jpg|thumb|300px|Liberty City]]


   
   
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When asked why [[Rockstar Games]] decided to use Liberty City, [[Dan Houser]], Vice President of the company said: ''"[New York City] is an environment we felt had never been done to the level we were envisioning it in a video game. From looking at all of the locations, this was the one that really stood out to us, and really had that impact. It has all of these iconic things that you couldn't put into a game before."''
When asked why [[Rockstar Games]] decided to use Liberty City, [[Dan Houser]], Vice President of the company said: ''"[New York City] is an environment we felt had never been done to the level we were envisioning it in a video game. From looking at all of the locations, this was the one that really stood out to us, and really had that impact. It has all of these iconic things that you couldn't put into a game before."''
{{NYC}}
{{NYC}}
''"The texturing of the Algonquin streets, which are filled with crater-like potholes and occasional glimpses of the brick used in a world gone by, are greatly varied in design and something you can't tear your eye from. The visual makeup of the city was something we could capture real well and really understand the minute aspects of its personality. Trying to put that into a videogame is something that we think is unique to the video game medium. It was a way that we could capture some aspects of the experience of living there that you couldn't put into a film, you couldn't put into a TV show, and you couldn't put into a book."''
''"The texturing of the Algonquin streets, which are filled with crater-like potholes and occasional glimpses of the brick used in a world gone by, are greatly varied in design and something you can't tear your eye from. The visual makeup of the city was something we could capture real well and really understand the minute aspects of its personality. Trying to put that into a videogame is something that we think is unique to the video game medium. It was a way that we could capture some aspects of the experience of living there that you couldn't put into a film, you couldn't put into a TV show, and you couldn't put into a book."''