Grand Theft Auto DNA, part 1: driving evolved
In part 1 of our Grand Theft Auto DNA, we dissect the driving system in GTA 3, Vice City, San Andreas, and GTA 4 to understand how driving evolved over the course of those series, and how it should work in the upcoming GTA 5.
In August 2001, Sony's PlayStation 2 celebrated its first birthday with little fanfare. More a glorified DVD player than a hot-ticket game machine, the PS2 lacked a system seller, industry jargon for a game so popular that gamers plunked down hundreds of dollars on a console just to experience that one game. Two months later in October, Rockstar North filled the void with Grand Theft Auto 3, an open-world romp where players could hijack cars, splatter pedestrians, treat traffic jams like impromptu destruction derbies, and wage crime sprees.
Some vehicles in GTA 3, such as the police cruiser, opened up additional missions.
Vice City and San Andreas added more vehicles including planes and motorcycles.
GTA 4 looked more realistic than ever, but many players didn't care for the weighty, more realistic driving physics.
The days of jetpacks are behind us, but that doesn't mean vehicles in GTA 5 can't balance fun and physics.
In part 2 of Grand Theft Auto DNA tomorrow, we discuss the role sandbox environments play in GTA games, and why the city is as big a player as Tommy Vercetti or Niko Belic.
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David Craddock posted a new article, Grand Theft Auto DNA, part 1: driving evolved.
In part 1 of our Grand Theft Auto DNA, we dissect the driving system in GTA 3, Vice City, San Andreas, and GTA 4 to understand how driving evolved over the course of those series, and how it should work in the upcoming GTA 5.-
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I appreciate that pieces of shit handle like pieces of shit, and the expensive cars handle better. I still find I end up doing 180s when making the most minor of turns in moderate vehicles.
More than anything, GTA4 pisses me off due to Open World Syndrome. I've become spoiled by more recent games' use of checkpoints, and while I appreciate that hilarity often ensues when you're in an open world, it's pretty infuriating to have to start over at the very beginning of the mission, including having to go and travel back to the mission start again.
I hope GTA5 introduces checkpoints, even in a limited form. The most painful is anything to do with racing. Going along and doing fairly well, just to have some Open World Random Bullshit occur which flips your car or something, mess up the whole thing is maddening. -
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