• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

GTA V official BoxArt Revealed!

This game is too far away. I'm going to step up my media blackout. I did good with Bioshock infinite, but not good enough. I'm not going to read or watch ANYTHING else about this game. Anything I want to know will have to come out of my gameinformer issue
 
edit: Audi logo removed from the car front!

GTA does faked homages to real cars, like Ridge Racer. I like them. They have some cool nods in there to real vehicles and its as much a part of their universe as having to take a package to Vasilly's house. Or look after the boss's girlfriend for an hour.
 
I know that this hasn't been announced for PC, however at this point I don't plan on picking this up on console. I got to thinking that this would be the first GTA boxart that I likely wouldn't "see", not physically. Now these days a Steam grid icon makes more sense to me.

I wonder when boxarts will be completely a thing of the past.
 
The crazy kids from the GTAForums tried to put together a map with the help of most of the screenshots we got so far.
It´s not a map of los santos, but the countryside surrounding it.

No Idea how accurate it is so make of it what you want:

K3xgGkN.jpg
 
Paging Dr. Tuna!

I wonder if they'll seriously go with the walled off map, instead of the endless ocean, this time.
There's the planes problem, of how to make you stay in the boundaries.
 
This game is too far away. I'm going to step up my media blackout. I did good with Bioshock infinite, but not good enough. I'm not going to read or watch ANYTHING else about this game. Anything I want to know will have to come out of my gameinformer issue

You are a stronger man than I am.
 
Paging Dr. Tuna!

I wonder if they'll seriously go with the walled off map, instead of the endless ocean, this time.
There's the planes problem, of how to make you stay in the boundaries.

It almost seems like they have to. Or they will make planes do a forced 180 if you go out too far.
 
Paging Dr. Tuna!

I wonder if they'll seriously go with the walled off map, instead of the endless ocean, this time.
There's the planes problem, of how to make you stay in the boundaries.

Have some kind of ship or Plane patrolling the outside of the map, after repeated warnings if the player does not turn around they will be shot down.

I think that would be better than running into a invisible wall.
 
I just started a new playthrough of GTA4 on PC. I first played it on Xbox when it was first released, so it's very interesting to kinda step back in time a little bit to see how it holds up. I'm playing this fresh off of my first time through Saints Row the Third, so my experience is kinda colored by that. It was nice to have the sprint button up on the bumper, and to have sprinting attacks. And SR3's cars are "Stickier". I think GTA4's cars are more realistic they way they skid around, but SR3's cars are more fun to drive. Trying to do an SR3 drift in GTA4 will result in you just spinning the camera around and careening into innocent bystanders.

Anyway, since that has nothing to do with what anyone's talking about, I'll shut up. I'm looking forward to GTA5 and I really hope that it comes out on PC.
 
Does anyone know how car crashing was handled in GTA 4? It seems the cars have a very rudimentary soft-body physics simulation applied to them. Car crashing works almost as well as Burnout if you ask me and I would love for it to be similar, at least, or better in GTA 5.

I am very glad to see Euphoria will be present as well.

Edit: Was doing a little research and found out that GTA 4/5 and RDR use a physics library known as Bullet which may explain car damage as Bullet has libraries for soft body support/deformation.
 
Does anyone know how car crashing was handled in GTA 4? It seems the cars have a very rudimentary soft-body physics simulation applied to them. Car crashing works almost as well as Burnout if you ask me and I would love for it to be similar, at least, or better in GTA 5.

I am very glad to see Euphoria will be present as well.
I don't see why it wouldn't be any different or not improved in 5.
 
So, apparently actor Jeff Wincott is going to voice a character named "Casey", in GTAV.

He confirmed that IMDB entry being legit on his Facebook page.

Source (with screencaps of the facebook page): the ever-searching GTAForums.

--
Frankly i have no idea who this dude is, i never watched 24 nor Sons of Anarchy, so.. but hey, some may find this news interesting.
 
So, apparently actor Jeff Wincott is going to voice a character named "Casey", in GTAV.

He confirmed that IMDB entry being legit on his Facebook page.

Source (with screencaps of the facebook page): the ever-searching GTAForums.

--
Frankly i have no idea who this dude is, i never watched 24 nor Sons of Anarchy, so.. but hey, some may find this news interesting.
Nice find. I've watched some of Sons of Anarchy, but I don't remember him at all.

Apparently he's a bad ass, though:

exhibit A

exhibit B (lmao @ this one)

exhibit c

Some of Rockstar's casting reminds me in a good way of Tarantino. "Underrated but forgotten genre flick star? Perfect!"
 
It worked for Far Cry 3, since Vaas' voice actor wasn't exactly a big star, but it gave great life to the character.

We'll see if this Wincott is also a decent VA, though.
 
Yeah, I'd imagine being in the VA booth is such a different beast from TV and film so hopefully he's good.

I'm optimistic since performances in R* games are generally pretty damn good. And I actually think the move to lesser known actors was a solid move this gen. Lets the characters stand out on their own a little more. Big difference for me between playing John Marston and playing Ray Liotta as Tommy Vercetti (not that I didn't love Tommy).
 
Yeah, I'd imagine being in the VA booth is such a different beast from TV and film so hopefully he's good.

I'm optimistic since performances in R* games are generally pretty damn good. And I actually think the move to lesser known actors was a solid move this gen. Lets the characters stand out on their own a little more. Big difference for me between playing John Marston and playing Ray Liotta as Tommy Vercetti (not that I didn't love Tommy).

Completely agree.
Also GTA characters do not require a great deal of subtlety, so i'd imagine actors are a bit more free to go nuts, which has to be quite fun.
I mean overacting isn't a problem, when you're voicing Brucie or Yusuf.
 
The cohesive design of the series' cover art should be applauded by designers and businessmen alike. It's classic GTA while offering identifable imagery for the average consumer even at a distance.
 
Hopefully it works like the bike helmet.

Where if you want to wait for the animation to finish you can otherwise you'll just go helmet-less.

RE: Map.. Having a river surrounded by mountains not feed into the ocean makes no sense.
 
I don't like the gas mask at the top. Seems too big or something and is distracting.
 
actual_1366043713.jpg


That shot reminds me of the waterway in San Andreas. I would get a fast bike and max out speed in that section till you could actually outrun the rendering of the level.
 
I just hope Rockstar didn't give into the small number of noobs who crashed 90% of the time and change the physics to be a lot more easier, simplified and dumbed down.

I mean I do hope things like cars don't roll as much is implemented( better suspension) and hopefully better gear changing and less traction control is added.

Best thing would be to have an option like MAFIA 2, want it easier, use normal, want the more fun and challenging driving, use simulation. Sadly I doubt that will happen.


That would ruin the game for me ( will still play and enjoy it, but not as much)

It was near perfect and ANYONE who put even half an effort into trying to learn how to drive in the game would find it easy and so enjoyable, sadly most "gamers" ( using that term lightly) seem to stick to one style of play and don't like adapting ( as in prefer the more super easy, no effort and straight up horrible SR/SD/JC driving physics, heck even GTA SA/ ps2 era GTA games had better car physics than them)

missions/activities=map (very slightly) >driving > other gameplay > story > graphics etc... to me.
 
I just hope Rockstar didn't give into the small number of noobs who crashed 90% of the time and change the physics to be a lot more easier, simplified and dumbed down.

Dan Houser nailed it when he said the cars were "boat-like" so I'm giving them the benefit of the doubt.

Regardless, all they have to do is add a perfect handling cheat and everyone will be happy as a pig in shit.
 
actual_1366043713.jpg


That shot reminds me of the waterway in San Andreas. I would get a fast bike and max out speed in that section till you could actually outrun the rendering of the level.

A REAL HUMAN BEAN AND A REAL HERO.
A REAL HUMAN BEAN AND A REAL HERO.
A REAL HUMAN BEAN AND A REAL HERO.
A REAL HUMAN BEAN AND A REAL HERO.
A REAL HUMAN BEAN AND A REAL HERO.
A REAL HUMAN BEAN AND A REAL HERO.
A REAL HUMAN BEAN AND A REAL HERO.
A REAL HUMAN BEAN AND A REAL HERO.
A REAL HUMAN BEAN AND A REAL HERO.
A REAL HUMAN BEAN AND A REAL HERO.


Dan Houser nailed it when he said the cars were "boat-like" so I'm giving them the benefit of the doubt.

Regardless, all they have to do is add a perfect handling cheat and everyone will be happy as a pig in shit.

I'm trying to recall where i read it, maybe on GAF, maybe on /v/, maybe on GTAForums.. anyway someone described the GTAIV handling as "trying to control a shopping cart on rollerblades".
surprisingly accurate if you ask me, though i liked the more nuanced handling, it just needs a bit more grip and shorter reaction times.
 
The problem with the handling was the mission design never took that handling into account. People you were chasing/running from drove perfectly because of too much scripting, so shooting out their tires did jack most of the time. If your tires blew, you were fucked and had to start over.

When there's no rubber-banding, perfect/"impossible" A.I. handling or linear mission design, then the dynamism of the physics stops being so annoying. The physics-based driving actually makes everything, even small occurrences more exciting when you know every other driver, pedestrian, object or enemy will in an expected, but not entirely predictable way. If you're car catches fire, you need to slow down to increase the chance of surviving diving out, but you also risk maybe being in the car when it explodes, and you have to account for how long you'll roll after jumping out, Etc.
 
The only time I ever felt the driving handling was boat like ( I know I know he is the lead developer, his opinion is greater than mine lol) and bad was when I tried to fully accelerate around a corner and turn at the same time, which is obviously a stupid thing to do or go into a sharp corner at a very fast speed.


Once you start to use half throttle or even no acceleration and try to just turn, it is a lot smoother and easier, something many don't understand.
 
Top Bottom