GTA V - General Thread

  • Thread starter Hollidog
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Link please! :D
I'm guessing you wanted a link to the image, sorry if I'm wrong.

UlVj7.jpg
 
I'm guessing you wanted a link to the image, sorry if I'm wrong.

UlVj7.jpg

This actually wasn't the one but its better than what I saw. That "room to spare" makes it seem similar to Just Cause 2, which was almost too big because of how empty it was.
 
Is that combined map correct to scale? I always thought that RDR's map felt bigger than it actually was, because of the amount of time it took to get anywhere on a horse. :lol:

I think GTA IV might have been bigger than GTA SA? Except no country, forest and desert bits. Could be mistaken though.

Would be nice if Mount Chilliad had Cougars and Black Bears to worry about while exploring. Coyotes and grey aliens in Blaine County, Bigfoot of course. :D Sharks?
 
Is that combined map correct to scale? I always thought that RDR's map felt bigger than it actually was, because of the amount of time it took to get anywhere on a horse. :lol:

I think GTA IV might have been bigger than GTA SA? Except no country, forest and desert bits. Could be mistaken though.

Would be nice if Mount Chilliad had Cougars and Black Bears to worry about while exploring. Coyotes and grey aliens in Blaine County, Bigfoot of course. :D Sharks?

SA is confirmed to be larger than IV.

Like the idea of sharks/bigfoot etc.
 
No it's just a representive of how big GTAV could be since R* said it was as big as RDR, SA and IV combined ;). (With room to spare)
 
Is that combined map correct to scale? I always thought that RDR's map felt bigger than it actually was, because of the amount of time it took to get anywhere on a horse. :lol:

That was my only real complaint about RDR, the world was so beautiful to look at and explore, but unless you used fast travel or the stage coach, it just took so damn long to get anywhere. :lol:
"Hey I found bigfoot!" *Shoots*.. accidently kills a cop and now has a two star wanted level. :lol:

Ftfy. :P
 
I'm hoping we'll be able to use spearguns with the scuba gear.
new5_muttley.gif
Hell, even just letting us wear scuba suits with flippers on the streets would be downright hilarious. :lol:
 
I'm hoping we'll be able to use spearguns with the scuba gear.
new5_muttley.gif
Hell, even just letting us wear scuba suits with flippers on the streets would be downright hilarious. :lol:

I think theres a good chance it will happen
 
You'd have to kit up in skuba gear before going in so yeah likely you'll have to equip in your house etc. Then travel to the blue yonder :P.
 
Couldn't agree more. But being able to do it in a video game is what makes GTA fun.
 
Just saw on Examiner.com that the 3 worlds combined is roughly 58 square miles. With room to spare, GTA V's map should be roughly 85-90% the size of Burnout Paradise's full map. Thats bigger than real life Miami, and the size of real life Richmond, Virginia.
 
This is very probably true. I certainly think the part of the reason SA's missions were good was because of the bad guys.
Tenpenny worked as a villain because he was able to both directly and indirectly subvert everything CJ stood for.

At the start of the game, CJ was already dealing with multiplt sources of conflict in his life: he had abandoned everything the valued - his family - for his own well-being, and had to live with the guilt of having assumed they would be dead or arrested or worse when he returned, but was welcomed with open arms by those who had survived as if he had not been gone a day, making his entire flight an exercise in futility. At the same time, Grove Street was being encroached upon by rival gangs, and the only way to drive them out and stop them from corrupting his home was to fight fire with fire and introduce that same corrupting element to the neighbourhood.

Meanwhile, Tenpenny directly subverts CJ by forcing him to betray everything he values, and turning him into an embodiment of everything he despises, both as a person and as an institution. He successfully undermined CJ's character for his own ends. At the same time, he has become a corrupting influence on the likes of Big Smoke, who have become one of the city's biggest dealers, indirectly tainting CJ's values by corrupting those around him.

I don't know whether this was a conscious effort by Rockstar, or whether that is just the way the game played about. It's never really explored, and most of those themes disappear from the narrative once CJ and his crew leave Los Santos. Rockstar undoubtedly had some idea of what themes they wanted within the game - you can't tell a story without having a theme - but I doubt they sat down and consciously dissected the whole thing. Rather, I think they wrote CJ as a fundamentally good person, and then wrote Tenpenny as someone who exploited his virtues by reversing them and using them against him.
 
I hope the map isn't tooooo big, Just Cause 2's map is colossal but with jack to do. You could go from town to town taking them over but you can only do that so many times before you want to kill yourself.
The only interesting things I can think of is the island with the race track on it and the island with the Japanese and their machine.
Hopefully rockstar pack it out with things to keep you entertained, in fact I would be very happy if it was similar to SA.


Tenpenny worked as a villain because he was able to both directly and indirectly subvert everything CJ stood for.

At the start of the game, CJ was already dealing with multiplt sources of conflict in his life: he had abandoned everything the valued - his family - for his own well-being, and had to live with the guilt of having assumed they would be dead or arrested or worse when he returned, but was welcomed with open arms by those who had survived as if he had not been gone a day, making his entire flight an exercise in futility. At the same time, Grove Street was being encroached upon by rival gangs, and the only way to drive them out and stop them from corrupting his home was to fight fire with fire and introduce that same corrupting element to the neighbourhood.

Meanwhile, Tenpenny directly subverts CJ by forcing him to betray everything he values, and turning him into an embodiment of everything he despises, both as a person and as an institution. He successfully undermined CJ's character for his own ends. At the same time, he has become a corrupting influence on the likes of Big Smoke, who have become one of the city's biggest dealers, indirectly tainting CJ's values by corrupting those around him.

I don't know whether this was a conscious effort by Rockstar, or whether that is just the way the game played about. It's never really explored, and most of those themes disappear from the narrative once CJ and his crew leave Los Santos. Rockstar undoubtedly had some idea of what themes they wanted within the game - you can't tell a story without having a theme - but I doubt they sat down and consciously dissected the whole thing. Rather, I think they wrote CJ as a fundamentally good person, and then wrote Tenpenny as someone who exploited his virtues by reversing them and using them against him.

Gather round, gather round
http://[domain blocked due to malware]/instances/250x250/23645357.jpg
;)
 
I really hope GTA V has an insanely long set of story missions. With GTA IV having 96 and San Andreas at 102, I felt an overwhelming sense of completion and it was mindblowing, especially with SA. I've come to love really long storylines because of this. I hope GTA V will capitalize on this.
 
Gather round, gather round
http://[domain blocked due to malware]/instances/250x250/23645357.jpg
Yes, how dare Rockstar consolidate their reputation as one of the world's premier video game developers by writing characters who are genuinely interesting. Especially when we can play Call of Duty, with no plot, not characterisation, dumbed-down gameplay mechanics (linear level structure, regenerating health, objectives clearly marked and so on) and the entire single-player campaign being a glorified tutorial for multiplayer.

Shame on Rockstar. Shame, shame, shame.
 
They should bring back the Flamethrower and Minigun. GTA just isn't the same without them. I also think we should be able to hit people with golf clubs again. :D With flippers.
 
Yes, how dare Rockstar consolidate their reputation as one of the world's premier video game developers by writing characters who are genuinely interesting. Especially when we can play Call of Duty, with no plot, not characterisation, dumbed-down gameplay mechanics (linear level structure, regenerating health, objectives clearly marked and so on) and the entire single-player campaign being a glorified tutorial for multiplayer.

Shame on Rockstar. Shame, shame, shame.

Woah dude, it was a joke :lol: Relax a bit!

I found it funny that you managed to find something incredibly boring about something as awesome as San Andreas, that's all. But then again the internet is serious business, I keep forgetting this.

They should bring back the Flamethrower and Minigun. GTA just isn't the same without them. I also think we should be able to hit people with golf clubs again. :D With flippers.

+1!! I want mega punch back too, punching people off the top of mount chiliad was so much fun :lol:
 
They should bring back the Flamethrower and Minigun. GTA just isn't the same without them. I also think we should be able to hit people with golf clubs again. :D With flippers.

Agreed. The awesome cheats need to return as well.
 
Personally, I never really ccared about the story of GTA a lot. Until GTA IV, that is. I don't really why, but it never 'clicked'. It really didn't. GTA III basically had no story to speak of, as far as I am concerned. VC was before I got to see Scarface (shame on me, I know) and while I liked the general vibe of the game, I still found it hard to actually relate to it. SA, basically the same thing. The whole gang theme seemed to go straight over my head.

Maybe it's got to do with me growing older, but I did care more about the story in GTA IV than the previous games. Not that Nico was a very deep character or anything, bit it just 'clicked' more than previous games. If we're including RDR, I would put John Marsde above Nico, though. But I'm partial to RDR, so that doesn't say much.

That said, I never played a GTA game for its story. I play them to do the mission and fool around in the massive open world.
 
They should bring back the Flamethrower and Minigun. GTA just isn't the same without them. I also think we should be able to hit people with golf clubs again. :D With flippers.

Personally, I never really ccared about the story of GTA a lot. Until GTA IV, that is. I don't really why, but it never 'clicked'. It really didn't. GTA III basically had no story to speak of, as far as I am concerned. VC was before I got to see Scarface (shame on me, I know) and while I liked the general vibe of the game, I still found it hard to actually relate to it. SA, basically the same thing. The whole gang theme seemed to go straight over my head.

Maybe it's got to do with me growing older, but I did care more about the story in GTA IV than the previous games. Not that Nico was a very deep character or anything, bit it just 'clicked' more than previous games. If we're including RDR, I would put John Marsde above Nico, though. But I'm partial to RDR, so that doesn't say much.

That said, I never played a GTA game for its story. I play them to do the mission and fool around in the massive open world.

Thats how I was too up until 2010 and I really sat down with IV. Ended up replaying them all for the story.
 
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