GTA 3 biography


Emergenant gameplay view from the side of one of the paradoxes of the Grand Theft Auto series is that the most popular in history of the gangster franchise was created by people who are familiar with the criminal life of America except for films like “glorious guys” and “French coherent”. Sam learned about Grand Theft Auto in the middle of the x, when he worked at BMG Interactive, a game unit of a large music corporation.

In it, a player in the role of a policeman would catch criminals in a big city, which it was possible to realize thanks to the engine written by the programmer Mike Daily.

GTA 3 biography

The city’s simulation was good, but the prototype was one problem - playing was boring. Soon, in the DMA Design itself, they realized that the concept interferes with fun - and then the developers had a bold idea. But what if you play for the police, but for bandits? What if the player will not receive a fine, but bonus glasses for a collision with pedestrians? For the year, when the video game heroes were completely in love with plumbing and soldiers saving the world, the idea was revolutionary.

In addition, GTA finally threw away the moral frames of morality that constrained the heroes of other games, and gave players to act as they want to act as they want. However, in the first two parts, this freedom was limited by the isometric format of the game: while everyone else mastered the full 3D, Rockstar had to choose between graphics and gameplay. This choice will become much less acute in the GTA 3-because by the beginning of the new millennium, technical progress will finally catch up with the ambition of Hausers.

It was distinguished by two advantages from competitors, which in the future will turn PS2 into one of the most popular gaming devices in history: over 13 years of the prefix life cycle, more than a million people bought it. Firstly, it had a built-in DVD player, so when buying a Sony console, players received two devices in one-a powerful game platform and video player.

Secondly, the so-called engine engine was hidden inside the PS2-a central processor designed to generate three-dimensional graphics and sound. Rockstar ambitions were no longer limited to the technical capabilities of outdated consoles. Each solution led to a painful choice between graphics and gameplay. We hoped that with PS2 this choice would be easier. We believed that the game would become the same embodiment of freedom as the previous ones, but it would be even more alive and cinematic.

” However, initially Rockstar wanted to get rid of this similarity. Liberty City in the third part was supposed to look like a standard post-industrial American city-a hybrid of Pittsburgh, Chicago, Detroit and Philadelphia. Fortunately, the developers quickly realized that you needed a more recognizable place to create game scenery. However, Liberty City is not a true portrait of New York, but rather a caricature of it.

Here, on the radio, shoes made by the hands of children are advertised from the columns of the mafiosi machines, Italian arias are rattled, and policemen and pollen from the fast food are paced through the streets. She tried to recreate the reality of the world of cinema ... So the whole concept is definitely based on the image of America from the point of view of a foreigner.

" Dan Hauser, screenwriter of the Grand Theft Auto series Kinematographic narrative, the third part of Grand Theft Auto begins as follows: a silent protagonist named Claude receives a bullet from his own girl during the robbery of the bank. He is arrested and taken to jail, but on the way Claude runs away and joins the local mafia. After that, he makes a career in the criminal world of Liberty City, which is inhabited by villains and crooks of all stripes: Italian Dons, members of Colombian cartels and Asian triads, cops dirty and vile businessmen.

The game trailer, accompanied by Aria from the opera, Gianni Skikki, stylized for advertising of the gangster militant, by current standards, the plot of GTA 3, written by Dan Hauser, pulls the maximum of the plot of category B, but in the year he conquered the players with a spectacular presentation. Here, Rockstar first gave free rein to her film fanaticism: Sam Hauser even stated that he wanted to make "the world's first interactive movie about bandits." While most games in the open world, when explaining the mission, were limited to a couple of lines of dialogs, GTA 3 accompanied each mission with stylish videos that ironically beat cliches from gangster films.

The voice acting of the characters: To emphasize the “cinema” of what is happening, Rockstar invited her favorite actors to the main roles of her favorite: Michael Madsen, Kyla Maklahlen, Debi Meisar and Frank Vincent. Cinematographic angles of the camera, which could be turned on during trips by transport, allowed to feel like a hero of a cool action movie.

And, of course, you can’t forget the brilliant stylized credits that we saw at every start of the game David Kushner in his book “Spent: the Infinite History of Grand Theft Auto”, says that during the work on the GTA 3, the Hausers brothers tirelessly repeated the next mantra about realism.The physics of transport and weapons in it is quite simple, the characters are deliberately caricatured, and the main characters for their atrocities in reality would be exposed to bars until the end of life.

However, the realism of GTA 3 was reflected in another-in the detailed study of Liberty City, which became possible thanks to the transition to the full 3D. The developers taught the Renderware engine, the license for which they purchased from Criterion, to issue colorful sea sunsets, as well as send thick rains and no less thick fogs to Liberty City.

In the GTA 3, for the first time in the series, a change of day and night appeared that affects the gameplay: some characters could get a task only during their working hours. Having hit the passerby, the character risked to run into a fight, and when he cut someone by car, after him he flew “to learn how to drive, a goat! Finally, during trips around the city, players were available for listening to nine radio stations, where the most different music sounded-from the underground hip-hop to the opera, there you could listen to talk show, advertising and chatter of DJs.

According to the programmer Raymond Aher, who was responsible for audio elements, 18 thousand lines of dialogs were recorded in the amount for the game - a huge number for their time. The air of the Flashback FM radio station from GTA 3 finally, the DMA Design, which soon after that turned into Rockstar North, put a lot of efforts so that the players saw the loading screens only when the locations are changed and at the beginning of the missions - all to maintain the illusion of immersion.

I was impressed by the design of this game. She took the challenges of the open world, instead of limiting the gameplay in order to avoid a possible glue. Hideyaki Itsuno, Game director Devil May Cry 5, Capcom Emermagenic gameplay in his book David Kushner tells how prostitutes were added to GTA 3 and tesers immediately thought of killing them after sex to take their money back. This provocative example shows how the game was emergent.

She was able to generate gameplay situations that the developers did not think. For days, weeks and months we were lying a fool, told each other stories, sowing chaos in this world and invented tests for each other. And, what is the most magical, whenever someone else joined our company, the game carried him away naturally: even if he did not play, he necessarily commented and asked the player to try different ideas.

” Dinga Bakaba, director of Arkane Lyon Dag Perry, told in a review for the IGN, as the first few hours flew from the springboard to test them for strength. And the author of this text drove the cars on the over -ground metro battery to look at how they will explode in a collision with the train. And, of course, the main entertainment has not disappeared nowhere - to crush passers -by and fly away from the police.

This spirit of freedom and creativity conquered the hearts of the players - and made from GTA the very innovative work, the influence of which is even felt in any project with the open world today. Of course, over the past twenty years, games with open worlds have become even larger, beautiful, detailed and alive - but few of these games were lucky to become as revolutionary as GTA 3 at one time.

The assessments of the critics of their words confirm: after 20 years, the third part of the GTA series remains one of the most highly estimated Metacritic games with an assessment of 97 points