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Below you can see our list of expected requirements
OS: Windows XP, Vista or Windows 7 – 8
CPU: Intel Core 2 Duo 3 GHz or similar
RAM: 3 GB and +
HDD: 30 GB free disk space +
Graphics: 512 MB Graphics Memory +
Sound Card: DirectX 9 Compatible
DirectX: Version 9
Supported Graphics Cards (GPU): Nvidia 8600 + or ATI 3870 +
Minimum Grand Theft Auto V requirements:
Processor: Intel Core 2 Duo 2.6 Ghz or equivalent
Memory/RAM: 2 GB Ram
Video Card: 512MB NVIDIA 7900 or 512MB ATI X1900
Hard Disk Space: 30 – 40 GB
Operating System: Windows XP SP3 or Windows Vista SP1 or Windows 7 SP1
Recommended system requirements:
CPU: Intel Core 2 Quad 3.66GHz or equivalent AMD
RAM: 4 GB
Video Card (GPU): NVIDIA GTX 480 or similar ATI
Hard Disk Space: 40 GB free HDD
Operating System: Vista SP 2 or Window 7 – 8 SP 1
NOTE: Those are our estimated PC requirements. The official specs will be published soon, so check this once in a while.
Grand Theft Auto V | |
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Developer(s) | Rockstar North |
Publisher(s) | Rockstar Games |
Distributor(s) | Take-Two Interactive |
Director(s) | Adam Fowler |
Producer(s) | Leslie Benzies |
Artist(s) | Aaron Garbut |
Writer(s) | Dan Houser[1] |
Composer(s) | The Alchemist, Oh No, Tangerine Dream, Woody Jackson |
Series | Grand Theft Auto |
Engine | RAGE,[2] Euphoria Bullet Physics Library[3] |
Platform(s) | PlayStation 3, Xbox 360[4] |
Release date(s) |
|
Genre(s) | Action-adventure[6] |
Mode(s) | Single-player, online multiplayer[6] |
Distribution | Blu-ray Disc, 2× DVD[7] |
Grand Theft Auto V is a third-person shooter set in an open world recreation of Southern California. The world is composed of the fictional state of San Andreas, an open countryside area and the fictional city of Los Santos, which is based on Los Angeles. The single-player story is told through three player-controlled protagonists whom the player switches between; they are Michael, Trevor and Franklin, and the story follows their efforts to plan and execute six large heists to accrue wealth for themselves. An online multiplayer mode is also provided in the game, allowing up to 16 players to engage in both co-operative and competitive gameplay in a recreation of the single-player setting.
Contents
Gameplay
Grand Theft Auto V is an action-adventure game played in third-person. The player uses melee attacks, weapons and explosives to fight enemies, and can run, jump, swim, or use vehicles to navigate the game's world. In combat, auto aim and a cover system can be used as assistance against enemies.[9] A perpetual objective for the player is to complete missions to progress through the story, but much like other open world games, these missions can be completed at the player's leisure. If the player commits illegal acts while playing, a response by the authoritative forces may be provoked. The response from these forces is represented by a "Wanted" meter; should the player continue to commit crimes or respond with aggression, the meter accumulates stars, and the efforts by the authoritative forces to incapacitate the player become more proactive. The meter recedes should the player escape the search area in which they are wanted, which is displayed on the mini-map.[10]The single-player mode of Grand Theft Auto V is played through three player-controlled protagonists; Michael, Trevor and Franklin, criminals whose stories interconnect as they complete missions. While interacting with the game world, the player may switch between them at will, by means of a directional compass on the head-up display (HUD); Franklin corresponds to the north point, Michael to the west, Trevor to the east and the player's multiplayer avatar to the south. During missions, the game may switch the player's character automatically as necessary in order to complete certain objectives. A character's avatar will flash red if they are in danger and need assistance either manually or through covering fire from another, and flash white if that character has a strategical advantage or position which may aid the player's success in the mission.[11] Though the player can complete missions as any of the three protagonists, some of the game's more difficult missions may require aid from AI-controlled accomplices who have unique skill sets such as computer hacking or driving, and they will take a cut from the mission's cash reward upon completion.[12] If an accomplice survives a successful mission, they may be re-used in later missions albeit with improvements to their unique skills.[13] Employing different strategies toward the completion of a mission is also encouraged by the game; for example, in a holdup mission the player may subdue civilians with an agent if stealth is favored, or storm the venue with guns drawn.[14]
Each character has a set of eight skills, which are numerical representations of their ability in certain areas, such as shooting and driving. While the player improves the skills of each character as they play, there is a skill assigned to each character that they have expertise in by default, for example Trevor's skill as a pilot.[15] In addition, the eighth "special" skill determines the effectiveness in performing an ability that is unique to each respective character. Michael will enter bullet time in combat, Franklin will slow down time while driving, and Trevor will deal twice as much damage to enemies while taking half as much in combat.[16] There is a meter on each character's HUD which depletes when an ability is being used and gradually regenerates over time when the ability is not being used.[17]
The game is presented as an open world; it is a large, open map which can be freely roamed when the player is not partaking in missions. Composed of an open countryside area and the fictional city of Los Santos, the world is considerably larger than earlier entries in the series.[18] The player can utilise a variety of vehicles to explore the game world, and to accommodate for the size of the map, the game introduces vehicle types that were absent in its predecessor Grand Theft Auto IV, such as fixed-wing aircraft.[19] While free roaming the game world, the player can partake in activities which are context-specific; for example, the player is given a scuba set to explore the underwater sections of the world, or a parachute to partake in BASE jumping. Each character is equipped with a smartphone which can be used to contact friends, engage in activities and access an in-game Internet.[17] The Internet can be used to purchase properties such as homes and businesses, and access a stock market which allows the player to be a stakeholder in businesses; each character can earn income by purchasing businesses and selling shares.[19] The player can purchase upgrades for the weapons and vehicles in each character's arsenal, and customize their appearance by purchasing outfits, haircuts, tattoos and jewelry.[20]
The game includes a multiplayer mode, Grand Theft Auto Online, which allows up to sixteen players to free roam a recreation of the single-player setting.[21] Players can engage with each-other in various activities, such as races and bank heists. For many of these activities, the parameters can be determined by players, such as creating tracks for races, and specifying spawn points for weapons in deathmatches.[22] Competitive multiplayer pits teams of players, known as crews, against each-other in deathmatch modes. Crews from the multiplayer of Max Payne 3 can carry over to Grand Theft Auto Online, as the Rockstar Games Social Club connects the multiplayer experiences together. A player can be a member of up to five crews or create their own, and success in multiplayer matches earns the player experience points for their crew, allowing them to progress in online leader-boards.[23] The Grand Theft Auto Online service becomes available for players on 1 October 2013, and the team will continue to develop content for the service after it launches.[24]
Synopsis
See also: List of Grand Theft Auto V characters
The narrative of the game follows three characters with interconnected stories.[25] Michael is a retired former bank robber in his early forties who lives with his dysfunctional family on the proceeds of his former life in the upper-class suburb of Rockford Hills, based on Beverly Hills. Trevor, his former partner in crime, lives alone in a trailer in the desert of Blaine County, where his reckless and psychopathic behaviours are fuelled by drug addiction. Franklin makes a living in Vespucci Beach—based on Venice Beach—as a repo man for an unscrupulous Armenian car dealership. The three acquaintances are drawn into Los Santos' criminal underworld "in the pursuit of the almighty American dollar".[26] According to Dan Houser, each of the protagonists is unlike any primary character that has appeared in a Grand Theft Auto title to date:[27] Michael represents a protagonist who "won" and is now trying to adjust to life after his story has come to an end; Trevor is styled after a supporting character who has been re-cast in the role of protagonist; and Franklin is someone who has had no real exposure to a life of crime until the events of the game, and his attempts to avoid such a life end up thrusting him into the middle of it.Development
Grand Theft Auto series fictional chronology |
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1969 – London, 1969 1997 – Grand Theft Auto 1999 – Grand Theft Auto 2 1986 – Vice City 1992 – San Andreas 1998 – Liberty City Stories 2000 – Advance 2001 – Grand Theft Auto III – The Lost and Damned – The Ballad of Gay Tony 2009 – Chinatown Wars 2013 – Grand Theft Auto V |
In September 2009, during an earnings call, Take-Two Interactive CEO Strauss Zelnick answered a listener's question about the next Grand Theft Auto. He replied, "We're not going to announce it, we're not going to announce when we are going to announce it, and we are not going to announce a strategy about announcing it or about when we are going to announce it either, or about the announcement strategy surrounding the announcement of the strategy."[28]
In November 2009, interview with The Times, Grand Theft Auto producer Dan Houser discussed his work, including the future of the series. Houser stated that he planned to co-write a script that reached about one thousand pages in length. In the same interview, Houser explained the company's basic workflow of creating new games in the series, which involves coming up with the city first, and then the lead character(s) later.[1][29][30]
In July 2010, Rockstar North posted seven job ads related to a new title. The firm looked to fill positions including environment artists, physics programmers and character animators. The job ad for the latter asking for those with "professional experience developing a third person action game". It was unknown if Rockstar was hiring for Grand Theft Auto V, or the firm was bulking up its Agent team.[31]
In June 2011, sources allegedly close to the developer told GameSpot that the title is "well under way", with final touches like mini-games already being applied, and a 2012 release "pretty likely". "It's the big one," they also said of the game, noting that the scale of Grand Theft Auto V is vast.[32]
Dan Houser said that though Grand Theft Auto V will introduce a musical score for missions inspired by previous Rockstar titles Red Dead Redemption and Max Payne 3, the series' traditional radio stations will remain.[33] The immense size of Los Santos was necessary to accommodate flying.[34] Dan Houser said that he argued against a new instalment leaving the series' traditional US setting.[35] The idea to include three main protagonists in Grand Theft Auto V came from the interweaving plots of Grand Theft Auto IV's Episodes from Liberty City expansions.[36] Houser argued that all of the best games come out at the end of each generation, stating that the time has been spent getting the most out of current tech.[37] Rockstar North head Leslie Benzies stated that "we hope that GTA V will do for multiplayer open world games what GTA III did for open world single-player games."[38]
On 2 July 2013, Rockstar announced that Grand Theft Auto V will require a mandatory install of approximately 8GB on both PlayStation 3 and Xbox 360. The Xbox 360 version will ship on two discs: the first contains the installation data and the second is used to play the game. Rockstar also confirmed that an Xbox 360 Hard Drive or external USB flash drive (at least a USB 2.0 with 15Mbit/s read speed and formatted for Xbox 360) will be required for the initial install for Xbox 360. For PlayStation 3, the game will ship on one disc.[7] Rockstar assured that the Xbox 360 and PlayStation 3 versions of the game will be virtually indistinguishable from each other.[7][39]
On 31 July 2013, the Australian Classification Board announced an R18+ rating for Grand Theft Auto V, citing high impact drug use.[40] This marks the first game in the series to be rated as such, due to the addition of the rating, for video games, on 1 January 2013.[41] On 25 August 2013, Rockstar announced that Grand Theft Auto V had "gone gold", and was officially sent to manufacturing.[42][43]
On 23 August 2013, it was reported that some European PlayStation 3 users who had pre-ordered Grand Theft Auto V were able to download certain aspects of the game, including the in-game soundtrack, as well as character dialogue.[44][45][46] Details of the game were leaked later that day, and on following days, before Sony removed the pre-order file from the European PlayStation Network, stating that they "sincerely apologize to Rockstar and GTA fans across the world".[47][48] Rockstar lately said that they're "deeply disappointed by leaks and spoilers being spread in advance of the game's launch".[42]
Story and gameplay
The open world of Grand Theft Auto V is set in the fictional state of San Andreas, which is modelled on Southern California. San Andreas was also used as the setting for an earlier entry in the series, Grand Theft Auto: San Andreas (2004), which included three cities separated by open countryside. The world of Grand Theft Auto V, however, includes only one city, Los Santos.[49] By focusing their efforts on one city instead of three, the team at Rockstar North were able to produce Los Santos in higher quality and of greater scale.[50] For both games, Los Angeles was used as the model for Los Santos,[51] but the team felt that the ambition of having three cities in Grand Theft Auto: San Andreas was too great and that the game did not emulate the cities as well as they had hoped. Vice president and writer Dan Houser elaborated that "to do a proper version of L.A., [...] the game has to give you a sense of that sprawl — if not completely replicate it", and dividing the budget and manpower between multiple cities would have detracted from capturing "what L.A. is".[50]Art director Aaron Garbut felt that in the PlayStation 2 era the team did not have the technical capabilities to capture Los Angeles properly, resulting in the San Andreas rendition of Los Santos feeling like a "backdrop or a game level with pedestrians randomly milling about".[50] Therefore, the team disregarded San Andreas as a jumping-off point for Grand Theft Auto V, as they had moved on to a new generation of consoles since the former and wanted to build the city from scratch. Instead, they used present day Los Angeles as the model for Los Santos. As Garbut explained, with the move to the PlayStation 3 and Xbox 360 hardware, "our processes and the fidelity of the world [had] evolved so much from San Andreas" that using it as a model would have been redundant.[50] Los Angeles was extensively researched for the game. The team organised field research trips with tour guides and architectural historians and captured around 250,000 photos and hours of video footage during these visits.[52] They also studied virtual globe models of the city, census data and documentaries to recreate the geographical and demographic spread of Los Angeles.[50]
Not only did the team attempt to realise a modern Los Angeles, they also created an open recreation of Southern California which includes a vast countryside surrounding Los Santos.[6] A goal for the team was to balance making a world of great scale without creating an open, empty space. Therefore, they focused on condensing the open countryside of Southern California into a playing space that is as diverse as it is detailed.[52] This resulted in the development of a world that was of greater scale than their previous games; Garbut suggested that the world is large enough to fit the game maps of San Andreas, Grand Theft Auto IV (2008) and Red Dead Redemption (2010) inside of it.[18] In order to accommodate for the size of the world, the team overhauled the RAGE engine, which allows the game to render greater draw distances than in earlier entries of the series.[50] The large, open space also necessitated the reintroduction of fixed-wing aircraft, as they had been absent in Grand Theft Auto IV due to the relatively small scale of the world limiting the effectiveness of flying.[53] "We wanted somewhere big [to allow the player to] fly properly", Houser explained.[54] In addition, populating the open world with wildlife was another demand the large space made for. As lead producer Leslie Benzies explained, "because of the scale of the map [in GTA V] and the different kinds of areas involved, a countryside without animals would feel quite hollow".[38]
Garbut opined that while the aging hardware of the PlayStation 3 and Xbox 360 was tiring to work with, the team were able to render the world with greater detail than in Grand Theft Auto IV because they had become familiar with the hardware over time. "I think one of the most amazing features is the way we handle lighting in the game to maintain a consistent look despite the constraints on realistic lighting and shadows on current hardware", he explained.[52] Houser agreed with this sentiment, explaining that working on Grand Theft Auto IV with relatively new hardware was difficult, but "now we know what the hardware's capable of, so it's become a lot easier to move things along and a lot more fun, too".[55]
Grand Theft Auto V is the team's first project to include three player-controlled protagonists. Houser opined that the primary motivations to include three protagonists were for Grand Theft Auto V to innovate open world storytelling, and to prevent the series from feeling stale by not evolving the core structure of the gameplay. "We didn't want to do the same thing over again", he explained.[50] The vision for three interconnected protagonists was first conceptualised during the San Andreas era, but the team felt they did not have the technical capabilities at their disposal to realise it.[56] After the release of Grand Theft Auto IV, the team developed two episodic content packages for the game, The Lost and Damned and The Ballad of Gay Tony (both 2009), each of which introduced a new protagonist. The positive reception received for having three intertwined stories solidified the team's confidence that building Grand Theft Auto V around this model was an innovative decision.[54] Benzies opined, "This is something we touched upon with the intersecting stories of Nico [sic], Johnny and Luis in GTA IV but we have now made this integral to the structure of the gameplay as well as the narrative".[38] Houser therefore felt that Grand Theft Auto V is their "strongest plotted game because the characters are so intertwined", and that the "meeting points [between the character's stories] are very exciting".[18]
The team also found that introducing three concurrent protagonists evolved the freedom afforded to players in missions. Lead mission designer Imran Sarwar elaborated that multiple protagonists allowed different strategical options to open up in missions. He explained that in a combat scenario the player can set up Michael at a high vantage point with a sniper rifle to provide covering fire for Trevor, who provides a frontal assault on the enemy position, which allows Franklin to manipulate flank points.[57] Benzies felt that the character switching would eliminate a problem the team felt San Andreas had where the player would be exploring the open countryside and then have to drive a long distance back to a mission start point. In Grand Theft Auto V, the interplay of free roaming and mission gameplay is more organic because the player can switch between characters, eliminating the problem. "Having three characters allows players to explore the whole map without having to worry about the long drive back to their next objective", Benzies explained.[38] Houser further elaborated that the use of multiple characters could remove dead spots in missions, such as when one character has to drive to a meeting point, as the player can switch to another character and be pulled into the action of the game quicker.[50]
The central theme to the story of Grand Theft Auto V is the "pursuit of the almighty dollar".[58] The mission content is structured around the lead characters' efforts to plan and execute complicated heists to accrue wealth for themselves. The team's decision to focus on money as a central theme in the game was in response to the 2007-08 financial crisis, as the effects of the crisis on the main characters are the catalyst for them to attempt these heist missions.[59] "We wanted this post-crash feeling, because it works thematically in this game about bank robbers", Houser explained.[60] The team developed the story around the heists based on the positive reaction they received for the "Three Leaf Clover" mission in Grand Theft Auto IV, in which an elaborate heist was coordinated and executed by the lead protagonist Niko Bellic and accomplices.[61] Houser felt that while the mission was well-received, the team hadn't captured the thrill of the robbery sequence to the best of their capabilities and wanted to focus on achieving that in Grand Theft Auto V. "We wanted to have a couple of really strong bank robberies. [...] It felt like that was a good device that we'd never used in the past. Repeating ourselves is a fear when we're doing games where part of the evolution is just technological," Houser explained.[62] There are six such heist missions in Grand Theft Auto V, and many of the missions in-between them revolve around the efforts to coordinate the job and assemble a team.[54]
Due to the complexity of the three interconnected stories, the team moved away from the morality choices which were a significant plot device in Grand Theft Auto IV.[62] The game also includes dynamic mission content, a response by the team to the positive reaction for its inclusion in Red Dead Redemption. Dynamic missions present themselves to the player while exploring the game world and the player can choose to either engage in them, or ignore them. The team developed the concept of dynamic mission content further in Grand Theft Auto V by not just delivering it in the open sections of the world, but in Los Santos as well; for example, the player can happen upon an armoured van in the city and attempt to intercept it to steal its contents.[50]
In order to reflect the advancements made in open world, third-person shooters since the release of Grand Theft Auto IV, the team overhauled many of the shooting and driving mechanics for Grand Theft Auto V. The public reception of to the shooting mechanics of the team's previous games were taken into consideration during this process. Specifically, Grand Theft Auto IV, Red Dead Redemption and Max Payne 3 (2012) were exemplified to clearly establish the areas that needed work in Grand Theft Auto V to make it succeed their previous titles.[11][63] To increase the pace of shootouts in the game, the team removed hard locking, which was a central mechanic in Grand Theft Auto IV that allowed players to instantly lock on to enemies within the vicinity of their crosshair. Combat designer Phil Hooker explained that the team "found [hard locking] too disorientating and often broke your immersion with the game, as you didn't have to think about enemy locations".[64] Furthermore, the team introduced a timer that breaks the player's lock on a target after a period of time, in an effort to combat the problem they felt Grand Theft Auto IV had where the player could "just rely on holding and shooting until a target is dead", as Hooker explained.[64] Reworking the cover system in combat gameplay was another natural progression for the team. Remodelled on the cover system of Red Dead Redemption, entering in and out of cover such as low walls and vehicles is considerably more fluid in Grand Theft Auto V than in earlier entries in the series.[64] The team made an effort to rework the driving mechanics for cars and motorcycles as well.[63] Houser opined that the cars would handle better than they did in Grand Theft Auto IV, as he felt that they were "big and boatlike in GTA IV" whereas in Grand Theft Auto V the cars handle similarly to those in racing games.[50]
Audio
Grand Theft Auto V is the first entry in the series to make use of an original score.[33] To work on the score, Rockstar North brought Alchemist, Oh No and Tangerine Dream on board with Woody Jackson, who had collaborated with the team on three previous projects, Red Dead Redemption, L.A. Noire (2011) and Max Payne 3.[65] In collaboration with each-other, the team of producers composed twenty hours of music which scores the game's missions.[66] In addition, music will play dynamically throughout the game in the single-player and multiplayer modes.[54] Much like previous entries in the series, the game also makes use of licensed music provided by an in-game radio. An estimated 240 songs were licensed for the game, shared between fifteen radio stations of different genres, and the radio also includes two talk-back stations voice-acted by real-life figures such as Stephen Pope and Nathan Williams of the band Wavves.[66]Promotion
Main article: Marketing for Grand Theft Auto V
The existence of Grand Theft Auto V was first acknowledged by Rockstar Games on 25 October 2011, through an announcement on their official website and their Twitter page.[68] The acknowledgement of the game's existence caused a ripple effect for the publisher's parent company Take-Two Interactive, as shares in the company increased by seven percent following the announcement.[69] As part of the promotional effort, the game was extensively marketed through video trailers and press demos. The debut trailer released on 2 November 2011, accompanied by a press release which confirmed the setting of the game.[70][71] Almost a year later, the staff at Game Informer ran a cover story on Grand Theft Auto V for their December 2012 issue of the magazine, accompanied by a trailer released on 14 November 2012 which introduced the three lead protagonists.[50][72] Throughout 2013, Rockstar Games extensively marketed the game with several trailers and press showings, concluding with the final launch trailer on 29 August 2013 ahead of its 17 September worldwide release.[73]To encourage pre-order sales for the game, Rockstar Games collaborated with several retail outlets to provide special edition versions of the game. The "Special Edition", for example, includes a unique case packaging for the game, a game map and unlock codes for additional content for use in the single-player and multiplayer modes of the game.[74] The publisher also collaborated with Sony Corporation to release a 500 GB PlayStation 3 console which includes a copy of the game, a 30-day trial membership for the PlayStation Plus service and Grand Theft Auto V branded headphones.[75]
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