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New Multiplayer info EGM


Vhati

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Taken from a preview in the new May issue of EGM, #228

 

According to Jeronimo Barrera, VP of development at R*, "We had planned multiplayer from the day we saw the specs of the concoles we'd be working on for this game. They would let us make something that was sufficiently interesting to stand alongside the single-player game." According to Barrera, doing this means multiplayer must offer the "freedon to do what you want, but [with[ consequences for your actions; a living, breathing world; and immersive gamepley scenarios that feel really cinematic but give the player plenty of choices."

 

"With all the multiplayer modes, we made sure to integrate the biggest sinle-player character into the multiplayer, that being Liberty City," says Barrera. "We approached multiplayer in the same way we worked on sequels on follow-up games in the PS2 era of games--multiplayer and co-op are both supposed to compliment single-player, exist in the same world, but not be part of the same story. Co-op has a greater story component that [the rest of] multiplayer, [featuring] characters referred to in the single-player game."

 

"[An MMO] isn't a natural evolution," Barrera says. "It's a completely different game experience--just as multiplayer is a completely different experience from single-player, and in some ways co-op is different from multiplayer as well. we will always explore new ideas and ways to give the player the ultimate GTA experience, but it has to be unique, and it has to work within the core values of the game--that is what makes the game fun and what makes it what it is. We think we have achieved that with this first proper execution of multiplayer, but we are always looking for ways to develop and learn from the experience of making games."

 

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TEAM DEATHMATCH: Up to 16 players, configurable any way you want (EGM played with 8 max/each side), create a character, etc. Host sets options like weapons, police presence, traffic/ped density, weather, time of day, location (including any part or all of the city). EGM says standard team-deathmatch fare, but two points of note are mentioned: Cars and the police. Teams of two or more can take a car for a drive-by or quick escape, and you gain mobility, but it's harder aiming. They mention a specific scenario on an island off of Algonquin called Charge, where the police outnumber players two to one.

 

GTA RACE: Accomodates cars, boats, and choppers. Host chooses vehicle type, weapons, police, peds, etc. Hit checkpoints in order and cross the finish line first, like in previous races, only with up to 16 players. EGM mentions one match in which all the players started and finished a arce with different cars. To pick up weapons, you can drive through symbols in the road. After falling behind, Barrera himself set up roadblocks at the end of a bridge, and waited with weapons for the next unlucky driver. The writer of the article said he finished that race on foot. He says because of the empty skies, the helicopter race was a little muted, and the boats seemed less fun because of the speed.

 

COPS 'N' CROOKS: One of the crook side players is a Boss, chosen randomly, who has to make a clean getaway. Also, the police players can't see the escape route on the map, but the crooks can. The Boss will be marked for both sides, and killing him results in a win for the po-pos. Police tend to be kind of invisible., and when their sirens are off, the crooks can't see them coming a lot of the time. It is mentioned that although the Boss is key, the number of crooks that escape is said to be a factor in how much of a bonus (used to level up) you get. Strategy plays a role as well. EGM mentions that one team preffered to split up into a team of four and leave one man with the Boss. The four were a decoy, as you apparently have to look close to tell who the Boss is. Body armor and weapons are marked on the map. Also, the team used one of the passengers to mark the extraction place on the map, while the driver kept going. The GPS then updated everyone's mini-map with the route. The cops can surprise the crooks by hiding in average vehicles, and at least one cop is recommended to have a rocket launcher, in case the escape vehicle is a chopper.

 

COOPERATIVE (HANGMAN'S NOOSE): Players are taxed in taking Kenny Petrovich from his landing at the airport to an extraction point, clearing out SWAT along the way. Mentioned is that there will be at least five co-op missions, maybe more. EGM tried multiple strategies on many difficulty levels, but snipers tended to kill the VIP in a motorcycleor sports car. Another player liked to go for the heli at the end of the airstrip. Included are small cutscenes, and over-all story to help flesh out minor characters.

 

Mentioned, and important, is the fact that crouching removes your name and dot from view, essentialy making you invisible.

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That's all. Hope there's one or two new things there. =)

Edited by Vhati
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Sorry but kinda old, good try though  cookie.gif

why does everyone say "Sorry." he deserves an appology? why are u sorry for telling them its old? confused.gif they just try to help out and i don't think he's too upset that its old.

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Sorry but kinda old, good try though  cookie.gif

why does everyone say "Sorry." why are u sorry for telling them its old? confused.gif

For letting their hopes down.

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Like Jpost said, and because he spent time typing/copying, pasting it.

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There's more. I dunno if any is new, but if it is, I'm not going to waste time like a jerk. If it's new, it's important.

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The New Blueguy

Nah man, keep going it's new to me and I'm sure others as well. People here are too wound up on catching everything as soon as it comes.

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