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iiCriminnaaL 49

Things GTA IV contributed to the franchise

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iiCriminnaaL 49
Posted (edited)

So, when you think of what GTA IV introduced to the franchise or improved in it, whether they're trivial details or significant changes, what things would come into your minds?

 

Naming a bunch:

  • Euphoria, obviously. A vast improvement from the 3D era's scripted animations when it comes to getting bumped by a vehicle, hit, killed, or even falling off buildings.
     
  • More dynamic physics, including the addition of bullet holes. That makes you feel like you actually did harm to the NPCs and environment around you.
     
  • Every single character of the game, including the NPCs, have far more facial expressions. They blink, move their eyes to look around, as well as their eyebrows depending on their emotional status: angry, while fighting, and sometimes scared or confused when they're hit or get bumped into, which also makes them keep their mouths open. Not to mention that in addition to the modeled eyes, they also have modeled fingers, which was only started with GTA Vice City Stories, the very last title of the 3D era, only for the cutscene models of the storyline characters.
     
  • 360 degree drive-by. A vast improvement upon the 3D era's drive-by, where we can shoot only right and left, as well as front while driving bikes.
     
  • Climbing ladders. Strangely enough, there were a lot of them in GTA San Andreas, but the ability to climb them wasn't introduced yet.
     
  • Moving side to side while hanging up on ledges.
     
  • Exhaustion of swimming. The ability to swim itself was introduced in GTA San Andreas, but getting exhausted of swimming and losing health still wasn't thing (unless we're talking about diving underwater). With GTA Vice City Stories, the protagonist dies as soon as he runs out of the meter, which doesn't take too much anyway. In GTA IV however, after swimming for constant five minutes, you'll start losing little doses of your health. You still have enough chance to avoid death and get back to the land as long as you're not that far away from it.
Edited by iiCriminnaaL 49

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Max.pain

losing health after a long time of swimming never ever happened to me strangly

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SonOfLiberty

-A cover system: I don't care what anyone says about it being "clunky", but for me that was one of the biggest changes GTA IV made to gunfights and brought the series up to scratch with its contemporaries 

 

-More variety of drive by weapons: In the past we were only stuck with SMGs for drive bys. GTA IV not only lets us use them, but regular pistols, grenades and molotovs too. 

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Night walker

1.First protagonist that feels like a real human
2.Storyline Dlc(freakin love TLAD)

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iiCriminnaaL 49
1 hour ago, Max.pain said:

losing health after a long time of swimming never ever happened to me strangly

Did you try to swim for five minutes and further? I'm not sure, but I think that it starts over again once you leave the water even for less than a second.

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Max.pain
12 minutes ago, iiCriminnaaL 49 said:

Did you try to swim for five minutes and further? I'm not sure, but I think that it starts over again once you leave the water even for less than a second.

i think i did swim for longer than five minutes, i like swimming around the city for long at night it looks amazing but i’m still not sure

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perennial

-Reloading button

-Weapon shortcut buttons

-Grenade cooking

-Interactive phone

-Taxi trips as a passenger
-GPS

-Auto-save

-Mission retry feature

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billiejoearmstrong8
Posted (edited)
22 hours ago, Max.pain said:

i think i did swim for longer than five minutes, i like swimming around the city for long at night it looks amazing but i’m still not sure

I thought the same because it had never happened to me either and I couldn't believe I'd never swum for more than five minutes. But then I realised there really isn't ever that far to swim between islands (since they're not far apart), and that I'd probably just taken breaks when swimming around the islands for a longer amount of time without thinking about it (climbing on buoys, rocks, stationary boats, surfaces under bridges, jetties or other surfaces at the edge of the water), which would reset it. In any case when I went and properly tried it, staying swimming in the water for a full five minutes with my eye on the clock, it did happen.

Edited by billiejoearmstrong8

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Alexlecj

Introducing gang wars that are interesting to do.

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iiCriminnaaL 49
Posted (edited)

A few more:

  • The ability to aim while throwing grenades and molotovs.
  • Ped injury system. After an NPC is beaten up, he falls down wounded instead of immediately dying. In case it wasn't too brutal, obviously.
  • Since the ped injury system was introduced, paramedics are no longer able to 'treat' dead NPCs, and by "treat" I meant bringing them back to life. They can only treat injured people who're still alive.
  • A more interactive interior system where all interiors (except the Middle Park penthouse) are available for any NPC to enter. It was the case with the cops in certain interiors in GTA Vice City, but that's because they weren't really enough separated from the overworld - simple buildings without doors, nor any different lighting from the general overworld's.
  • More advanced police A.I. where cops don't only arrest the protagonist, but also NPCs, when crimes are committed.
  • Pickup objects are no longer floating in the air. They're naturally laid on the ground.
  • Speaking of pickup objects, weapons don't only fall off the NPCs' hands after getting shot, but they actually move away in case they are shot while laid on the ground (works only with weapons that fall of NPCs, not with the default spawned ones).
Edited by iiCriminnaaL 49

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perennial

-Toggleable headlights
-Police line-of-sight based wanted level system
-Pedestrians using various items like phones, books, brooms and watering cans
-Pedestrian model appearance is randomized and police officers aren't clones of each other
-Zooming in with third-person aim weapons
-Third-person aiming with the rocket launcher
-Moral story decisions
-Stealing parked cars by breaking the door window and hotwiring

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billiejoearmstrong8
Posted (edited)

- Being able to pick up and throw small objects. Knocking cigarettes out of people's hands and throwing them in their face, picking up the litter that people drop and throwing it back at them, starting a gang war by throwing dildos at Russian gangsters, breaking windows and exploding fuel containers with bricks and making cops fall down flights of stairs by throwing hotdogs at them ftw!

 

- Ability to shove people, hours of fun

 

- Awesome long death animation to properly show whatever amusing demise you came to

Edited by billiejoearmstrong8

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MrQuiche

Going through the windscreen

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Cerega1827
Posted (edited)

-Multiplayer mode

-Realistic vehicle damage system

-Detailed vehicle collision meshes

-swingsets

Edited by Cerega1827

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Legion of Hell
Posted (edited)

Gameplay that still hold up to this day

Edited by Legion of Hell
Move

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iiCriminnaaL 49
1 hour ago, Legion of Hell said:

Gameplay that still hold up to this day

Definitely true, which is the main reason why it's my favorite title in the series.

 

Many people give it the credit of having the best story in the series, but to say that the story is all it has going for it is not correct. Before I got really sucked into its story, I fell in love with its gameplay mechanics. The driving and combat, as well as the addition of the cover system, 360 degrees drive-by, climbing ladders, and most importantly, the ragdoll! Let alone the atmosphere and the small and yet amazing details here and there. Such an intense experience, indeed.

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iiCriminnaaL 49
  • Random character encounters.
  • Multiple mission completed tones that are noticeably different. As far as I recall, GTA San Andreas was the first to have more than one, two to be more specific, which were very similar, but GTA IV expanded on that more significantly.
  • In addition to the longer death sequences, screen also turns grey, which also applies to the arrest sequence. The "Wasted" and "Busted" texts appearing on the screen were scrapped as well.
  • Talking about screen text, "Mission Passed" and "Mission Failed" texts no longer exist. Passing a mission will be noticed by a music tone and/or a reward. In case of failing a mission, a small text with red color that mentions the reason will appear.

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Night walker

Player choice spare/Kill.Its make storyline much more engaging.

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iiCriminnaaL 49
  • Turning off vehicle engines.
  • Hearing the vehicle's radio while on foot.
  • Hanging up into the door of a speeding vehicle while trying to steal it.
  • A button to close the radio, rather than the previous way of switching the station to "Radio Off".

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Max.pain
9 hours ago, iiCriminnaaL 49 said:

Hanging up into the door of a speeding vehicle while trying to steal it

why they don’t just leave it lol?

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perennial

-Solid car doors when opened
-Disarming NPCs
-Drivers reacting to pointed guns

-Burnouts breaking the rear tires

-Grabbing a helmet from the motorcycle storage compartment

-Breakable helicopter rotors and tail

-Police helicopter gunners are visible and can be killed
-Car occupants leaning inside the car when taking turns or braking

 

2 hours ago, Max.pain said:

why they don’t just leave it lol?

It was "fixed" in GTA V, they only hang on for like a second before they give up but that is just boring compared to GTA IV.
 

Edited by perennial

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