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GTA VI in RenderWare


Midnight Hitman
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Midnight Hitman

Personally I don't like GTA V's (and RDR2's) controls. They feel clunky and extremely unprecise. I have died so many ingame-deaths due to that.
 

One thing I loved about the old GTA titles was the fact that the controls were extremely precise and way more dynamic (everything felt "quicker" and more fast-paced). That's why I think GTA VI should return to the roots of the 3D-GTA-franchise, namely the RenderWare engine. I also think that many art assets, especially in interiors, look pretty realistic with that engine in old GTA games on those dated consoles, and with the next gen consoles R* could take the RenderWare engine and create a new and improved GTA game in the style of the old games, with improved graphics and especially with those more precise controls.

 

Your opinions?

Edited by Midnight Hitman
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GTA V and RDR2's controls aren't caused by the engine, they're caused by an artistic choice so that characters behave like, y'know, people, with inertia and stuff. If they wanted to recreate the 3D universe gameplay on RAGE, they could.

 

Also, RenderWare doesn't belong to Rockstar, it was created by Criterion and owned by EA, which means if R* wanted to go back to it, they'd have to pay for a license, unlike RAGE, Rockstar's own engine, where they could do whatever they wanted without having to pay other companies. Not to mention RenderWare is an extremelly old engine, with its last game coming out in 2013 (excluding Burnout Paradise's remaster in 2018).

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i don’t understand how people say V is clunky. gameplay may be weak, but clunky? hell no

 

also check out Max Payne 3. it uses RAGE too but smoothest game of all time. if RDR2 is as clunky as people say it is, rockstar messed up big time because it was clear they already went stupid after RDR(2010).

 

Gta VI probably will be in another rockstar’s own engine.

Edited by Max.pain
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EA owns Renderware so no.

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Algonquin Assassin

Renderware was already dated in 2007 so by today's standards it would be the video game equivalent of an ancient relic. I mean Jesus it was first conceived in 1993.

 

Leave the past in the past. And as others have said the controls aren't because of the engine. There's really no reason why the protagonists can't move like they're high on speed. It's just R* didn't want them to and gave them more realistic mass, inertia etc. 

 

It's sad that we've just clicked over into 2020 and instead of suggesting ways the series should be pushed forward we should just go back to the "good ole days". Nostalgia blindness is the worst thing about the GTA fanbase. Seriously. 

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ea does own renderware and they refuse to sell licences for it, they only bought it to take it off the market. renderware is a dead platform.

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Engine ain't causing the problem. The case is its completely Rockstar's design choice. Play Max Payne 3, it's on RAGE too, same as GTAV and RDR2 but it feels much more responsive and aiming is much better. 

RDR2s problems are extremely detailed animations which makes transitions slow plus having some input lag doesn't help. 

And regarding this matter, how do you people like Red Dead Online's updated controls? It feels fine to me except the sped up animations could've been a little slower. Free aim is also good imo. 

Edited by Zapper
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I like R*'s control design and animations-heavy movements. It makes the characters feel grounded in the world and increases immersion to higher levels compared to other games. There's no reason they should change the way they approach how characters are controlled and animated, because it simply fits their vision for the games they produce. Someone doesn't like it? Well, there are many other games out there, so go and look for what you find fun to control. R* isn't in the business of catering to each person's favorite control scheme or taste in animations. 

Edited by Jabalous
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As funny as it would be to have GTA VI running on such an ancient engine i'm pretty sure you could get the same gamefeel in RAGE if you really wanted to

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KingAJ032304

I can not for the life of me understand why people call GTA V controls clunky. GTA IV? sure. RDR1? sure. RDR2? sure. but GTA V? No. GTA V has the perfect balance for weight and feeling light.

Edited by KingAJ032304
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On 1/3/2020 at 3:49 AM, Jabalous said:

I like R*'s control design and animations-heavy movements. It makes the characters feel grounded in the world and increases immersion to higher levels compared to other games. There's no reason they should change the way they approach how characters are controlled and animated, because it simply fits their vision for the games they produce. Someone doesn't like it? Well, there are many other games out there, so go and look for what you find fun to control. R* isn't in the business of catering to each person's favorite control scheme or taste in animations. 

I think it's a great idea in theory but they still haven't quite pulled it off yet. It's just another example of Rockstar implementing a bit of realism that actually ends up causing inconsistencies in the gameplay that break the immersion.

 

The realistic weight and movement of the character is all well and good when you're just walking around, not really doing much of anything, but the immersion is out the window as soon as you try interacting with the world and get that little delay. Or how frustrating it can be trying to get in and out of cover some times.

 

It's not really about catering to a certain demographic of player type as much as it is about building a series of systems that work together cohesively. I think RDR2 did an amazing job at stepping up the animations but it took two steps backwards in the cohesion department.

 

I also think that all the uneven terrain we're walking on and organic shapes we've got as barriers adds to some of RDR2's cover system problems. That and all the looting are probably things they won't need to worry about as much with GTA VI.

 

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Seriously?

 

Please, don't make us go back to this.... horror.

 


Edited by Ronald Reagan
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Skooma Addicted Blade
On 1/3/2020 at 1:49 AM, Jabalous said:

I like R*'s control design and animations-heavy movements. It makes the characters feel grounded in the world and increases immersion to higher levels compared to other games. There's no reason they should change the way they approach how characters are controlled and animated, because it simply fits their vision for the games they produce. Someone doesn't like it? Well, there are many other games out there, so go and look for what you find fun to control. R* isn't in the business of catering to each person's favorite control scheme or taste in animations. 

Agree 100%. I see arguments against the "control design and animations-heavy movements" (as you put it) on a lot of other places as well. I'd argue that R*'s design choices in this respect makes them unique in the open world space whereas many other open world games go for the more generic Ubisoft style open world mechanics w/ tight controls. At some point, they all kind of start to feel the same and as someone who's been actively playing games for the last 20 years, it really nice to see developers attempt something unique rather than playing the same sh*t over and over again.

 

I had a similar response to Death Stranding. It's not a perfect game but the fact they took such a mundane concept as package delivery and designed a compelling, challenging, and rewarding gameplay is really unique and really fun in my opinion. While most other open world games treat travel as simple a way to get from point A to point B and start the next mission, traversal and navigating the environment is the core gameplay itself. Much like RDR2, Death Stranding uses weight, inertia, and realistic animations to great effect.

 

Being that R* are the Godfather's of modern 3D open world games, I say bring on the realistic player movement and control. Lets push this medium forward and considering R*'s pedigree, I have no doubt they will.

Edited by Skooma Addicted Blade
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  • 8 months later...
Midnight Hitman

So the Renderware enginge alone was not "responisble" for SA's controls?

Edited by Midnight Hitman
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From a business point of view, does it makes sense to license another engine which will probably will cost millions just to use it (considering how much money GTA generates), instead of your own in-house product?
From a development point of view, does it makes sense to use RW instead than your in-house propietary engine, which you have full control and source code and is technologically superior to RW?

For both, no it does not makes sense.

Edited by Alexander
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13 hours ago, Midnight Hitman said:

So the Renderware enginge alone was not "responisble" for SA's controls?

No it wasn't, a lot of things on the old RW GTA's were custom anyway, plus LCS and VCS control exactly the same as Vice City and they don't use Renderware.

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