De PC nu se aude nimic?
De PC nu se aude nimic?
Her: I wish I were creative.
Him: You are. You're great at creating difficult situations.
s-a lansat site-ul oficial!
http://www.rockstargames.com/vicecitystories/index.html
e si un trailer acolo
cum arata Lance
Last edited by ovisebdan; 11-09-2006 at 00:58. Motiv: Automerged Doublepost
The same pinky shit ca la Vice City. Joc pt. loc_.
Her: I wish I were creative.
Him: You are. You're great at creating difficult situations.
Well it's worse than we hoped for, Vice City Stories has been delayed worlwide by two weeks. North America will be getting the game in stores on the final day of this month, October 31st.
New information:
* Each city block now has double the number of polygons, meaning sharper, cleaner and more realistic buildings. Lighting effects have now been upgraded with the new (and fitting) neon light system and radiosity light builds.
* By allowing the graphical engine and CPU to communicate more efficently, they've been able to push the graphics harder and end up with a faster, smoother game.
* As we already know physics have been improved (more specifically water physics,) with an upgraded buoyancy factor as well so you can dive your jetski into the uncoming wave and launch out of it. The water now looks much nicer, with the spray, and wash of the new water engine.
* You'll be able to race your friends on the back of a jetski in the multiplayer modes, launching off ramps to leap into first.
* Unarmed combat is now vastly improved with the new inclusion of grappling techniques and throws, something which many similar games have already had present but has taken a while to get into GTA
* Hall states that some aerial vehicles will be making a return but there are also new interesting ones as well. Could be then we'll see some interesting planes in the game or even a hanglider.
* Aerial vehicles will also be making a role in multiplayer so maybe you'll be racing your friends through markers sweeping the sky above Vice.
Last edited by ovisebdan; 11-09-2006 at 01:05. Motiv: Automerged Doublepost
German fansite GTAReactor are reporting that Play the Playstation, a German magazine, have published a preview about the demonstration they saw at the Leipzig Games Convention.
The magazine explains a new "Empire Building" mode which will be in Vice City Stories. This sub plot will give Victor the role of forcibly conquering the criminal organisations and other gangs that own the buildings and businesses throughout Vice City (approximately 30 of them). After you have acquired these businesses, you can then invest your own cash in them and run them profitably, or at least try to.
Think of it as a vastly improved safehouse buying feature we first saw in the original Vice City.
Interview with Hall Gordon from Rockstar Leeds
IGN: Vice City is a living, breathing city. What have been the largest technical challenges you've had to overcome to create this sort of dynamic setting?
Gordon Hall: One of the biggest technical achievements in Vice City Stories has been the enormous effort involved in making Vice City this incredibly vibrant, detailed and alive place.
The detail seen in the city has been ramped up massively over Liberty City Stories. We now have double the number of polygons in a city block, with new features such as animated textures and neon light effects and an all-new radiosity lighting model. On top of this we had to push for an even greater draw distance, especially now that we have the addition of helicopters and planes -- it's a real blast taking to the sky in these things and seeing the city sprawl beneath you. And just for good measure, Vice City Stories is even faster and smoother than Liberty City Stories.
IGN: How is this different from the system used in Liberty City Stories?
Hall: A lot went into making this possible -- we're very proud of what was achieved with Liberty City Stories, but that engine just couldn't cope with these demands. Among a raft of tweaks and tune-ups, we've come up with new ways for the CPU and the graphics processor to talk to each other. This has freed up the CPU to do other things, and allowed us to push the graphics processor even harder, bringing the Vice City vibe to life with these incredible views stretching off into the horizon.
A big part of the whole Grand Theft Auto experience is the ability to seamlessly stream in these vast cities without needing to halt the game to load in some data. Vice City is so much bigger it required a whole new streaming system to be developed, one which will cope with any size of world you care to throw at it. This has been a tough technical challenge - but once cracked it was incredibly liberating for the team.
We've compressed and optimized across the board, both by hand in the creation of the art and in the code itself. For example, we've now got a lossless compression system for an animation, which has allowed us to have a greater variety of cars and pedestrians at once. And we have this greater complexity and variety alongside even faster loading times.
IGN: We've seen in the trailer that there will be aerial vehicles this time. How well will the PSP be able to handle viewing an entire city from the skies?
Hall: That's a great question. Vice City is a complete city, and we have utilized all elements of the physical space in this game, from the land to the sea to the air. Vehicles have been created with these very different spaces in mind. From a technical standpoint, perhaps our greatest accomplishment has been the issue of draw distance. We have created a system that increases the draw distance to the point where every element in the players view has been created on screen. When you are in the air, pedestrians, cars, and anything on the ground will scale down depending on how close or far the player is to them, much as they would in real life. It really takes the scope of the series -- creating living cities -- one step further, this time for your PSP. It's as ambitious as anything we have done on a console version of Grand Theft Auto.
In terms of the vehicles, there are aerial vehicles that play a central role in Multiplayer. As for the vehicles themselves, fan favorites have returned, as well as a whole collection of new ones that we are really pleased with.
IGN: Has your approach to the landscape of Vice City changed?
Hall: Hugely so. Another area that we've concentrated on is the water surrounding the landscape. Vice City itself is surrounded by a whole lot of water, so we've gone to town here. We've enhanced the water and boat physics, programming an improved buoyancy model which really becomes apparent if you mess around with the new Jet Ski. What's the point of creating new water physics without putting in vehicles uniquely designed to take advantage of the environment?
As always with Grand Theft Auto, the emphasis here is on fast, fun and fluid mechanics (pun intended). With the Jet Ski you can dive under water and come bursting back up, you can really feel it bounce off the waves as the weather conditions change, you can turn on a dime and really send the water spraying. The look of the water has been improved too, with better translucency, wake, spray and wave effects. You can look forward to some awesome stunt-filled water races in both single player and multiplayer.
IGN: Will the targeting system remain the same mixture of manual and auto-targeting from Liberty City Stories, or have you made any major adjustments to the system? Has the combat system been changed at all?
Hall: Like all of versions, we have tweaked the existing targeting system. I wouldn't call it a complete overhaul, but we definitely have taken a fresh look at it, particularly in regards to how it relates to the hand-to-hand combat system. The combat system has more depth to it than any other Grand Theft Auto game. The targeting mechanic has been tweaked, but the biggest change has been to unarmed combat - you can now perform grappling moves and throws, you can get on top of an opponent on the ground for ground domination, and more.
IGN: Will players be able to use custom soundtracks right away? Are there any major improvements to this system?
Hall: Custom soundtracks exist. You'll be able to add new music right away. However, I'm not sure why you would want to -- the soundtrack has over 100 tracks, and is probably the best, deepest collection of songs ever assembled for any one project -- TV, Film, or Game.
IGN: What has been the goal in bringing the Grand Theft Auto experience to the PSP?
Hall: It's been incredibly exciting seeing all this come together. The response to Grand Theft Auto: Liberty City Stories was phenomenal. With that game, we succeeded in redefining what's possible on a handheld. The challenge with Grand Theft Auto: Vice City Stories was that we had to top ourselves, which is never an easy feat. I can honestly say we've smashed right through our own expectations. It's something truly special.
IGN: Thanks for taking the time to answer our questions.
Hall: No problem!
din poze sincer nu arata prea grozav, dar sunt sigur ca e din cauza ca mai au mult de lucrat la el
Last edited by ovisebdan; 13-09-2006 at 19:03. Motiv: Automerged Doublepost
Mesaj iniţiat de IGN
...Mesaj iniţiat de Eurogamer
Mesaj iniţiat de Games Radar
Mesaj iniţiat de SPOnG
...Mesaj iniţiat de TotalVideoGames
...Mesaj iniţiat de 1UP
n-am rabdare sa citesc toate preview-urile, n-am citit decat pe cel de la IGN
After the influx of previews cropping up over the last couple of days, this wealth of new info from PSM comes as an unexpected but pleasant suprise. It seems Vice City Stories will be a lot more advanced than many of us originally imagined, and with more in game specifics being user driven, in particular the "empire building" feature.
* A brand new golfing mini game will be playable at Leaf Links. Controls are simple and only require one button, tapping it starts the power meter, pressing again to stop it when you reach the amount of power you require, and then once more to set the accuracy of your shot. Revisiting Leaf Links will enable you to retry the minigame and beat your previous score. One mission requires you to beat Gonzalez at the game.
* Empire Building: This is actually quite an advanced feature in the game. After taking over a site, the gang that previously occupied it becomes your rival. There will be six different business types that Vic can run, the article mentions three - protection, extortion and prostitution. The three others are currently unknown.
* You are able to choose what type of business to set up at the site you acquire. Your choice will have an impact on the business' level of success. A smuggling business will perform better near an airport or docks for instance.
* Businesses are split into three categories - low, middle and high. Each of these will require a larger amount of money to acquire staff and resources. Similar to your gang control in San Andreas, your businesses will be prone to attacks from rival gangs.
* Notification about attacks on your businesses comes through on your pager. The more staff you have the better their chance of defending it for you if it comes under attack.
* You'll have the option to save the game at any of your businesses, this means there will be more than 30 possible safe houses across the city.
* The employees of your businesses can be recruited San Andreas style to provide protection and support to you on the streets.
* Pedestrians on the street may comment on your success - Rockstar say it's all about having the people of Vice City recognise your power and control.
si mai e inca ceva... in VC Victor are voce de columbian (ca care vin la inceputul lui GTA3 si il salveaza pe mosu' ala de la politie) si in VCS are accent 100% american (asta din cat am auzit eu in trailer) it kinda' sucks...
Last edited by ovisebdan; 18-09-2006 at 23:36.
Go>Play Magazine has a six-page preview of Vice City Stories, it includes some new screenshots, as well as further details on the empire building feature.
A car is parked outside of each building that you can obtain, destroying it initiates an attack on the gang currently running it. To successfully acquire the building Go>Play say you must kill everyone outside and inside the building, furthermore it will not go up for sale until you "wreck the place."
After you choose what type of business to set up, and its size, the actual building takes around 2 game days to complete. After this you can save the game there and "make changes" to the business via the notice board.
You will have to work for the business as well, as it won't run entirely by itself, additionally you get a "pimped out" car (what type depends on the business) permanently sat outside the place.
Go>Play also suggest the soundtrack is just as good as Vice City's, which is great since Vice City still has probably the best game soundtrack in the world.
http://media.psp.ign.com/media/779/779851/vids_1.html
puteti vedea aici trailerul, precum si 2 filmulete din joc, fiecare de cate 30 sec
...Mesaj iniţiat de IGN
Mesaj iniţiat de IGNuitati aici mai multe screenshoturi:UK Gaming website GamesRadar have a new preview of Vice City Stories, this one focuses on the side missions you'll find in the game. The main highlight of the preview is the explanation of a new mini game - Beach Patrol.
The stamina boosting mentioned here also suggests there will be some sort of stats system implemented, whether it's as extensive as San Andreas' is unknown.Head to Washington Beach for some Baywatch-inspired challenges that see you saving lives instead of ending them. Use your swimming skills to wade out and rescue hapless beach-goers who find themselves caught in dangerous waters, with the added bonus that continued wet work permanently boosts Vic's stamina.
Alongside this the preview also talks about the Chunder Wheel being part of a fully working fairground with a bunch of rides which you can go on. The preview also touches on insane stunts, which we already know about of course, as well as having a few new screenshots on show.
http://planetgrandtheftauto.gamespy.com/screenshots/
...Mesaj iniţiat de UGO
Mesaj iniţiat de IGN
Mesaj iniţiat de Gamesradar
Mesaj iniţiat de Eurogamer...PSM are the first major publication to get their review of Vice City Stories out. We've had a flurry of previews recently, and it seems that companies are getting to play the entire game for themselves now, so expect a lot more reviews coming in over the next week or so.
In short, PSM say it's an excellent game, giving it a rating of 9.5. Included in the article are 9 new screenshots, and a few new details.
PSM say that Vice City Stories is the best PSP game they've ever played, but it didn't achieve a perfect 10 due to all the technical glitches. There is an incredibly vague explanation of drowning - it seems that if you swim for 'too long' you will drown, it's unclear whether they mean underwater (running out of breath), or actually above water and losing stamina and energy. I'm sure this will be cleared up in other reviews.
There are still issues with the targeting system, sometimes pedestrians will be targeted instead of armed gang members. There are also issues with the AI, enemies will sometimes get stuck running into walls, and occasionally your fellow gang members will run in front of your gunfire, causing you to kill them and subsequently fail the mission.
The storyline apparently clocks in at taking approximately 15 hours to complete, very short for a GTA game. Then again, taking into consideration all the mini games, side missions, empire building, and the fact it's meant to be portable, this figure is fairly reasonable.
Expect many more reviews, the final site update, and many more screenshots and videos soon!
Mesaj iniţiat de GameproWith Vice City Stories set to go on sale next week, Rockstar passed over some last minute information today on the game's new "Empire Building" feature. The idea here is that instead of just running around clearing enemies out of buildings, you can now take over those buildings and start businesses in them -- "brothels, drug distribution, gambling, extortion, and other modes that will remain secret for now," according to a Rockstar statement.
This isn't just so you can look at a map and see how much of the city you own, however. As you acquire businesses and proceed through the game, you will earn money from them, play out errands and missions related to them (via notices on your pager), and have to deal with the downsides such as legal trouble and creating enemies by stealing their locations (who will try to get it back). It essentially adds a layer of strategy on top of all the running, gunning, and driving that the main game provides.
Plus, assuming you set up a solid infrastructure, you can at certain points just sit back and earn money by doing nothing, which should please all those of you who don't follow the missions anyway.
Naturally, there are all kinds of different locations in the game, so there are three types of businesses you can launch that range in everything from price to the number of staff needed to the amount of money it brings in. Plus, as Rockstar puts it, "if it's gambling, you might have to collect debts."
And that's essentially how the game looks to live on virtually forever -- the more you acquire, the more problems you'll have to deal with, which looks to be a great way to expand GTA's gameplay from the 50 hour range up into the hundreds.
Which is particularly fitting for this title, since as far as we know, it'll be last big GTA game of this generation (at least, before GTA4 hits) and those who have stuck with it the whole time will want to keep on playing....Vice City Stories Officially Out Now
It's Halloween today, also known as October 31st, which means Vice City Stories has been officially released across North America. Some people in other countries have already received their copies of the game, and thanks to exploits made possible through various homebrew applications, are already taking digital screenshots and sharing them in forums - these show you exactly how the game will look on your PSP.
In other news, Rockstar have made a minor update to the official site by way of a link to Urge where over 80 songs from the soundtrack can be downloaded. Urge of course have exclusivity rights lasting until mid-November, at which time iTunes will also have the songs to download.
Looking at other pages on the site, it's probable there will be one final update (occurring in mid-November) to obviously add the link to iTunes, but also to update the downloads page which still says "More coming soon", presumably this means more wallpapers and such like are on the way.
In Vice City Stories there are 9 different radio stations you can listen to when driving a vehicle. All of them have different types of music on so there should be one there to suit your tastes. The soundtrack is one of the most complete ever made, and includes a total of 104 tracks. As well as Rockstar's own choices, you can also use the Rockstar Custom Tracks application to put your own music in the game.
posturile de radio precum si soundtrack-ul complet le gasiti aici:
http://www.thegtaplace.com/gtavcs/radiostations.php
Ar fi ceva daca s-ar putea modifica si mapa dar cred ca e foarte greu.
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