Posted: May 02, 2013 7:21PM | Author: R* Q

This is Blaine County, a vast scrubland just outside of the fictional west coast city of Los Santos, a garish, hyperactive pastiche of Los Angeles, California... We were told Grand Theft Auto V was going to be big --purportedly enough virtual acreage to fit in the maps of Red Dead Redemption, GTAIV and GTA: San Andreas-- but being told doesn’t quite prepare you for the sheer scale of the thing. And this is a just a small chunk of brushland, a speck on a map that, for the first time in the series, is completely open to you from the very beginning."
Each character has their respective roles. It was pretty cool to see the player shoot off the rocket as Trevor, and then switch down to Michael just as the rocket hit its target. You're going to want to switch between characters to take advantage of their skills as the enemy AI has greatly improved. Cops will try to flank you, get to higher ground, and communicate with one another, all in an effort to make for a fun challenge."
For the bigger jobs, you'll also be able to build out your crew beyond just the three core protagonists, perhaps hiring additional drivers or other specialists who have their own skill levels and who take a cut of the overall score that's proportionate to their skills. Will you go with cheap help who take a smaller cut but might botch the job, or will you put together a costly but skillful group of seasoned professionals? Instead of just playing through an action sequence that might remind you of a scene from one of your favorite crime films, you might get to do something closer to designing your own incredible heist sequence. Eat your heart out, Michael Mann."
You can customise weapons too, adding laser sights, scopes, silencers, and high capacity magazines. This is particularly relevant during the prep stage: you might find one weapon is good for clearing rooms, or another better for stealth, and as you earn more cash, you can develop and improve that weapon so that - by the time you head into the key heists - you have best, most specced-up firearm available for the job. Oh, and just to round things off, you can customise yourself as well, with haircuts and new clothes, or by dropping into a tattoo parlour between missions. (We spotted one on Vinewood Boulevard, close to the Chinese Theatre.)
It doesn't stop there. You can pick up hitchhikers, do stunt jumps and flying challenges, take part in yoga, golf, tennis or bike races, and - despite Rockstar being coy on this up until now - buy property too. Houses, garages and businesses can all be snapped up, providing a useful, additional revenue source that drip-feeds cash over time. Rather neatly, there seemed to be the suggestion that the men would remain true to their characters too: twentysomething Franklin will like the idea of buying a nightclub more than Michael, who might fancy investing in a marina."
The first thing I notice when Franklin and Michael open fire during a heist gone wrong is the smoothness of the transition animations. The characters move effortlessly in and out of cover, while taking care to avoid exposing themselves to incoming fire. A library of new animations also introduces a combat-ready jog that makes it easier to shoot from the hip and even allows players to run, aim, and shoot at the same time. Players can also drop into a combat roll at the press of a button...
Melding these improvements together, Rockstar aims to offer the best gunplay the series has ever seen."
Posted: November 13, 2012 12:45PM | Author: R* S

After Game Informer's preview last week, outlets around the world had their chance to check out Grand Theft Auto V. IGN's week of exclusive content kicked off yesterday with their impressions of the game so far:
“One thing’s for sure, the most exciting aspect of GTA V is not just the way it promises to shake up the open-world genre, but also the freedom and flexibility it promises… Grand Theft Auto V could be the benchmark by which all other games – not just open-world games – will be judged against.”
IGN's preview can be found here. Their editors also sat down for a roundtable discussion about the game, and they've got a full week of additional coverage planned - including a live extended Rewind Theater for Trailer #2. To see the full week of content as it unfolds, just click here.
UK's Guardian newspaper also got an in-depth preview of the game as well:
"This is Grand Theft Auto V, the latest title in a series that has dragged video games kicking and screaming onto the cultural agenda. GTA has always been about possibilities. That is why it is so exciting to see the series return, amid the indie titles it has inspired, and the Triple A titles that have grown up in its shadow. Grand Theft Auto has always sought to push at what game worlds are, it is inarguably ambitious."
Read more at www.guardian.co.uk/technology/gamesblog/2012/nov/12/grand-theft-auto-v-preview-gta-5 and check out links to previews from a bunch of international sites below, as well as a roundtable discussion the guys at Game Informer conducted.
Posted: November 08, 2012 12:06PM | Author: R* Q

Posted: May 25, 2012 10:27AM | Author: R* Q
What are you doing to take advantage of the powerful hardware available in a PC?
As you can see from the specs list, we’ve worked hard to make sure the game will run smoothly on a wide range of PC builds. But it’s when you get towards the top end of that range that you can really push a game to its limits, and the game will look and run incredibly on the most advanced current machines around at the moment and well into the near future.
LOW RECOMMENDED SPECS
Windows 7/Vista/XP PC (32 or 64 bit)
Intel Dual Core 3GHz or AMD equivalent
3GB System RAM
NVIDIA® GeForce 450 512MB RAM
or AMD Radeon™ HD 4870 512MB RAM
HIGH RECOMMENDED SPECS
Windows 7/Vista (32 or 64 bit)
Intel i7 Quad Core 2.8Ghz or AMD equivalent
3GB System RAM
NVIDIA® GeForce 480 1GB RAM
or AMD Radeon™ HD 5870 1GB RAM
HIGHEST TESTED SPECS
Windows 7/Vista (64 bit)
Intel i7 3930K 6 Core x 3.06 GHZ
or AMD FX8150 8 Core x 3.6 GHZ
16GB System RAM
NVIDIA® GeForce® GTX 680 2GB RAM
or AMD Radeon™ HD 7970 3GB RAM
Posted: May 07, 2012 4:43PM | Author: R* Q
As we get ready to countdown through this last week towards Max Payne 3's launch on Xbox 360 and PlayStation 3 in North America, check out a roundup of some of the latest and greatest previews and interviews about the game and about the original comic book produced by Marvel that debuted last week...
As a supplement to their recent Max Payne 3 Multiplayer hands-on feature, Kotaku has produced a very helpful video to illustrate for fans how Bullet Time® functions in multiplayer. Check it out above and at http://kotaku.com/5907699/how-muliplayer-bullet-time-works-in-max-payne-3 for a nifty walkthrough.

Posted: May 04, 2012 11:55AM | Author: R* S
Posted: April 27, 2012 1:00PM | Author: R* Q

Those in the US, mark your calendars to tune in next week Thursday night May 3rd at 12:30AM on Spike TV, when GameTrailers TV will devote an entire episode as a special preview of Max Payne 3. Featuring exclusive interviews with Rockstar and James McCaffrey plus never-before-seen footage of the game, Max Payne fans and everyone getting excited for next month's game release won't want to miss it.
For international fans, no worries - the episode will be posted online in full within a few days following the broadcast at www.gametrailers.com/show/gametrailers-tv.
Posted: April 23, 2012 1:20PM | Author: R* Q
There's less than a month to go til the release of Max Payne 3, and the world's gaming press are continuing to serve up lots of great features, interviews and preview impressions of their own hands-on experiences with the game's single and multiplayer modes. Here's a look at some choice cuts from an assortment of articles that have hit over the past few days...
Kotaku have just posted an in-depth hands-on impression of Max Payne 3 Multiplayer, calling it "Essential, and Rockstar's Boldest Move in Years". An excerpt:
"The changing objectives in Gang Wars matched well with the nimbleness of Max Payne's multiplayer characters and the deviousness of its many perks. Many of the rounds were based on needing to get somewhere fast and be unhittable, whether to seize territory or move a bag. If the game merely let you run, that'd be nice, but it is letting you shoot-dodge in slow-motion out of the line of fire as you reach a goal or finish grabbing some turf. That makes brief moments of multiplayer mayhem feel like some sort of bullet-filled ballet. It feels grand and crafty, as does using the right burst at the right time."
Read the full piece at http://kotaku.com/5904303/max-payne-3-multiplayer-is-good-essential-and-rockstars-boldest-move-in-year
In the new Hit Points video from GameTrailers (embedded below), GT touch on many of the need-to-know Max facts about Bullet Time®, Multiplayer Bursts, and the game's story - check it out...
And G4TV and Videogamer recently interviewed the inimitable James McCaffrey - the voice of Max Payne; here's a couple of excerpts from each of them...
G4TV: "It will have been nine years since we last heard/saw you as Max Payne when Max Payne 3 arrives next month. How did it feel to be back in Max’s shoes after all those years? Did you find they still fit, or had you/Max grown a bit in that time"?
James McCaffrey: "It was surprisingly comfortable. The guys at Rockstar have done a fantastic job at creating a story that fits perfectly with where Max might wind up in his life after so much time. So Max still fits, probably more so now after having to do much more work for the character this time, in terms of having to do all the motion capture work, which was all brand new to me. Ultimately, that makes the character more believable, but it’s also more of my own performance that winds up as part of the game"
Check out the full transcript on G4TV
Videogamer: Given the change of setting, do you think Max Payne 3 still feels like a neo-noir story? And if so, how much of your performance as an actor do you feel contributes to the feeling of the game?
James McCaffrey: There are definitely still noir elements to the story, and that will come out when people finally get to play the game. In terms of how that feeling comes across, a lot of that comes down to the character, but I'm really just saying the dialogue. So much of the work has been done for me by Rod Edge (production director) and Rob Nelson (art director) and the Rockstar guys, who really help make the Max that you see on the screen.
Read the interview at Videogamer
Also check out more Max Payne 3 impressions including coverage of Multiplayer and more by Digital Trends and Warp Zoned - and stay tuned for lots more coverage in the weeks ahead...
Previously:
Max Payne 3 at PAX East Recap
Max Payne 3 Video Previews and Interviews at IGN, G4, GameTrailers and Destructoid
“Welcome to the Delightfully Chaotic World of Max Payne 3 Multiplayer”: Hands-On Impressions from GameSpot, Vox Games, CVG and More...
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