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A director's cut of our earlier GTA IV PC preview, complete with some vids created by Rockstar in the new video editor...
Forget about the fact that GTA IV will run at a considerably higher 2560x1600 resolution than the console versions when it's released early next month; ignore the fact that these visuals will come with improved streaming and draw distances, making Liberty City that bit more believable if it wasn't already thoroughly immersive; pay no attention to the fact that the multiplayer game will offer more player slots than the 16 on the consoles while also adding deeper match filtering options.
These are of course significant improvements for the now standard port of a GTA game to the PC and tweaks that will ensure the PC crowd stay hungry for the series, but the real appeal for the game comes from its new replay and editing features that Rockstar recently introduced to us in an extensive hands on session. We can safely say that these applications are far more than a gimmicky addition to feign new content for a PC release. Instead, the editing suite that accompanies these replays, which can be recorded at any point in-game, is so powerful and accessible that it will be as appealing to Machinima nuts as it is to the casual GTA IV player (if such a gamer exists).
This video was created with the Video Editor on GTA IV PC...
Ready When You Are, Mr. DeMille
At any point during your journeys across Liberty City - be it during a mission, the arbitrary meanderings that every GTA player indulges in, or even in multiplayer games - it's possible to record a short reel of footage that can then be viewed as a replay. The length of this footage varies depending on the amount of action on-screen, so you may only get 20-30 seconds if it's all explosions and fleeing civilians, but a solitary stroll through Middle Park at night might allow you a bit more time on the reel. Gamers can stack up these replays in-game simply by pressing the 'back' button at any point on the Xbox 360 control pad (which is of course fully compatible and can be seamlessly swapped to from the keyboard/mouse), and once your happy with a selection of clips, it's then off to the editing suite to bring life to this vanilla gameplay footage.
The editor can be accessed seamlessly from Niko's mobile phone (much like you would a multiplayer lobby) and from here you'll see your recorded clips awaiting your directorial genius. Rockstar tells us that gamers will be able to archive hundreds of these clips in the editor and it'll be possible to chain multiple clips together before merging them into one fluid production. As far as the actual editing is concerned, the application makes use of a simple but very effective marker system. As you watch the playback, markers can be set at any point along the Time Bar to initiate a change of camera angle/field of vision, a different filter for the display, slowing down/speeding up the playback speed, or even adding music and text.
GTA IV - Peeper
This video was created with the Video Editor on GTA IV PC...
Those options may sound extensive, but it's not until you get into the detail of each option that you realise quite how extensive they really are. The camera work, in particular, allows the user so much creative freedom that the game may as well be bundled with a director's chair. Sure, it's possible to switch between a bunch of camera view pre-sets such as 'Chest', 'Overhead', 'Front', and 'Rear' etc., but the fun doesn't end there - far from it. You can also move into a free-cam or revolve the angle around different target points, which are designated to other NPCs within a certain radius of Niko's position in the game world.
Variables such as field of vision (a techie word for zoom), pitch (height), as well as the ability to revolve the camera around any fixed point offer near limitless amounts of scope. In practice, the only limit is that you're restrained to a given radius around Niko or a selected target (as far as we could tell, about 20-30 metres in the game world) to move the camera angle around in, but this is ample room for the most part. You can even set smooth transitions from the set camera angle on one marker point to another perspective in the next marker, or just stick with a razor sharp cut from one angle to the other Edgar Wright style.
As you might expect, this allows gamers to recreate some of their favourite Hollywood scenes in Liberty City. We fooled around for a good half-hour trying to recreate the moment from Ferris Bueller's Day Off where two parking valets take Cameron's dad's 1961 Ferrari 250GT California for a joyride and then launch it off a hump in the road. The camera angle is from the ground looking up as this prancing horse goes airborne over the top of the lens, all in glorious slow-mo. Remaking this with Niko at the helm and Little Jacob in the passenger seat was surprisingly easy as we simply got the footage needed, locked the angle in free-cam to the tarmac, and pitched it upwards to capture the overlooking car before adding another marker and panning down to watch its landing. We could even add super slow-mo with the aid of the editor's nine speed settings (-4 through to +4 with 0 for the default game speed).
This video was created with the Video Editor on GTA IV PC...
All that fun and we haven't even told you about the filters yet! Our personal favourite is 'Sketch', which adds a black and white colour scheme as well as a comic book style filter over the top of the game's textures. It's a bit like viewing Liberty City through the graphic art style found in Art Spiegelman's Maus (minus the Nazi cats and Jewish mice). Then there are silver screen emulators such as 'Sepia', 'Noire', and 'Cinema'. As the name suggests, 'Noire' displays only black and white tones, while 'Sepia' adds the faded brown look of an old photograph. 'Cinema', on the other hand, looks like the aged celluloid of a 70s B movie. All of them will add plenty of mood to any production and provide ample tools for players to fool around with.
After that things get a bit more dazzling. Using the word bright to describe filters such as 'Green', 'Red', and 'Colors' would be a bit of an understatement. 'Colors', for example, reminded us of old-skool 90s PC gaming because it was as if we'd run a game with a 256 colours VGA display requirement on our 16 colours VGA display, Windows 3.11, 386 PC. In other words, the colour palette is full off fluorescent primary colours and the word 'clashing' doesn't quite describe the result. The editor's 'Green' filter is similar to a night-vision camera but without the interference, while 'Red' is reminiscent of the bleed-out screen in Gears. Make no mistake, there are plenty of variations to play around with as far as the filters are concerned and there are more that we haven't had the space to mention here.
As if all that editing power wasn't enough control at your fingertips, Rockstar has also enabled users to fool around with audio levels such as sound effects, speech, and music. Players will be able to custom build a soundtrack for their creations by selecting music from the existing list of radio stations in GTA IV. There's even the ability to add text to playback at any point along the Time Bar and the editor has supplied a variety of fonts, colours, and sizes for this feature. Once you're done with your video masterpiece, it can then be uploaded in either 720p or 1080p high-def to the Rockstar Social Club and here's where the real fun of user generated content will begin as soon as the game's released later this year.
Bifocal Euphoria
When the console versions of GTA IV came out, we were astounded by the level of detail for NPC animation that Rockstar North managed with its use of Natural Motion's Euphoria technology. Having gone hands on with this new editor, we can now see Euphoria's brilliance in sharp focus and it's only impressed us more by the strength and variety of its animation, almost as if we've now been given a handy pair of specks to admire the show while we were short-sighted before. Watching a gunmen desperately stagger away from a shootout while shooting blindly behind himself is but one example of the intricate behaviour that can be replayed in slow motion and we guarantee that this feature alone can entertain for hours.
The sharper resolutions also reveal levels of depth that couldn't be fully appreciated previously. Fine hairs of detail, such as the heating strips on cars' rear windows or the blue glowing ends of subway train sparks, now show up crisper and are realised to their full potential. We certainly noticed the game's longer draw distances, allowing us to see further across Liberty City's skyline than was possible in the console versions, while improved streaming has rectified the small amounts of pop-up that the PS3 and Xbox 360 games had. As with most PC games, there is a graphical configuration section in the menu screen that allows users to custom set levels of detail for their rig. One feature that we particularly enjoyed in this menu was a slider scale for the amount of traffic in the game. Set to 35 in the console versions, gamers can now choose any level of density between 1 and 100.
GTA IV - Liberty City
This video was created with the Video Editor on GTA IV PC...
Things have changed since the last GTA port. Gamers now expect extra content for ports that are released months after the original versions. Believe us when we tell you that this PC version's replay and editing features are a much more significant gift than a few extra missions could ever be.
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Added:Fri 13th Nov 2009 23:46, Post No: 510
Ummmm... it is on a disc!!! Rockstar released both episodes on one disc called 'Episodes from Liberty City' !?!
Added:Fri 13th Nov 2009 22:41, Post No: 509
I don't CARE about downloadable content. Put it on disc or don't put it out at all.
Added:Wed 11th Nov 2009 21:51, Post No: 508
lol how many more disgruntled ps3 owners will bi.t.ch and maon there not getting the DLC lol maybe microsoft shold do the same again for the next GTA game lol just to pi.s.s o.ff the ps3 fanboys and there exclusive games.
oh and polyphony digital will be charging £50 plus for GT5 as its cost them over $61 billion in development costs so far if the games flops and doesnt sell more than hmmm 30 million copys then i guess its bye bye exclusivity and hello multiformat GT5
Added:Fri 30th Oct 2009 20:53, Post No: 507
[#@!?] microsoft
Added:Sat 24th Oct 2009 18:44, Post No: 506
haha microsft payed rock star 50 million for the dlc to be xbox 360 exclusive owned ps3 and pc owners
Added:Mon 19th Oct 2009 22:53, Post No: 505
[#@!?] That [#@!?]! [#@!?] [#@!?]! i gate microsoft! why cant it come to ps3! and before you guys say anything! i did have a xbox , i acutually had it 4 times , everytime broken! cause microsoft Sucks!!!!!!!
Added:Tue 13th Oct 2009 00:47, Post No: 504
first of all ps3 sucks.... PC is good and i feel your pain im sorry that they couldn't give this DLC to you...XBOX 360 KICKS A** SO GO GET ONE!
Added:Mon 12th Oct 2009 20:28, Post No: 503
hello iam cool mohamed iam new
Added:Sat 03rd Oct 2009 21:20, Post No: 502
lol am i only joined by a few people that actually read about the exclusive DLC ms paid for before the game came out, im sure pc and ps3 owners to ignorent to actually read about microsofts exclusive rights for DLC on the 360 and the amount of money they shelled out for it and yet ps3 and pc owners still dont get it,
here ill make it simple ms payed for exclusive DLC before the games release exclusivly on xbox 360 only if sony had come up with an offer better than ms im sure it would have been 360 and pc owners complaining about DLC but the fact is it was announced months before the games release and you only have your sefs to blame for buying it and expecting DLC that isnt comming out on the ps3/pc.
Added:Sat 03rd Oct 2009 19:39, Post No: 501
u guys are to poor to buy a freaken ps3 or xbox 360 to even play the game.......... all u want it for is so u could do mods on the PC u lazy *%@#s