Here's basic information in the GI article supposedly:
- Game Informer people demoed it on XBOX360...
- In the previous GTA games, you must have felt like a slave. You were ordered by people to do things. Now there's still going to be an element of that because you are an underling that people tell you what to do for large parts of the game, but you can also choose on how you want to spend your time. "I want to hang out with him, or her..." "I want to go see this guy 'cause he always has something to do..." Call him up and maybe you can hang with him, maybe he'll answer. That's the fun way of navigating the story and navigating the world and your time in it. You have a lot of choice over what you want to do.
-GTA experience shouldn't be too much different than San Andreas. The only noticeable difference is that players -
- it says players, plural - players won't be able to pilot airplanes. There are no planes because it's just a city out there. Apart from the fact that the vehicles are similarly surrealistic. Players are not going to be riding a unicycle or roller blading. We're giving a choice of varieties that feels right for the character. We're not necessarily says there are no more motorbikes, we are keeping all that stuff in the same range and diversity that we have, so that it fits the character.
-Some people talk about it like its a franchise, they think its a series of games made by the same people. Since GTA III, we have had exactly the same people. We have added some great people on top of that, but it's the same two main programmers, the same physics guy, same researchers, same producers, same audio guys same designers, they're all in one place, no one's left.
-Storytelling is a huge focus in this next installment, and it will be reflected through the various ways you can interact with the city and its citizens. According to Houser, Rockstar North is giving people more freedom, more choice, and more sense of control over their destiny. The game still follows a narrative path, but it's quite different in its structure. The story unfolds a number of different ways, adds Houser, but we've tried to replicate as many ways possible that you need.
- There is talking on cell phones, a bunch of other ways of giving the player information. We're trying to use that kind of stuff to give you back story, or front story, or to explain character motivations. You still meet people, get rich, do missions, and if you do well they will help you, or they may stab you in the back. We've tried to provide more diversity to the missions. We've tried to provide certain choices about the missions. We've tried to give branches that maybe give you a critical choice, a new way of interacting with the characters and a new way of interacting with the world, kind of experience.