New GTA 5 info: interview with Rockstar lift lids on car customisation, impound lots, combat and slow-mo drive-bys

During another brilliant episode of GTA 5 ‘o clock with CVG’s Tim Weaver and Daniel Dawkins, the pair bag a massive scoop by nabbing a snow leopard-rare interview with GTA 5‘s developer Rockstar North. Imran Sarwar, the game’s lead mission designer at the Edinburgh studio, talks Tim and Dan through a number of newly revealed features, including the full extent of car customisation, impound lots and the improvements that have been made to shooting and melee combat in GTA 5.

GTA 5 on PS3

Here are the highlights from the exclusive GTA 5 ‘o clock interview…

On vehicle customisation…

“The vehicles can be modified in many different ways. You’ve got the obvious visual ones like paint jobs, wheels, tires. You can even customise the horn; there’s a few fruity sounding horns in there. You can also customise vehicles for heists and that would include roll cages, bullet-proof wheels, armour and performance mods like engine tuning, brakes; things that would effect the handling. There are probably over 1000 combinations in the game and different little things you can do to the cars.”

On what happens if you have to bail on your pimped-out ride with the cops on your tale…

“You can leave the car and come back later to an impound lot where you can pay a little fine to get it back.”

On keeping your guns forever…

“This time you will keep a gun, so you’ll never lose one just because it runs out of ammo. Your guns will be with you throughout the whole game.”

On customising guns…

“Guns will have a big impact on the game. Customising weapons will broaden the range of tactical options available to the player when approaching missions. So If you have a suppressor for your pistol you might want to take on a mission in a stealthy way, but if you wanted to go in more gung-ho you could increase your clip and grip to improve your accuracy to go in for a full frontal assault.”

On how Rockstar has improved hand-to-hand combat…

“We’ve given the melee system a big overhaul and moved things away from static fights to a more free-flowing system. So now you can attack any target from any direction at any time. You can quickly switch your focus on the enemies you’re engaging with, so you no longer need to lock-on at all to have a fight with a target. Although you can still lock on if you wish. Hits are much more satisfying, especially with melee weapons. You really feel the impact and crunch when you hit someone.”

On improvement to shooting…

“We’ve spent a lot of time on cover mechanics. We really wanted it to be intuitive to let players make fast choices in combat. You can shoot from cover, move around corners, jump over cover; it’s all there for players to do”

On the improvements to enemy AI…

“The combat AI is much more advanced this time and they have a lot more awareness of the environment around the players as well. So enemies will react to how you play. They’ll constantly look to move to a position to exploit your cover. If you sit back and do nothing they’ll move forward to swamp and flank you.”

“Certain enemies will behave differently. SWATs will be much more focused, more aggressive and try to flank you, whereas gang members will be a bit more gung-ho. You’ll also see enemies’ intensity levels change as well.”

On how Michael, Trevor and Franklin can work together…

“The player can position the three characters where they want. So you could have Michael go up on high ground, get a sniper rifle out and provide cover. Then you could get Franklin and move him around the back. Then you could get Trevor and do a full frontal-assault and there could be a bulldozer there, for example. So you get the bulldozer and ram through cars. Then you could have Michael sniping and engaging enemies, while Franklin sneaks in round the back. The player is free to switch between characters at anytime during these missions.”

On how characters differ during combat…

“One of the main ways characters will differ in combat is the shooting stat and special abilities. The shooting stat will affect how much ammo they can carry, their reload speed, gun recoil and accuracy, as well as steadiness of aim and combat movement. You can go to the shooting range to increase your shooting stat. It will also increase after you take out enemies, especially with a headshot.”

And on one of the advantages of Franklin being able to slow time while driving…

“You can perform drive-bys in slow-motion with Franklin.”

Thanks: CVG

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