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Volume 2 Issue 5 November 2006 Grand Theft Auto - Hardcore Gamer

Volume 2 Issue 5 November 2006 Grand Theft Auto - Hardcore Gamer

Volume 2 Issue 5 November 2006 Grand Theft Auto - Hardcore Gamer

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Fan Interview<br />

With Rich Rosado, Associate Producer of <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong>: Vice City Stories<br />

Rich Rosado worked with the revolutionary <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong> III and<br />

the whole family of GTA titles that followed it. In fact, you can actually<br />

hear him as one of the pedestrian voices in San Andreas! He’s been with<br />

Rockstar games since 2001, where he worked with a little game you<br />

might’ve heard of called Max Payne. In addition to his work in creating<br />

Vice City Stories, he also worked on GTA’s PSP debut, Liberty City Stories.<br />

korn: Is GTA: VCS going to be a continuation of the <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong><br />

series, or is this game just a side story to esh out the franchise? Are there<br />

any new areas in the level map that differ from the PS2 counterpart?<br />

Rich Rosado: <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong>: Vice City Stories is a whole new game,<br />

[with] an entirely new storyline and all new characters. As a game, we<br />

have expanded on what we have learned from previous installments in the<br />

franchise to make what we feel is a dening version of <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong>.<br />

In terms of the map, the game takes place roughly two years prior to the<br />

events of <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong>: Vice City. If Vice City itself is an alternate<br />

Miami, the timeline for our game captures a grittier Vice City, much as<br />

Miami was a different city just a few years prior. A lot of construction is<br />

going on, and the glamour that many associate with that time period is just<br />

beginning to emerge. As for the map, there will be some new areas. How<br />

we expanded on the city, and how it ends up as the map you saw in <strong>Grand</strong><br />

<strong>Theft</strong> <strong>Auto</strong>: Vice City, was great fun to pull off.<br />

MPHtails: Will we have as many “mini-missions” this time around, such as<br />

the Sunshine <strong>Auto</strong>s races and the Ice Cream Truck/Drug Running?<br />

RR: It wouldn’t be a <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong> title without them. We love to<br />

provide gamers with the ability to wander around and explore the world<br />

we have created for them. Some old favorites have returned, as well<br />

as some new ones that take advantage of the environment of Vice City.<br />

There are a number of water-based missions since the waterways are so<br />

important. You will be able to save lives, you will be able to ght crime,<br />

but the means by which you engage in those activities will be tweaked for<br />

new gameplay mechanics.<br />

Honrosie42: Do you attempt to design the missions more like the console<br />

versions, or do you design things with a “pick up and play” style due to the<br />

handheld nature of the PSP?<br />

RR: We feel that we did a pretty good job in Vice City Stories of walking<br />

the ne line between the two. Liberty City Stories was our rst time<br />

designing a <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong> game on the PSP, so there was a level of<br />

experimentation going on in all aspects of the game, and mission structure<br />

was one of them. With Vice City Stories we wanted to create more<br />

detailed, action-packed missions as we feel today’s <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong><br />

players are accustomed to more sophisticated missions. An extra year of<br />

technical design has allowed us to really push the PSP hardware to open up<br />

the mission design and really esh some great things out.<br />

Honrosie42: Does the scaled down nature of the PSP present any tricky<br />

problems in recreating the GTA games?<br />

RR: Absolutely. Unique challenges faced us at every turn. First, the size of<br />

the media, 1.8GB, is such that we invented new ways to t all the data, all<br />

while retaining the massive open-city environments that <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong><br />

is known for. From a mission standpoint we planned development around<br />

the concept that most people would be playing the title on the go — during<br />

commutes or on the subway. As such, the missions were designed to be<br />

short, explosive, and action-packed. While this worked for a lot of people,<br />

we had some vocal fans who really wanted more complex missions. In an<br />

attempt to please everyone while staying true to our original design, we<br />

have included a variety of missions that take advantage of the complexity<br />

of the city and vast number of activities available.<br />

Designing games in general is an enormously difcult endeavor. We take<br />

each of the lessons learned from one version of a game and expand on<br />

them in new versions. With the PSP, we’re attempting to create games that<br />

are as amazing as anything you would see on any other console, including<br />

next gen systems.<br />

goodfellaron: Does GTA: Vice City Stories make use of the PSP’s<br />

upcoming new GPS feature?<br />

RR: Integrating GPS into games could lead to some interesting game<br />

elements. However, we want all features to be available to all PSP<br />

players. By working on GPS exclusive features, we must tell players to<br />

purchase an accessory to experience the full game.<br />

gh_07: Now that you have made Liberty City Stories and Vice City<br />

Stories on the PSP are you thinking about making San Andreas Stories?<br />

RR: As a company we are very committed to creating cutting edge<br />

content for the PSP. It’s an amazing piece of portable technology<br />

that is uniquely suited to the kinds of games we like to make. Since<br />

we are just learning to fully utilize it, there are no concrete plans for<br />

new versions.<br />

Remy-Soujirou: Am I seeing things or are Lance and Victor Vance identical<br />

twins? Also, supposedly, the main character, Lance Vance, changes his name<br />

to Quentin in the game. Is this by any chance Rockstar is paying homage to<br />

lm director Quentin Tarantino?<br />

RR: While there is a resemblance, you do notice several key differences<br />

(one of which is that Vic is shorter than Lance). As for Quentin, while he is<br />

a good director, I’ll chalk that up to coincidence.<br />

8bithaven: The GTA series has put out some great games in the past but what<br />

are the new things that you are adding to the gameplay to keep it fresh?<br />

RR: It gets harder and harder to create gameplay that is both fun and new.<br />

We try our best to listen to what our fans liked and did not like about our<br />

previous titles, and with games in general and incorporate that feedback<br />

into new games.<br />

So, what are we adding? A lot of work went into the mission design in<br />

general. We made a very serious effort to avoid redundancy. The dozens of<br />

missions in the game are designed to be as fun and exciting as possible.<br />

AngstOverlord: Are we ever going to get a playable female character in<br />

GTA? As much fun as I had with CJ in his underoos, I couldn’t identify with<br />

him at all.<br />

RR: You never know... strong female leads can indeed make for great<br />

gaming. I am sorry you could not relate to CJ, but was it due to the fact<br />

that he was a man, or the setting he was in? Would simply switching him to<br />

a female have made it better, or simply come off as a gimmick to cash in<br />

on a broader, female audience?<br />

AngstOverlord: Secondly, is the music going to have new pieces, or will it<br />

be the same as the console edition? I revel in 80’s music.<br />

RR: So do we, and in doing so we have created an entirely new soundtrack<br />

for Vice City Stories, with songs such as Foreigner’s “I Want To Know What<br />

Love Is,” Dio’s “Holy Diver” and much more. We are incredibly proud of<br />

this soundtrack, it contains over one hundred licensed tracks and is quite<br />

possibly the best, deepest collection of songs ever assembled. It was also<br />

spectacularly difcult to t it all on the UMD. I hope you enjoy it!<br />

AngstOverlord: Finally, will swimming be enabled in this game? Drowning<br />

in a three-foot deep puddle just cramps my style.<br />

RR: Break out your trunks! Not only is swimming in the game in an<br />

incidental way, like when you drive your car off a pier, for example, but<br />

the waterways around Vice City play a role in the game in a broader sense<br />

than ever before.<br />

snowstorm52: What new vehicles are in the game that weren’t in Vice<br />

City for the consoles?<br />

RR: There are some vehicles, such as the JetSki, that are entirely new<br />

to the <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong> universe. With so much water surrounding Vice<br />

City, the team here really focused on making the water-based vehicles feel<br />

completely different than land-based vehicles. So for example, the JetSki is<br />

really fast but can take very tight turns by holding down the Right Shoulder<br />

button while maintaining the ’feel’ of a <strong>Grand</strong> <strong>Theft</strong> <strong>Auto</strong> vehicle.<br />

In addition to completely new vehicles, we are also proud to have been<br />

able to include helicopters, which are making their debut on the PSP in<br />

Vice City Stories. Being able to y the choppers is awesome! It opens<br />

up a huge dynamic in the game, with the verticality of Vice City and the<br />

rooftops, and it’s such an incredible way to see and get around the city.<br />

54_COVER STORY_GRAND THEFT AUTO: VICE CITY STORIES<br />

HARDCORE GAMER MAGAZINE_VOLUME 2_ISSUE 5_CALL CHUCK

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