GTA: Vice City Stories IGN Interview

Grand Theft Auto: Vice City StoresPacking the entirety of Vice City into a UMD and making it run smoothly is no easy technical feat, even if Rockstar had done it before with Liberty City. But the Big R decided to step up and challenge themselves to bring Vice City Stories to vibrant life. And in an interview with IGN, Rockstar Leeds‘ Gordon Hall reveals just how far they’ve pushed themselves and VCS.

One challenge they set for themselves was to ramp up the level of detail on the in-game environment and objects. The dev team doubled the number of polygons within a city block, added animated and lighting effects, and increased draw distance right to the horizon. To handle the greater workload, they’ve redesigned the way the game uses the handheld’s CPU and graphics processor so that each is used more efficiently, freeing up resources that could then be used to push the visual limit on the game.

They’ve also changed the buoyancy model for the water environments around Vice City. This will definitely mean a GTA boating experience that may feel different from Liberty City Stories and the prior console appearances of the game – starting, of course, with the appearance of the jet ski as a jackable vehicle. Hall talks about the stunts one can pull on the game’s jet ski.

Other changes and features talked about include an improved targeting and combat system that includes grappling moves, and a custom soundtrack option to compliment the one hundred-track in-game soundtrack. (One hundred songs in the in-game soundtrack. Our ears are going to go numb).

Via IGN.com

Grand Theft Auto: Vice City StoresPacking the entirety of Vice City into a UMD and making it run smoothly is no easy technical feat, even if Rockstar had done it before with Liberty City. But the Big R decided to step up and challenge themselves to bring Vice City Stories to vibrant life. And in an interview with IGN, Rockstar Leeds‘ Gordon Hall reveals just how far they’ve pushed themselves and VCS.

One challenge they set for themselves was to ramp up the level of detail on the in-game environment and objects. The dev team doubled the number of polygons within a city block, added animated and lighting effects, and increased draw distance right to the horizon. To handle the greater workload, they’ve redesigned the way the game uses the handheld’s CPU and graphics processor so that each is used more efficiently, freeing up resources that could then be used to push the visual limit on the game.

They’ve also changed the buoyancy model for the water environments around Vice City. This will definitely mean a GTA boating experience that may feel different from Liberty City Stories and the prior console appearances of the game – starting, of course, with the appearance of the jet ski as a jackable vehicle. Hall talks about the stunts one can pull on the game’s jet ski.

Other changes and features talked about include an improved targeting and combat system that includes grappling moves, and a custom soundtrack option to compliment the one hundred-track in-game soundtrack. (One hundred songs in the in-game soundtrack. Our ears are going to go numb).

Via IGN.com

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