GTA Online Preview on Game Informer

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Game Informer’s latest issue 246, October 2013, reveals some additional information about GTA Online. Special thanks to GTA Forums member xcroptic for summarizing the article:

  • Character progression has a “flow” but there isn’t an “overarching narrative that culminates in a definitive conclusion”
  • The aim of GTA Online is to do whatever it takes to get more money in the bank and accrue assets such as cars and real estate
  • Characters appear in cutscenes when interacting with other characters in the world as they would in the single-player but doesn’t speak
  • Female characters can be used in GTA Online
  • Almost all activities from the campaign are available in GTA online: “heists, missions, robberies, assaulting gang hideouts, hijacking armored vehicles, races” as well as “tennis, golf and base jumping”
  • According to Rockstar North president Leslie Benzies threre’s over 500 missions.
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    Some can be completed solo, but others are complicated and require a team.
  • GTA Online takes place after the main story, familiar faces will make appearances
  • By currying favour of characters you can be introduced to more people and delve deeper into the criminal world
  • Franklin’s friend Lamar may introduce you to a car dealer named Simeon Yetarian, who wants you to steal cars for him
  • Biker gangs my support you during missions if you’re friendly with them
  • A tech-savvy character you’ve befriended may hide you on the radar during multiplayer
  • Security firms that have taken a liking to you may be used to deliver airstrikes
  • Rockstar uses a “dynamic” system to populate GTA Online, starting with your friends and crew members, then similarly skilled players in the same part of the world.
  • GTA Online has been created to be “as customisable as possible” in terms of who you play with: “there are options to let the game decide who to play with… or you can hand pick every player in the game”.
  • The game analyses your playing style as you play and surfaces missions that appeal more to your style.
  • There’s a crew ranking system and a personal rank
  • The fourth GTA Online player is fresh off a plane in Los Santos, character creation involves choosing your mum, dad and grandparents and you’re given a character. Then players then choose a lifestyle, make choices about the things the character does (partying, couch potato, criminal, athletics nut).
  • Starting skills are based on the chosen lifestyles, but can be upgraded, as can the look of the character
  • Players riding shotgun in cars can also control radio station, set waypoints, use a cinematic camera, or attack others
  • Holding the select button (on a PS3) pulls up a menu where outfits and gestures can be changed
  • Phone camera’s can be used to take a selfie
  • During a liquor store robbery the player can shout at the cashier to hurry up through a mic and the character will respond
  • Escaping cops involves keeping yourself out of the police’s vision cone
  • After each GTA Online mission cash rewards and Reputation Points are awarded. The crew leader decides who keeps the loot.
  • A leader can choose to hog the spoils but, obviously, other players might not take that very well
  • Invites are received through the character’s phone and accepting seamlessly transports the player to the activity
  • Players can customise the way a vehicle handles at shops found around the city
  • In missions involving bigger teams a lobby window opens up. From this the roles such as sniper, look-out and transporter can be assigned. The crew leader can tweak settings such as time of day, weather, difficulty and how many lives they have to complete the mission.
  • Everyone is given priorities suited to their role when missions begin
  • When you have enough cash to purchase a “high end residency” you gain the ability to set up heists like the ones in the solo campaign.
  • These missions involve multiple phases, including a set-up phase. In the mission shown prep involved buying guns from Ammu-Nation and procuring a helicopter. The tasks can be split between players.
  • Passive mode can be activated if you want to enjoy Online without being troubled by other players, this is automatically deactivated when you fire your gun however.
  • Players can kill you and take your cash, so you are encouraged to put money in the bank and use ATMs.
  • Purchases can still be made using the money even if it’s in the bank
  • If you are robbed, you can put a bounty on a players head for revenge
  • Each house you pruchase has space for storing cars. Modest appartments have space for two, but high-end homes can store ten.
  • Garage areas can be treated like showrooms. You can walk around and admire your cars and hire a mechanic to keep them in good condition. You can also insure them to avoid big payouts should you damage them badly.
  • You can invite friends to your home and drink, call strippers, watch Rockstar’s custom created TV shows (or your friends in high-speed chases).
  • Missions are controlled through Rockstar’s Social Club, which means the developer tweak them regularly.
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