GTA: San Andreas

Lodin

Der Waaaah
Trur ikke det fantes noe sånt i Vice nei. Eneste grunnen til at den fantes i GTA3 var som jo nevnt at den ble brukt i introen.
Men kanskje det finnes en måte å komme inn på kontoret til Sonny?
 

Lodin

Der Waaaah
Er ekstrem tørke av nyheter for tida, men GTASA.com melder i det minste at Kent Paul er tilbake.

The Return of Kent Paul

I'm doing the next Grand theft Auto game, I was in the last one, Vice City and they've kept my character Kent Paul in for the next one. I’m the limey in it. I f---ing loved doing it and its all Top Secret.
- Lad's Mag


FreshRollyG reports that in the latest issue of Lad's Mag, an interview with Danny Dyer confirms the return of Kent Paul in GTA San Andreas - no surprise, really.
 

Jæveltango

Pepperoni Playboy
Stilig at Kent Paul er tilbake.
arti type. ^_^

Han er sikkert manager for han typen fra Manchester som det har kommet ei side om. Husker ikke navnet hans.
 

Lodin

Der Waaaah
Fra CVG:
ONE GIANT LEAP FOR PS2: NEW FIRST-HAND SAN ANDREAS IMPRESSIONS!

The GTA countryside comes to life as Rockstar tells us "this is a bigger leap than we moved from 2D to 3D". Who's to argue?

17:10 It's all very good sounding hot on paper, but having lots of cool features means absolutely zip if it plays like a limbless turkey when put into practice.

When Rockstar announced the latest countryside details for GTA: San Andreas the other week, we were like "there is no possible way this is going to work on PS2."

Haircuts, yes, fitness/fat ratios, maybe, puking on fast-food diner's floors, okay, but a sprawling state environment split into towns and cities with their own individual look, people, vehicles, terrain and weather, including an entirely separately countryside on the outskirts?

No chance, we said, arms folded, disinterested eyes now focused towards the good-looking blonde at the end of the office. This is just far too ambitious to work.

Laughing at our cynicism, Rockstar promptly dragged us into its London H.Q. demo room to give us an in-depth demonstration of San Andreas' countryside settings. Not only did we re-emerge with egg on our face, we seriously felt we'd just been on holiday. It looked that good!


THE COUNTRY TOWNS

What Rockstar told us:
"We really wanted the country landscape to be as impressive as everything else in the game. There are dozens of rivers, pastures, a cliff, a mountain, dozens of hills - it's a beautiful area to explore. It's like a holiday.

"It's a fully living, breathing environment with its own micro populations, individual missions, characters, visual style and weather. It's so different, but still feels like GTA. San Andreas represents a bigger leap when we moved from 2D to 3D."

WHAT WE SAW:

The opening farm town...
Rockstar takes us for a ride in the 4x4 monster truck, spinning over dusty terrain and crashing through rows of fenced bordering, turning up the steep roads and steaming past streams of pretty pine trees. The whole scenery is one of bright greens, warm browns and glowing yellows. It's so summery and peaceful, we keep expecting Yogi Bear to pop out at any second.

Driving up a narrow road, we get a sense of vertigo. We peer out at the brilliant blue river dozens of feet below, its waters flowing gently against the grassy banks. The lovely clear sky is pure bliss, and we're leaning back, relaxing, almost smelling that clean country air and - oh no - fresh manure. Has someone in the room just... Let one go?

In "sleepy town" Angel Pine
Country bumpkins and rednecks wander down the country roads, their shoulders hunched at an awkward angle, bits of well-chewed straw stuck between their browned teeth. Flat-roofed shops specialising in liquor and fishing equipment sit opposite vast rows of log cabins, their residents rocking quietly on their humble porches.

Cyclists drift past on absurd looking contraptions, while just past more pine trees lurks the customary trailer park, housing folk who no doubt appreciate the simplicity of a fresh trout and tinned beans dinner. It seems the only thing missing is the banjo-strumming minstrel with wonky eyes and gap-teeth. But then we didn't see everything.

Up on Mount Chiliad
Standing at 2,500-feet tall, this picturesque mountain is the biggest 'object' in the game. Rockstar took CJ up its many winding, narrow ledges via a quad-bike and the view from up there is really very impressive.

As well as excellent gritty terrain, you can stand at the side and peer off into the distance and get an almost dizzying perspective on the town below. Zoom in with your camera lens and you'll just be able to make out the sleepy day-to-day bustle of simple country life. Just as Rockstar says, it's almost like being on a holiday yourself, so impressive are the visual effects.

On the road from Dillimore
This upbeat American small town is populated by traditional '50s-style buildings and diners - kind of like a modern-day Back to the Future, or if you've seen it, Oliver Stone's U-Turn. The type of resident is slightly different from the straw-hatted farmboys of Angel Pine, with most opting to crash across the bumpy environment in 4x4 off-road vehicles.

However, driving up the open roads on a stolen Wayfarer Bike, day switches to night, and slowly but surely, the scenery begins to gradually alter from country tranquillity to urban bustle. We end up careering through the glamour of Vinewood Hills, with its telegraph pylons, mock Tudor buildings and lines of parping yellow cabs.

We suddenly hit the Mulholland Intersection, and trees become eschewed in favour of large, cubic buildings and billboards. In the distance, a full moon hangs high (San Andreas features a full 30-day moon cycle), while on the roads lamps and city lights emit gorgeous glows of yellow, red and green. We have to ask, is this really running on PS2?

Flight of the Dodo
You can fly properly now, which is handy, because according to Rockstar getting from some parts of the countryside back to the city can take up to 15 minutes by car. So CJ jumps into the mini-plane known as Dodo and ends up gliding poetically through clouds - yes, GTA now has real clouds - which inevitably partly obscures your vision of the forestry and farmland below.

"It's a lovely scenic tour" Rockstar needlessly tells us. "We've raised the roof considerably too." With a 2,500ft mountain to crash into, it'd need to.

THE MISSIONS WE SAW

DECOY OF DEATH
Task:
Escape a load of mad bikers in a van.

The Story:
Some gangster chum is being hounded by a load of bikers who want him dead. Arriving at his countryside abode, you must play the decoy, which involves driving his van through a perilous forest route, while the biker gang - armed with sub-machine guns - chase after you. If they shoot your van doors off, they'll realise that you're not the target, and will leave you alone, which means mission failed.

What Happens:
This mission looks damned hard. The van, which is hardly the speediest of vehicles, twists clumsily across the gritty, narrow roads, while the persistent bikers squeal menacingly behind, pummelling your dusted chassis with endless blasts of bullets.

Our damage meter becomes dangerously low, so we decide to take a more hazardous route through the forest itself, narrowly missing trees by literally inches. Finally, we arrive at a tunnel, which enables us to be crafty and make a couple of bikers crash as we enter. Sadly, our doors are eventually blown off, and the bikers try to pull up alongside for a clear shot at us. Thankfully, our driving is just about expert enough, and after a frantic few seconds, we leave the irate gang in the distance, coughing up dust.

What We Liked:
Tense, fast, action-packed and set in an environment quite unlike any other GTA game. Well, duh...

WASTE THE WITNESS
Task:
Assassinate a key court witness and take a photo of his corpse.

The Story:
A witness due to give evidence against one of your employees is hiding out in a cabin up in the heights of Mount Chiliad. It is your job to kill him for cash, although be warned - he's being well guarded by FBI agents. Oh, the horror...!

What Happens:
A totally brilliant shoot-out followed by a dramatic chase, that's what. We hare up towards the log building on a quad-bike, CJ showing-off by performing wheelies and standing up off his seat (the animation is great, with CJ hunching his shoulders with impressive realism). There are numerous black-suited agents standing around, but being able to shoot firearms whilst riding, they are no match for us.

CJ one-handedly pumps a few of them with lead courtesy of his sub-machinegun. He then leaps off the bike and eliminates a couple of others at point-blank range with his pistol. Sensing near death, the witness makes a bold dash for freedom. He leaps into a car and speeds off down the crooked mountain ledges.

We give chase on the bike, shooting like mad. After several hits, the target falls off his vehicle and lays sprawled out on the road, breathing his last breath. Just to prove to our employer he's dead, we snap a photo of his still-warm corpse. Mission complete.

What We Liked:
Hmmm, just see what we wrote for the previous one.

All in all, GTA: San Andreas looks incredible, brilliant, staggering... Do you need us to go on?

The game is currently due to release on October 29 in Europe for PS2. A PC version has been announced for Q3 next year.

Stephen Daultrey
 

Jæveltango

Pepperoni Playboy
Visst dette lever opp til forventningene, så kommer det til å bli revolusjon.
Spill kommer ikke til å bli helt det samme etter dette...
Jeg blir bare mer og mer overrasket over at ps2 kan kjøre noe sånt. Imponerende.



"San Andreas features a full 30-day moon cycle" :blunk:
 

Lodin

Der Waaaah
Fra kikizo.com:
San Andreas: Near-Final Build Impressions

We get more first hand impressions with San Andreas direct from Rockstar. Come with us on an extensive tour of a near-final version of the game.

For most of us, spending time with Grand Theft Auto: San Andreas isn't an every day opportunity just yet, so the chance to take another trip down to Rockstar to sample the delights of a much newer build than the one we were shown a month ago was quickly snapped up.

Last month's build was ten weeks old at the time we saw it, but this version was described as near-complete. "It's not completely brand spanking new," offered Rockstar PR Manager Hamish Brown, "because sometimes the newer builds you get don't have the development options for us to give you a good demo, but it's pretty complete." And what a difference it has made.

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San Andreas in this near final state looks absolutely awesome. The technical standard of visuals is highly impressive, with the framerate now in a very healthy shape and in fact seeming to go up as high as the magical 50-60 mark in open areas (intriguingly, at one stage when we were flying around in a helicopter, the frame rate was at its highest despite an incredible draw distance). Animation, lighting, art style and effects - it is looking mighty hot. Put it next to Vice City on Xbox - let alone PS2 - and this looks five times better.

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Towards the end of our demo we had returned back to San Andreas's Capital, Los Santos, and the feeling of a real, authentic world surrounding you seemed more pronounced than before, and indeed more so than in any previous title in the series, with aeroplanes and choppers flying around overhead, and impressively, police helicopters at night with their spotlights beaming down on gang contingents. That's just one example.

"There's so much stuff going on around you that doesn't involve you, but as a result you really feel part of the world," explains Product Manager, Dean Evans.

Some folks were hanging around chilling - we could have gotten fresh with them if we'd wanted, but many were rival gang members, so probably not advisable. Elsewhere, couples were walking around holding hands, others parking their vehicles.

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The individual animation applied to all the different NPCs was stunning, with the tiniest details giving an insight into the exhaustive motion capture that has obviously taken place; a bunch of gang members walk with a distinguishing "bowl" while a hot chick may pass them and get a "hey, wassup girl!" from the guys. It's basically one of the most sophisticated 'real-world' environments we've seen this generation, and in my view makes a mockery of similar titles on more powerful hardware that fail to deliver this astonishing level of NPC individuality and immersive, believable environment as effectively.

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And it may have been built using RenderWare, but even so, in just two years, an unfathomable amount has been achieved. "A lot of publishers come under a lot of corporate pressure that often forces a sequel to come out twelve months later," explains Dean. "At the end of he day, if you're going to take something a step forward and totally evolve it, the guys are going to need time - but still, two years really isn't that long in terms of games development."

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"The team has grown bigger and bigger and its a really tight unit," added Hamish. "Nobody has dropped away and they all know how each other works. It's a well oiled machine." In fact, even the different departments in the team try to outdo each other all the time, something that's helped the project "go way and beyond what people might be hoping and expecting." according to the reps.

We were keen to learn more. "They're so competitive up there," says one employee, "if someone on the art team created some really cool modern houses in San Fierro, the guys on Los Santos will be like, 'Wankers! Right, let's go and do something even better!' So you'll be hard pushed to find something that doesn't look amazing."

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Rockstar is still keeping the controller firmly in its grasp and not a single member of the gaming press has had a chance to play San Andreas yet (Rockstar was quick to point out the claim of one UK lifestyle magazine to have played it was totally unfounded). But from the demonstration it looks like the control and gameplay is shaping up wonderfully.

R1 remains the button that engages the targeting system and you can still fire your weapon randomly by pressing Circle at any point. However, a brand new targeting control scheme has been implemented.

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Once you've held down R1, a number of options open up for targeting enemies. CJ will first attempt to target the closest hostile enemy, circumventing any non-hostiles. Failing that, he'll target the closest target in front of him within a range just over 90 degrees. If there isn't a target within this field, he'll go into free aim mode with the weapon - the camera settles down behind him and a cross appears in the center of the screen. Additionally, the analog sticks now behave very differently than in normal on-foot action; the left analog moves CJ forward and backward, and strafes him left and right, while the right analog moves the camera angle.

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It's now possible for CJ to lock on to opponent while wielding a weapon. This enables the player to circle their enemy, choosing the right time to make their attack. Pressing square also makes CJ block in different ways according to the weapon held.

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The Manhunt-style targeting system looked remarkably intuitive to use during the shooting moments but the newly tweaked driving system means you can independently and accurately control the view 360 degrees, so that, explains Dean, "when you want to turn the corner, you can look around it as you're approaching it, and then turn into it, and it completely changes the way you drive in GTA." And that makes for some really awesome cinematic moments as well, with the stunning police chase from our last demo standing out as a prime example.

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Following the recent Interscope Records announcement, we were also keen to get an update on what further announcements will be made regarding the game's highly anticipated soundtrack. Hamish could only offer, "we may make a brief announcement before the game's release to reveal a few of the tracks, but the majority will be left for gamers to actually discover." And Dean added, "It's one of these things that literally goes right to the wire. Lawyers don't have much respect for release dates!"

The main purpose of the demonstration was the countryside aspect of San Andreas, which Rockstar has been keen to show off lately. Many gamers wondered whether the GTA world could work and be coherent outside of the familiar city environment, but Hamish assured us, "we'll be showing you aspects that are brand new to the GTA experience that will show you how the game works so well outside of the city as well."

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We know that the countryside links all three cities in San Andreas together, but is it really that big of a deal? Well, we spent half an hour in it, and didn't even scratch the surface. "It's absolutely huge," asserts Hamish, "it's living, breathing environments, not just a matter of a few miles with some mud and grass."

The actual demo started with CJ in a very different environment to when we last saw him, in front of a farm, and panning around him we could see a barn and a typical countryside vehicle, a monster truck, compounded by a much dustier, warmer feel on the ground and much clearer air, in contrast to the familiar smoggy type of vibe we got in Los Santos. The whole area offers far much more undulation than previous GTA games. Obviously Miami is generally a flat area and that is what Vice City reflected, but out here in the wilderness, there's an impressive level of variation in the natural environment geometry - and also in the stunning level of natural detail.

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In fact, Rockstar North has developed a sophisticated technology that draws in foliage around you, a technique known as procedural rendering. The level designers tag areas as different kinds of terrain, and these terrain types then have designated kinds of plants attached to them, and the game automatically draws them in. This technique allows for a vast, fleshed out world full of unique areas to explore - and it works superbly.

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There are dozens of villages in the countryside, woodland, forest, everything you'd expect to be there is present and correct. "And there's miles and miles of it," says Hamish, "Anywhere you can see, you can go." We were pretty stunned.

Suitably meandering, "lazy Sunday" redneck music accompanies an initial sleepy ride around the Angel Pine, in a monster truck with four-wheel-drive and four-wheel-steering - plus a lot of horsepower to navigate the tricky undulating terrain. At stages during the game, there will be a number of races that take place out in the country, whether its rock climbing in 4x4 or big air motorcross races, there'll be plenty to satisfy your off-road cravings, according to Rockstar. Hell, you can even get onto a lawnmower as a last-ditch ride out of sight!

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So we began closing in on a factory location for our first mission of the day. A friend of CJ's is in a spot of trouble with a certain gang. They want CJ to act as a decoy in a truck they provide, and lure away the gang members who are after him. There is a damage meter on the screen, and unsurprisingly, the gang members are armed with sub machine guns, attacking you all the time. You have to try and minimise the damage to your vehicle, get through all the checkpoints, and finish the mission.

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Next we headed off to a trailer park, one of many landmark sites to be found in the countryside. In the background, we see the sprawling Mount Chiliad, which we'd already encountered briefly in the demo when we drove through the tunnel beneath it. It's the tallest part of the game at 2,500 feet (nearly half a mile) high. If we wanted to get up there, which we'd need to in our next mission, our choice of vehicle would be critical. "A chopper could get you up there in about two minutes," advises Hamish, "but you could even run or take a bicycle up there, another way to keep CJ in top physical condition, as a way to keep customising the character."

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CJ is in trouble with some lowlife who's framed him for murder, and now he's blackmailing him to go and kill a federal witness who's somewhere up in Mount Chiliad. He's not content with CJ's word that the assassination shall be done, so he wants actual proof. "So we've brought back the 'camera' from Vice City", reveals Hamish, "and we're gonna use it to photograph the dead body once we kill this guy and bring back the evidence." It was time to mount the quad bike, a perfect vehicle for this type of terrain, and head up the mountain to find him.

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On the way up the mountain we took a quick break from the journey just to appreciate the incredible view. The draw distance at this high vantage is four times what it was in Vice City. "North are using a number of techniques to make this possible, most notably mip-mapping, and hierarchical levels of detail on the models," reveals Hamish. We could use the camera CJ had brought with him to zoom into the tiniest of areas such as some huts in the distance. It was pretty impressive.

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We arrived at the scene, and there were some FBI agents guarding the guy - naturally, we needed to take them out first, while still riding around on the quad bike, music blaring. It was ace. And after assassinating the guy, we artistically took his photo, and headed off on our way.

This high up in the mountain, the clouds seemed only an arm's reach away. It's the first time the GTA series has seen such wildly dynamic and realistic weather. Indeed, after the main demonstration, Dean was able to use the build's debugging option to cycle through the different weather effects, showing the impressive range of lighting and environmental work that has gone into creating a fully believable west coast state. A heavy thunderstorm at night stood out as particularly impressive, especially considering it was a relatively humble PS2 behind the on-screen artistry.

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Additionally, Dean demonstrated how the moon now goes through phases in San Andreas and the game keeps track of the days you've spent in the world, it even knows what day of the week it is. As time goes by, the moon will slowly cycle through a thirty-day change. We took a look up as night fell in the San Andreas countryside, and the sky is clearer out there and the moon is brighter.

In fact it is difficult to see how many different ways they can improve the look of the game with other hardware, such as next summer's officially confirmed PC version.

"What we're going to do now is get into a classic vehicle that made its first appearance in GTA3," announced Hamish. We climbed into Dodo - a chopper no less - to get an aerial tour of the countryside. The three-minute journey to a small town called Dillimore gave an idea of the huge scale of the countryside space, not to mention the incredible engine behind the game from this vantage point. And to show how seamless the transition back into more familiar city territory is, Hamish pointed out, "we're actually not that far from Los Santos here, so we're going to find a bike and drive there."

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Incidentally, just as we were jacking the bike, a huge pile-up occurred just down the road, resulting in a fair amount of carnage. It didn't seem like a fixed set piece, rather just a probability-enhanced but still-impressive indicator of the realistic world that is San Andreas.

The further we rode into Los Santos, the hotter things became, with more police cars on the streets, more fagens blazing, gangs banging, a couple of fires, and edgier types walking the streets. It became livelier as you'd expect to happen on any journey into deepest LA from, er, the countryside.

We passed the Vinewood sign, GTA SA's now equally famous rendition of the real world's Hollywood sign, and caught a glimpse of some of the beautiful and sizable houses in the Vinewood Hills, "the kind of place CJ would love to live one day," reveals Hamish, though we weren't quite sure if he was referring to CJ in the game or Rockstar London's own PR rep of the same name (surely a co-incidence, seems to be the office sentiment).

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Passing the hills we caught some additional insight into what work is available for CJ. RU Haul is a friendly little shipping company in the rolling hills west of Los Santos, the owner there is always happy to get an extra driver, and pay them cash for towing some cargo. Any time CJ wants to swing by, there will be work for him here.

So we finally arrived back in the town where CJ grew up in a markedly different area to the countryside we'd previously been jollying around in, effectively demonstrating the huge variety on offer in a game that is promising well over 120 hours of gameplay, according to insiders.

"The countryside feels really natural, and people were worried that we'd be throwing them in a completely alien environment to what they're used to in the grittiness of these cities," explains Hamish. "But even in the countryside, it still feels like Grand Theft Auto, and that was really important when designing that aspect of the game."

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"It's as big a step as when the series went from 2D to 3D" enthused Hamish, and having watched the demo, it's difficult to criticise that view. Rockstar was keen to show that the series is sticking close to its roots despite branching out into quite literally pastures new.

Grand Theft Auto San Andreas is little over a month from release. We'll be bringing you continued updates before our final review closer to the game's release. The wait is almost over.

Adam Doree
Editorial Director, Kikizo.com
 

Kilik

Lokal moderator
Lovende, lovende...

Faktisk påfallende hvor ukritiske alle previews har vært til nå. Har jo selv vært med på å hype spillet på forumet, men jeg frykter det kan vise seg å være en aldri så liten nedtur i forhold til de skyhøye forventningene...

Det eneste negative jeg har lest til nå var i siste Edge hvor de stilte spørsmål om de RPG-aktige nyhetene var rett vei å gå for serien. Og her må jeg si meg enig med dem. Er redd at mat/trenings-systemet virkelig kan bli kjedelig etterhvert. GTA har hele tiden dreid seg om relativ enkelt pick-up-and-play gameplay. Når San Andreas nå blir såpass komplekst med et hav av features, kan det fort ødelegge mye av GTA-følelsen. PS2-versjonen av Vice City var jo ikke akkurat fri for feil og med et 5 ganger større spill fullpakket med nye features kan det fort bli et bug-helvete (dog like galt som Driv3r kan det ikke gå). Ikke galt av Rockstar å være ambisiøse, men jeg er redd det ikke blir det perfekte spillet vi håper på.

Just my $0,02...
 
Vel, for å unngå skuffelser av hype hvorfor ikke bare holde seg. Dropp å les deg ihjel på gameplay info, dropp trailere, dropp talsmenn fra Rockstar.

Spillet er snart ute så dere får vurdere selv da.

Har faktisk klart å holde meg fra trailere og info om Metal Gear Solid 3 :)
Vil ikke spoile opplevelsen eller lage meg skyhøye forventinger. Fallet er 10x vondere ellers hvis/når du blir skuffa.
 
Jeg har ikke for høye forventninger for GTA:SA men det er jo nesten opplagt at spillet kommer til å underholde noen sjeler. Jeg gleder meg masse bare, men jeg regner ikke med at det er no veldig spesielt bedre en de andre.
 
Opprinnelig skrevet av WiKKiDCLOWN@20.09.2004, 18.16
Vel, for å unngå skuffelser av hype hvorfor ikke bare holde seg. Dropp å les deg ihjel på gameplay info, dropp trailere, dropp talsmenn fra Rockstar.

Spillet er snart ute så dere får vurdere selv da.

Har faktisk klart å holde meg fra trailere og info om Metal Gear Solid 3 :)
Vil ikke spoile opplevelsen eller lage meg skyhøye forventinger. Fallet er 10x vondere ellers hvis/når du blir skuffa.
105290​
Så absolutt. To tårn var jo bare en lengere trailer av seg selv :)
 

Lodin

Der Waaaah
Blir nok en stund ja. Eneste grunnen til at R* greide å få gitt ut de foregående spilla på boksen var fordi de signa over eksklusive rettigheter til SA.
Smør deg på noen års venting.
 

Lodin

Der Waaaah
Går rykter om at det kommer masse nytt denne helgen. I mellomtiden har vi dette:

GTA: San Andreas Officially Rated M
posted by Neil @ 02:55:06 | Category: San Andreas | Comments: 35

A small image was placed on the official San Andreas website recently, revealing some of the game's content. The official ESRB rating for the game will be M, for mature, meaning it sticks to the rating most other GTA titles have received in the past. Before a game can be rated, it must be complete, meaning that San Andreas is on track for its October release.

The descriptors given to the game show that the game will have intense violence, rather than the 'violence' moniker given to Vice City & GTA3. There is reference to drug use, although how this appears in the game is unknown. There is no 'Use of Alcohol' descriptor, meaning that the consumption of alcohol is definitely not in the game.

Thanks to FreshRollyG for giving us the heads up.