Questions to answer on a chosen game from the Action Genre;
1) How is the game structured? Does it have levels?
2) Do you have to follow a set path to complete the game?
3) How much freedom do you have to explore the game world?
4) What does the game look like; art style, influences, feel?
5) How do the visuals affect the player?
Below is the Powerpoint Jess and Shaun created and we all wrote and spoke about;
SLIDE 2 : Grand Theft Auto: San Andreas, was the third instalment to the GTA Franchise, released in 2004 by Rockstar North. It is the best selling game of all time on Play Station 2. The game is set in the semi-fictional state of San Andreas, containing three cities which are based on Los, Angeles, San Francisco and Las Vegas. It is set in 1992 and based around the character Carl 'CJ' Johnson. The game was released with a rating of 'M' for its mature content, with the obvious violence but the addition of sexual scenes.
Slide 3 : San Andreas is an open world action/adventure game, third person shoot-em up and driving game.The game has a similar structure to theprevious in the series but Rockstar made certain changes to the way that it was played. There are no loading screens between transits, therefore you can/must drive across the entire 'map world' to reach your destination as it is an open world. The game is mission based and all of them can be completed at your own leisure. You must complete these missions to progress as a character (within San Andreas you can improve skills such as driving, fire arms, stamina etc.) But you must complete these missions to complete the game.You can explore the world as you wish, but certain areas must be unlocked as you progress within the open world. However once unlocked you are not restricted. There are also certain missions that are level based, for example: the stadium side missions.
Slide 5: Rockstar has emphasized the personalization of the main protagonist by adding many role playing video game elements [1]. An additional feature that has become common in follow up GTA games is the customisation of the character. It is a very prominent feature is San Andreas to be able to Customise your character, both with their skills as mentioned earlier and their appearance. You can go have hair cuts, buy new clothes even get tattoos. This element brings a whole new sense of freedom and exploration to the game as you are able to create a unique character in all aspects of play.
Slide 6 : Visually the game is not entirely realism, almost representing comic books or pop art. An interview with Rockstar Norths art director Aaron Garbut on 'what will make San Andreas the definitive game of its generation: its style. From the buildings to the lighting, from punks hanging in alleys to the half-mile mountain, Garbut rules the look and feel of it all.' "There’s so much depth to the experience of simply sightseeing in this game – there’s so much to see, and all of it is interactive. It’s not a set to race through; it’s a fully realised, compelling world." "Lighting has always played an important role in the look of our games, and this is one of the main areas we focussed on. We now have a complete different set of lighting for day and night. The entire map slowly shiftsfrom one to the other, neon bleeds onto the streets, streetlights light buildings, the shadows from the sun fade to moonlight. There’s a great deal more richness to the lighting.
...We now have a complete different set of lighting for day and night. The entire map slowly shifts from one to the other, neon bleeds onto the streets, streetlights light buildings, the shadows from the sun fade to moonlight. There’s a great deal more richness to the lighting."We’ve used various compression techniques to up the detail of all of our models, from the map to the cars and pedestrians. We’ve also made the game a lot sharper, adding to the weather effects and crammed the game with as many special little touches as we could manage, and then added some that we couldn’t…" "With the new lighting system it has been possible for us to get a much more coherent-looking light into the game. There are now obvious areas of shadow...' [4]
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