Corvette ZR1 theme by jkc6r
Download: CorvetteZR1.p3t
(6 backgrounds)
Redirect to:
The #1 spot for Playstation themes!
Welsh Damage Syndicate – Toxic theme by [WDS] Deathvein
Download: WDSToxic.p3t
(1 background)
P3T Unpacker v0.12
Copyright (c) 2007. Anoop Menon
This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit!
Download for Windows: p3textractor.zip
Instructions:
Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme.
The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract.
The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename].
For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following:
p3textractor filename.p3t [destination path]
Replace filename with the name of the p3t file, and replace [destination path] with the name of the folder you want the files to be extracted to. A destination path is not required. By default it will extract to extracted.filename.
Fallout 3 theme by Cysquatch
Download: Fallout3.p3t
(5 backgrounds)
Fallout 3 | |
---|---|
Developer(s) | Bethesda Game Studios |
Publisher(s) | Bethesda Softworks |
Director(s) | Todd Howard |
Producer(s) |
|
Designer(s) | Emil Pagliarulo |
Programmer(s) |
|
Artist(s) | Istvan Pely |
Writer(s) | Emil Pagliarulo |
Composer(s) | Inon Zur |
Series | Fallout |
Engine | Gamebryo |
Platform(s) | |
Release | |
Genre(s) | Action role-playing |
Mode(s) | Single-player |
Fallout 3 is a 2008 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. The third major installment in the Fallout series, it is the first game to be developed by Bethesda after acquiring the rights to the franchise from Interplay Entertainment. The game marks a major shift in the series by using 3D graphics and real-time combat, replacing the 2D isometric graphics and turn-based combat of previous installments. It was released worldwide in October 2008 for Microsoft Windows, PlayStation 3, and Xbox 360.
The game is set within a post-apocalyptic open world environment that encompasses a scaled region consisting of the ruins of Washington, D.C., and much of the countryside to the north and west of it in Maryland and Virginia, collectively referred to as the Capital Wasteland. Downloadable content is set in Pennsylvania, pre-War Alaska and outer space. It takes place within Fallout's usual setting of a world that deviated into an alternate timeline thanks to atomic age technology, which eventually led to its devastation by a nuclear apocalypse in the year 2077 (referred to as the Great War), caused by a major international conflict between the United States and China over natural resources. The main story takes place in the year 2277. Players take control of an inhabitant of Vault 101, one of several underground shelters created before the Great War to protect around 1,000 humans from the nuclear fallout, who is forced to venture out into the Capital Wasteland to find their father after he disappears from the Vault under mysterious circumstances. They find themselves seeking to complete their father's work while fighting against the Enclave, the corrupt remnants of the former US government that seeks to use it for their own purposes.
Fallout 3 received a number of Game of the Year awards, praising the game's open-ended gameplay and flexible character-leveling system, and is considered one of the best video games ever made. Fallout 3 shipped almost five million copies in its first week. The game received post-launch support, with Bethesda releasing five downloadable add-ons. The game was met with controversy upon release in Australia, for the recreational drug use and the ability to be addicted to alcohol and other drugs; in India, for cultural and religious sentiments over the mutated cattle in the game being called Brahmin, a varna (class) in Hinduism; and in Japan, where a questline involving the potential detonation of a nuclear bomb in a prominent town was heavily altered. The game was followed by a spin-off, Fallout: New Vegas, developed by Obsidian Entertainment in 2010. The fourth major installment in the Fallout series, Fallout 4, was released in 2015.
Fallout 3 is an action role-playing game that can be played from either a first-person or third-person perspective.[1] It is set in the Washington metropolitan area, years after a nuclear war left much of the United States decimated.[2] The player controls a 19 year old character who grew up in a fallout shelter called Vault 101.[2] The goal of the game is to complete a series of quests to find the character's father, who unexpectedly left Vault 101.[3]: 57 In addition to the main quests, the player can participate in optional unrelated quests known as side quests.[2] GamesRadar+ critic Andy Kelly estimates there are over 100 hours of content in Fallout 3.[2]
At the beginning of the game, the player can customize their character's physical appearance by choosing their gender and race.[4][5] They can then allocate points into seven primary attributes: strength, perception, endurance, charisma, intelligence, agility, and luck.[5] These attributes are known as S.P.E.C.I.A.L. stats, and range from 1 to 10.[3]: 4 Additionally, there are 13 secondary attributes whose point totals are affected by S.P.E.C.I.A.L. stats: barter, big guns, energy weapons, explosives, lockpick, medicine, melee weapons, repair, science, small guns, sneak, speech, and unarmed.[3]: 10 If the player has a high charisma stat for example, then they will be more proficient with the barter and speech skills at the beginning of the game.[3]: 6 The player can add more points into skill stats whenever they earn enough experience points to level up.[5] Experience points can be earned through several methods, such as killing an enemy or completing a quest.[6] When the player reaches a new level, they can select a perk, which is a permanent beneficial upgrade.[5] For example, the perk Master Trader reduces the price of items sold by vendors by 25 percent.[3]: 18
Fallout 3 features an open world map that the player can freely explore.[7] Locations the player can discover range from small settlements and abandoned buildings, to larger locations like the Jefferson Memorial and the Washington Monument.[8] The player is equipped with a wearable computer called the Pip-Boy 3000.[5] The device serves as a menu, and allows the player to access items they have acquired, view detailed character statistics and active quests, and look at the map.[4][5] The player can use the Pip-Boy 3000 map to fast travel to previously discovered locations.[3]: 32 The player can also use the Pip-Boy 3000 as a radio, and listen songs from the 1940s and 1950s on makeshift radio broadcasts.[5] While exploring, the player can recruit some non-playable characters as companions, who will accompany the player and assist them in combat.[3]: 38 There a variety of weapons in the game, including standard guns, energy-based guns, melee weapons, and explosives.[3]: 33–34 While in combat, the player can utilize a gameplay mechanic known as V.A.T.S., which pauses the game and allows the player to target specific body parts of an enemy.[9] V.A.T.S. is dictated by a statistic known as Action Points.[9] Each attack while in V.A.T.S. costs Action Points, and when the player runs out of Action Points they must wait a short period of time before they can use it again.[2]
An important mechanic in Fallout 3 is the player's karma.[10] Whenever the player commits an action that is deemed either good or bad, their karma will change accordingly.[10] For example, if the player provides water to a beggar, their karma increases.[10] Likewise, if the player breaks into a home, their karma decreases.[10] The player's karma effects how other characters perceive them.[3]: 30 Some companions can only be recruited if the player meets the companion's karmic expectation.[3]: 30 Some non-recruitable characters will be more accepting of the player depending on their karma level.[3]: 30 For example, slaver characters will be more accepting to players with negative karma, and provide services that would not be available to players with neutral or positive karma.[3]: 30
Fallout 3 takes place in the year 2277, 200 years after a nuclear war between the United States and China. Some survivors of the war took refuge in high tech fallout shelters known as Vaults. The player character, nicknamed the Lone Wanderer, grew up in Vault 101, located near Washington, D.C. After the Lone Wanderer's 19th birthday, their father, a scientist named James, leaves the Vault without explanation. The Vault Dweller decides to track down their father, and journeys the region in and around Washington, D.C., now known as the Capital Wasteland. Along the way, the Lone Wanderer learns about their father's background from other characters, including residents of the nearby settlement Megaton, radio DJ Three Dog, and scientist Madison Li. Before the Lone Wanderer's birth, James and his wife Catherine had been working on Project Purity, in which a water purifier built in the Jefferson Memorial would have purified the irradiated water in the Tidal Basin and Potomac River. However, Catherine died during childbirth, and James abandoned the project to raise his child in Vault 101.
The Lone Wanderer finds and rescues James from a virtual reality program in Vault 112. James reveals that he wanted to revive Project Purity, and left Vault 101 to seek the Garden of Eden Creation Kit (G.E.C.K.), a powerful piece of technology intended to assist in rebuilding civilization after a nuclear war. When work on Project Purity resumes, the remnants of the United States government, known as the Enclave, intervene. Its leader, President John Henry Eden, wants to inject the purifier with a deadly virus that will kill any mutated organisms who drink the water, including humans. James sacrifices himself to protect the purifier. In response, the Lone Wanderer enlists the help of the Brotherhood of Steel, a military organization that protects the residents of the Capital Wasteland. The Lone Wanderer finds the G.E.C.K. in Vault 87, but is captured by the Enclave and held in Raven Rock. They escape imprisonment and meet President Eden, who is revealed to be an artificial intelligence program. Eden gives them a vial containing the virus and asks them to insert it into Project Purity. Afterwards, the Lone Wanderer leaves and optionally causes Eden to self destruct.
Together with the Brotherhood of Steel, the Lone Wanderer retakes the Jefferson Memorial, and learns the water purifier needs to be manually activated, or else it will shortly explode. Before James died, he flooded the control room with lethal amounts of radiation. The player is presented with three potential endings: the Lone Wanderer sacrifices themself to initiate Project Purity, optionally inserting the virus into the purifier; the Lone Wanderer instructs a Brotherhood of Steel member or - if the Broken Steel downloadable content is installed - a radiation-resistant companion to activate the purifier; or the Lone Wanderer does nothing and lets the purifier blow up.
The origins of Fallout 3 date back to the cancellation of Van Buren, which was intended to be the third game in the mainline Fallout series.[11][12] Under the development of Black Isle Studios, Van Buren was to be set in Arizona, Colorado, Nevada, and Utah, and would have included a mixture of real-time and turn-based combat.[12][13] Black Isle Studios' publisher Interplay Entertainment was struggling financially, and in December 2003 Van Buren was cancelled.[14] In 2004, Bethesda Softworks purchased the rights to develop their own rendition of Fallout 3 from Interplay for $1,175,000 minimum guaranteed advance against royalties.[15] At the time, Bethesda was known for their work with The Elder Scrolls series, but wanted to expand their catalogue with another project.[13] According to developer Joel Burgess, Bethesda's holding company ZeniMax Media turned down multiple offers from other companies who wanted to work on the game.[11] Burgess remarked, "The sense was we had to make our own game."[11]
Development on Fallout 3 began in late 2004 with a small team of around 10 people, as most of Bethesda's staff was busy working on The Elder Scrolls IV: Oblivion.[16] After the release of The Elder Scrolls IV: Oblivion in 2006, the size of the team drastically increased.[16] Programmer Jean Simonet estimates that when development concluded, there were around 75 team members.[11] Lead designer and writer Emil Pagliarulo wrote the majority of the main story early in development, and when the team expanded, he allowed other designers to make rewrites and suggestions.[11][17] This process exemplified Bethesda's decision to foster a more collaborative approach and allow developers to voice their opinions on various aspects of the game.[11][18] Pagliarulo notes this approach differed from the rigid and "unhealthy" development of The Elder Scrolls IV: Oblivion, in which the developers had to follow the outline of the original design document regardless of their opinions.[18]
In multiple interviews, Bethesda developers noted the difficulty of working on a game from an established series they had no prior connections to.[11][17][18] Product manager Pete Hines said Bethesda's mindset was to treat Fallout 3 as if they had worked on the original Fallout games.[18] To this extent, they kept Fallout 3 an in-house production, and did not hire anyone who worked on the original games.[19] Bethesda used the first Fallout game as a model while designing Fallout 3.[17] Pagliarulo favored the oppressive and bleak atmosphere of the first Fallout game in contrast to the excessive and camp dialogue of Fallout 2.[17][18] Pagliarulo wanted to instill a "rawness" to the dialogue, and included occasional profanity.[17] Another goal was to instill a sense of moral ambiguity whenever the player made an important decision.[19] According to lead producer Gavin Carter, the karma mechanic was designed to let the player know the immediate consequences of their actions, and make the player question whether they made the right choice.[19] The player character's father, James, was created as a moral compass, and would react to the player's previous actions.[19]
A common joke among fans and journalists before the release of Fallout 3 was to describe it as "Oblivion but with guns".[8][20] Due to Bethesda's previous oeuvre with high fantasy role-playing games, some players questioned whether Fallout 3 would simply be an iteration of The Elder Scrolls IV: Oblivion.[20] Bethesda sought to incorporate elements of first-person shooter games, while also allowing players to approach combat with a more tactical nuance commonly found in role-playing games.[18] Executive producer Todd Howard wanted the combat to be a mix of real-time and turn-based combat, which led to the creation of the V.A.T.S. system.[11] Howard emphasized "cinematic" combat, and Simonet accomplished this goal by adding slow-motion effects whenever the player used V.A.T.S.[11] The inspiration for the slow motion effects while in V.A.T.S. came from the slow motion replays of car crashes from the Burnout series.[18] Bethesda developers later discussed how they felt the shooting mechanics in Fallout 3 were one of the weaker elements of the game.[11][21] Burgess remarked, "We didn't really have first-person shooter experts, we didn’t really know ... If nothing else, it speaks to some of the ways we were successful that the mediocrity of the shooting didn't matter."[11]
The original setting for Fallout 3 was the West Coast of the United States, but early in development, the setting changed to the Washington metropolitan area.[19] Pagliarulo said this decision stemmed from adage "write what you know", as Bethesda was based in Rockville, Maryland, a city close to Washington, D.C.[18][19] Burgess wanted Washington, D.C. to be a difficult location to explore, with harder enemies and more radiation.[11] Due to how the game engine worked, Washington, D.C. needed to be split into separate zones connected by the Washington Metro.[11] Playtesters routinely struggled to navigate the city, and complained the increased difficulty made the area less enjoyable.[11] Bethesda attempted to remove the dividers separating the zones, but Burgess said the initial test did not show promise, and the idea was dropped.[11] Burgess claims a proper test could have yielded a different result, and describes the entire Washington, D.C. area as "the big mistake I feel I made on Fallout".[11]
The original size of the Fallout 3 map was comparable to the size of the map in The Elder Scrolls IV: Oblivion.[11] Bethesda incorporated various monuments from the Washington metropolitan area that would serve as visual landmarks to help the player navigate.[18] For example, when the player leaves Vault 101 at the beginning of the game, they see the Washington Monument in the distance, which was meant to help the player determine where Washington, D.C. was in relation to Vault 101.[18] About six months before release, Bethesda felt the map was too small.[11] Whereas The Elder Scrolls IV: Oblivion was able to hide the distance between locations with mountains and trees, Fallout 3's barren wasteland setting meant that players were discovering locations too quickly.[11] As a result, Bethesda increased the map size by roughly 20%, and spread out locations.[11] Another map related issue that was brought up late in development was that they had not modeled the White House.[22] As there was not enough time to create a new significant location on the map, the decision was made to instead display the remnants of the White House amidst a giant crater, and reasoned it would be one of the locations targeted by nuclear attacks.[22] Bethesda spread out enemy encounters so as to not inundate the player with excessive combat.[20] In an attempt to keep the map unpredictable, they added random encounters the player can witness, such as a group of contract killers attacking a random character, or a giant scorpion attacking a robot.[20]
Inon Zur composed the score for Fallout 3, which was intended to balance traditional American music like blues and folk, with the powerful cadence of military music.[23] The goal was to showcase American life before the nuclear war while simultaneously emphasizing the theme of militant progress.[23] Zur was influenced by post-apocalyptic films like Mad Max 2 as well as Vietnam War films like Full Metal Jacket.[23] The music is fully electronic, with occasional samples of live instruments.[23] When asked about the music, Zur said, "I wanted to create something that almost [sounds as if it] comes out of a boom box, rather than something that feels symphonic and heroic. Because all of the technology is sort of low-tech in Fallout, then the actual sound is representing and helping to represent this aspect, too."[23] In addition to the original soundtrack, Fallout 3 features licensed music that the player can listen to via in-game radio stations.[24] The licensed music includes songs from artists such as Roy Brown, Billie Holiday, Billy Munn, Cole Porter, and Bob Crosby.[24]
Over 40,000 lines of dialogue were recorded for Fallout 3, which at the time, set a Guinness World Record for the most lines of dialogue in a single-player role-playing game.[25] Some celebrity actors were brought on to provide voice work, including Liam Neeson and Malcolm McDowell.[18] In an interview with Edge, Blindlight manager Lev Chapelsky noted that former president of the United States Bill Clinton was jokingly offered a voice role, but the offer was swiftly rejected.[26] Hines later noted that even if Clinton had agreed, Bethesda would have not allowed him to provide voice work.[27] Hines said, "In no way, shape or form, did we say is President Clinton is who we want for this role or [tell Blindlight to] go chase him."[27]
Fallout 3 was announced in July 2004, when Bethesda purchased the rights to the game from Interplay.[28] For years, there was little new information about the game, although Tor Thorsen of GameSpot notes that interest in Fallout 3 rose significantly after the critical success of The Elder Scrolls IV: Oblivion.[16][29] In April 2007, Bethesda published a teaser site for Fallout 3, and in June released the first trailer.[30][31] The trailer zooms out from inside a bus to show the ruins of Washington, D.C., accompanied by the song "I Don't Want to Set the World on Fire" by the Ink Spots.[31] To promote the game, Bethesda partnered with American Cinematheque and Geek Monthly to hold a film festival titled A Post-Apocalyptic Film Festival Presented by Fallout 3.[32] The festival showcased six post-apocalyptic films: 12 Monkeys, A Boy and His Dog, Damnation Alley, The Last Man on Earth, The Omega Man, and Wizards.[32]
Fallout 3 was released for Microsoft Windows, PlayStation 3, and Xbox 360 on October 28, 2008 in North America, October 30 in Europe and Australia, and December 4 in Japan.[33][34] In its first week of release, Fallout 3 had sold 4.7 million copies worldwide, and grossed $300 million.[34] Fallout 3 outsold every previous Fallout game combined, and sales were 57% stronger than The Elder Scrolls IV: Oblivion in its first week of release.[35] The market research firm Electronic Entertainment Design and Research estimated that by 2015, the game had sold 12.4 million copies worldwide.[36]
Due to its content, some versions of Fallout 3 were subject to censorship.[37] The initial Australian version was refused classification by the Australian Classification Board (ACB) due to its realistic depiction of drug use.[38] As it is illegal to distribute or purchase an Australian game without an ACB classification, Bethesda replaced all instances of the drug morphine with a generic drug, and removed the drug injection animation.[39][40] Bethesda further altered every version of Fallout 3 to accommodate for these changes.[39] Another version of the game subject to censorship was the Japanese version, due to its depiction of nuclear weaponry.[37] A quest that allowed the player to either defuse or detonate a nuclear warhead was altered so that it was impossible to detonate it, and the name of a weapon was changed.[37] Excess blood and gore were removed from the German version by the Federal Department for Media Harmful to Young Persons,[41] and Microsoft chose not to release Fallout 3 in India due to perceived "cultural sensitivities.[42][A]
In 2023, a leaked financial forecast presentation indicated that Bethesda was working on a remaster of Fallout 3.[43] The presentation stated that the remaster was scheduled for a 2024 release, although PC Gamer notes that the release projection predated the COVID-19 pandemic, which has likely delayed development.[43]
Fallout 3 w
Grand Theft Auto theme by Cysquatch
Download: GTA_2.p3t
(8 backgrounds)
Grand Theft Auto | |
---|---|
Genre(s) | Action-adventure |
Developer(s) | |
Publisher(s) | Rockstar Games |
Creator(s) | |
Platform(s) | |
First release | Grand Theft Auto 28 November 1997 |
Latest release | Grand Theft Auto: The Trilogy – The Definitive Edition 11 November 2021 |
Grand Theft Auto (GTA) is an action-adventure video game series created by David Jones and Mike Dailly.[2] Later titles were developed under the oversight of brothers Dan and Sam Houser, Leslie Benzies and Aaron Garbut. It is primarily developed by British development house Rockstar North (formerly DMA Design), and published by its American parent company, Rockstar Games. The name of the series is a term for motor vehicle theft in the United States.
Gameplay focuses on an open world where the player can complete missions to progress an overall story, as well as engage in various side activities. Most of the gameplay revolves around driving and shooting, with occasional role-playing and stealth elements. The series also has elements of the earlier beat 'em up games from the 16-bit era. The games in the Grand Theft Auto series are set in fictional locales modelled after real-life cities, at various points in time from the early 1960s to the 2010s. The original game's map encompassed three cities—Liberty City (based on New York City), San Andreas (based on San Francisco),[a] and Vice City (based on Miami)—but later titles tend to focus on a single setting and expand upon the original three locales. Each game in the series centres on different respective protagonist who attempts to rise through the criminal underworld due to various motives, often accompanying themes of betrayal. Several film and music veterans have voiced characters in the games, including Ray Liotta, Dennis Hopper, Samuel L. Jackson, William Fichtner, James Woods, Debbie Harry, Axl Rose and Peter Fonda.[3]
DMA Design began the series in 1997, with the release of the Grand Theft Auto. As of 2020[update], the series consists of seven standalone titles and four expansion packs. The third main title, Grand Theft Auto III, released in 2001, is considered a landmark game, and brought the series into a three-dimensional environment for the first time. Subsequent titles have followed and built upon the format established by Grand Theft Auto III, receiving significant acclaim. The games influenced other open-world games, and led to the label Grand Theft Auto clone on similar titles.[4]
The series has been critically acclaimed, with all the main 3D entries in the franchise frequently ranked among the greatest and best-selling video games;[5] it has shipped more than 425 million units, making it one of the best-selling video game franchises. In 2006, Grand Theft Auto was featured in a list of British design icons in the Great British Design Quest organised by the BBC and the Design Museum.[6] In 2013, The Telegraph ranked Grand Theft Auto among Britain's most successful exports.[7] The series has also been controversial for its adult nature and violent themes, as well as for cut content.
1997 | Grand Theft Auto |
---|---|
1998 | |
1999 | Grand Theft Auto: London 1969 |
Grand Theft Auto: London 1961 | |
Grand Theft Auto 2 | |
2000 | |
2001 | Grand Theft Auto III |
2002 | Grand Theft Auto: Vice City |
2003 | Grand Theft Auto: Double Pack |
2004 | Grand Theft Auto: San Andreas |
Grand Theft Auto Advance | |
2005 | Grand Theft Auto: The Trilogy |
Grand Theft Auto: Liberty City Stories | |
2006 | Grand Theft Auto: Vice City Stories |
2007 | |
2008 | Grand Theft Auto IV |
2009 | Grand Theft Auto IV: The Lost and Damned |
Grand Theft Auto: Chinatown Wars | |
Grand Theft Auto: The Ballad of Gay Tony | |
2010 | |
2011 | |
2012 | |
2013 | Grand Theft Auto V |
Grand Theft Auto Online | |
2014 | |
2015 | |
2016 | |
2017 | |
2018 | |
2019 | |
2020 | |
2021 | Grand Theft Auto: The Trilogy – The Definitive Edition |
2022 | |
2023 | |
2024 | |
2025 | Grand Theft Auto VI |
The Grand Theft Auto series is split into separate fictional universes, named after the primary level of graphics capability used in each era.[8] The original Grand Theft Auto, its expansions and its sequel are considered the "2D universe". Grand Theft Auto III and its sequels are considered the "3D universe". Grand Theft Auto IV, its expansions and Grand Theft Auto V are considered the "HD universe". Each universe is considered separate with only brands, place names and background characters shared between them.[8]
Grand Theft Auto, the first game in the series, was released for MS-DOS and Windows in November 1997, ported to the PlayStation in 1998 and the Game Boy Color in 1999. Grand Theft Auto 2 was released in 1999 for Windows, later receiving ports on the PlayStation, Dreamcast and Game Boy Color.[9]
The PlayStation 2 also featured three instalments of the main series, all of which have been re-released on several platforms; a deal between Take-Two Interactive and Sony Computer Entertainment resulted in their timed exclusivity on the PlayStation 2, before receiving ports to Windows and the Xbox.[10] The 2001 title Grand Theft Auto III moved away from the two-dimension (2D) graphics used in the first two games to three-dimension (3D) computer graphics[11] Grand Theft Auto: Vice City was published in 2002, and was the first to feature a speaking protagonist, voiced by Ray Liotta.[12] Grand Theft Auto: San Andreas, released in 2004, introduced various new elements, including character customisation and a large map encompassing three cities and surrounding rural area.[13]
Two main instalments were published for the PlayStation 3 and Xbox 360. The 2008 title Grand Theft Auto IV focused on realism and detail, removing various customisation features, while adding an online multiplayer mode.[14] Grand Theft Auto V, published in 2013, featured three playable protagonists.[15] It was released to massive financial success, breaking multiple records.[16] It was later re-released with various enhancements, in 2014 for the PlayStation 4 and Xbox One, and in 2015 for Windows;[17] versions for PlayStation 5 and Xbox Series X and S were released in 2022.[18]
On 4 February 2022, Rockstar confirmed that development of a new entry in the series was "well underway".[19] In-development footage of the game leaked in September 2022;[20][21] Rockstar noted that it was "extremely disappointed" by the manner in which the game was first demonstrated, but that it did not anticipate long-term effects on development.[22] In December 2023, the game was officially announced as Grand Theft Auto VI, with a projected release date of 2025 for the PlayStation 5 and Xbox Series X/S.[23]
Grand Theft Auto has spawned numerous additional games and expansion packs. In 1999, the original game received two expansion packs: Grand Theft Auto: London 1969 and Grand Theft Auto: London 1961, which, as their names suggest, featured a different setting – a fictional version of London – and new missions and characters.[9] Grand Theft Auto Advance, released in 2004 exclusively for the Game Boy Advance, featured a top-down perspective, similarly to the first two main games in the series, and the same setting as Grand Theft Auto III, to which it served as a prequel. Three games were released for the PlayStation Portable: Grand Theft Auto: Liberty City Stories in 2005, which is also a prequel to Grand Theft Auto III; Grand Theft Auto: Vice City Stories in 2006, which is a prequel to Vice City; and Grand Theft Auto: Chinatown Wars in 2009, which features the same setting as Grand Theft Auto IV, but the two games are otherwise unrelated. Both Liberty City Stories and Vice City Stories were later ported to the PlayStation 2, while Chinatown Wars was originally released for the Nintendo DS and later ported to PlayStation Portable.[24] In 2009, The Lost and Damned and The Ballad of Gay Tony were released for the Xbox 360 as expansion packs to Grand Theft Auto IV; a "strategic alliance" between Rockstar and Microsoft resulted in the timed exclusivity. The expansions focus on characters who played a relatively minor role in the main game, and whose stories take place simultaneously with Grand Theft Auto IV's. Both were later released for the PlayStation 3 and Windows as part of a compilation, titled Grand Theft Auto: Episodes from Liberty City, also available on Xbox 360.[25]
Numerous titles in the series have received ports to mobile devices. Chinatown Wars was released for iOS in 2010 and for Android and Fire OS in 2014.[26] For their tenth anniversaries, Grand Theft Auto III and Vice City were both re-released for iOS and Android in 2011 and 2012, respectively.[27][28] In 2013, San Andreas was ported to iOS, Android and Windows Phone and RT;[29] the mobile port was later re-released for Xbox 360 in 2014, the year of the game's tenth anniversary,[30] and the following year for PlayStation 3.[31] In 2015, Liberty City Stories was ported to iOS, Android and Fire OS.[32][33]
Grand Theft Auto Double Pack was released in 2003 for the PlayStation 2 and Xbox, and includes both Grand Theft Auto III and Vice City.[34] Grand Theft Auto: The Trilogy is a compilation of III, Vice City, and San Andreas, and was first released in 2005 for the Xbox.[35] It was later re-released for the PlayStation 2, Windows, Mac OS X, and PlayStation 4.[36][37][38][39] The Trilogy also served as the revised package for San Andreas, which had to be pulled from shelves due to the controversial Hot Coffee mod.[40] A report in August 2021 suggested that Rockstar Dundee was leading development on a remastered version of the trilogy, using Unreal Engine;[41] following some leaks,[42][43][44] Rockstar officially announced Grand Theft Auto: The Trilogy – The Definitive Edition on 8 October 2021. The game features graphical and gameplay upgrades, and replaced existing versions on digital retailers. It was released for the Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S on 11 November 2021,[45] and for Android and iOS on 14 December 2023.[46]
Grand Theft Auto: Episodes from Liberty City is a standalone compilation of the two episodes for Grand Theft Auto IV. It contains both The Lost and Damned and The Ballad of Gay Tony on one disc. It was released on 29 October 2009 for the Xbox 360 and on 13 April 2010 for PlayStation 3 and Windows. Microsoft added Episodes from Liberty City to its backwards compatibility list for Xbox One platforms in February 2017.[47] The standalone release of Episodes from Liberty City for Windows was discontinued and replaced by a single-player-only version of Grand Theft Auto IV: Complete Edition in 2020.[48]
Year | Title | Developer | Platform(s) | Universe[8] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Home console | Computer | Handheld | Mobile | Other | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Main series | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1997 | Grand Theft Auto | DMA Design | PS1 | GBC | 2D | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1999 | Grand Theft Auto 2 |
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Windows | GBC | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2001 | Grand Theft Auto III |
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3D | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2002 | Grand Theft Auto: Vice City | Rockstar North |
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2004 | Grand Theft Auto: San Andreas |
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Oculus Quest 2[C] | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2008 | Grand Theft Auto IV |
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Windows | HD | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2013 | Grand Theft Auto V |
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Windows | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2025 | Grand Theft Auto VI | TBA |
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TBA | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Expansion packs | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1999 | Grand Theft Auto: London 1969 | Rockstar Canada | PS1 |
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2D | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Grand Theft Auto: London 1961 |
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2009 | Grand Theft Auto IV: The Lost and Damned | Rockstar North |
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Windows | HD | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Grand Theft Auto: The Ballad of Gay Tony |
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Windows | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Handheld games | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2004 | Grand Theft Auto Advance | Digital Eclipse | GBA | 3D | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2005 | Grand Theft Auto: Liberty City Stories | Rockstar Leeds | PS2 | PSP |
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2006 | Grand Theft Auto: Vice City Stories | PS2 | PSP | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2009 | Grand Theft Auto: Chinatown Wars |
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HD | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Compilations and remasters | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1999 | Grand Theft Auto: Director's Cut[D] | DMA Design / Rockstar Canada |
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2D | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2003 | Grand Theft Auto: The Classics Collection[E] |
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Grand Theft Auto: Double Pack[F] | Rockstar North |
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3D | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2005 | Grand Theft Auto: The Trilogy
Dead or Alive GirlsDead or Alive Girls theme by Jole DX Download: DeadorAliveGirls.p3t
P3T Unpacker v0.12 This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit! Download for Windows: p3textractor.zip Instructions: Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme. The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract. The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename]. For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: Grand Theft Auto IV #11 V2Grand Theft Auto IV theme by J-P Download: GTAIV_11_V2.p3t
Grand Theft Auto IV is a 2008 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the sixth main entry in the Grand Theft Auto series, following 2004's Grand Theft Auto: San Andreas, and the eleventh entry overall. Set in the fictional Liberty City, based on New York City, the single-player story follows Eastern European war veteran Niko Bellic and his attempts to escape his past while under pressure from high-profile criminals. The open world design lets players freely roam Liberty City, consisting of three main islands, and the neighbouring state of Alderney, which is based on New Jersey. The game is played from a third-person perspective and its world is navigated on foot and by vehicle. Throughout the single-player mode, players control Niko Bellic. An online multiplayer mode is also included with the game, allowing up to 32 players to engage in both cooperative and competitive gameplay in a recreation of the single-player setting.[b] Two expansion packs were later released for the game, The Lost and Damned and The Ballad of Gay Tony, which both feature new plots that are interconnected with the main Grand Theft Auto IV storyline, and follow new protagonists. Development of Grand Theft Auto IV began soon after the release of San Andreas and was shared between many of Rockstar's studios worldwide. The game introduced a shift to a more realistic and detailed style and tone for the series. Unlike previous entries, Grand Theft Auto IV lacked a strong cinematic influence, as the team attempted an original approach to the story. As part of their research for the open world, the development team conducted extensive field research in New York, capturing over 100,000 photographs and several hours of video. The developers considered the world to be the most important element of the game; though not the largest map in the series, they considered it comparable in scope due to its verticality and level of detail. The budget climbed to over US$100 million, making it one of the most expensive video games to develop. Grand Theft Auto IV was released for the PlayStation 3 and Xbox 360 consoles in April 2008, and for Windows in December. Upon release, the game received critical acclaim, with praise particularly directed at the narrative and open-world design. Grand Theft Auto IV broke industry sales records and became the fastest-selling entertainment product in history at the time, earning US$310 million in its first day and US$500 million in its first week. Considered one of the most significant titles of the seventh generation of video games, and by many critics as one of the greatest video games of all time, it won year-end accolades, including Game of the Year awards from several gaming publications. It is among the best-selling video games with over 25 million copies sold by 2013. The game generated controversy, with criticism directed at the game's depiction of violence and players' ability to drink-drive. Its successor, Grand Theft Auto V, was released in September 2013. Gameplay[edit]Grand Theft Auto IV is an action-adventure game played from a third-person perspective.[2] Players complete missions—linear scenarios with set objectives—to progress through the story. It is possible to have several active missions running at one time, as some require players to wait for further instructions or events. Outside of missions, players can freely roam the game's open world and complete optional side missions.[3] Composed of the fictional city of Liberty City, the world is larger in area than most earlier Grand Theft Auto series entries.[4] At the beginning of the game, players can only explore the first island—composed of Dukes and Broker—with all other islands unlocking as the story progresses.[5] Players use melee attacks, firearms and explosives to fight enemies, and may run, jump, swim or use vehicles to navigate the game's world. There is a first-person perspective option when using vehicles. In combat, auto-aim and a cover system can be used as assistance against enemies. Should players take damage, their health meter can be fully regenerated by consuming food or drinks, using medical kits, or calling for paramedics.[6] If players commit crimes, the game's law enforcement agencies may respond as indicated by a "wanted" meter in the head-up display (HUD). On the meter, the displayed stars indicate the current wanted level (for example, at the maximum six-star level, efforts by law enforcement to incapacitate players become very aggressive). Law enforcement officers will search for players who leave the wanted vicinity. The wanted meter enters a cool-down mode and eventually recedes when players are hidden from the officers' line of sight.[7] The game's cover system allows players to move between cover, to fire blindly, aim freely, and target a specific enemy. Individual body parts can also be targeted.[8] Melee attacks include additional moves, such as dodging, blocking, disarming an opponent and counter-attacking. Body armour can be used to absorb gunshots and explosive damage, but is used up in the process. When health is entirely depleted, gameplay stops, and players respawn at the nearest hospital.[6] The single-player mode lets players control an Eastern European war veteran, Niko Bellic. During the story, Niko meets and befriends various new characters. They can then perform favours for Niko whenever he asks; for example, his cousin Roman, who owns a taxi service, can send one of his cabs to take Niko to any destination around the city. Cabs are always available during gameplay for quick travel to a destination. Throughout the course of the game, players are also faced with morality choices, which alter the storyline appropriately depending on the player's choice. While free roaming the game world, players may engage in context-specific activities such as bowling or darts. Other available activities include a vigilante mini-game, and in-game television programming.[9][10][11] Niko has a cell phone for contacting friends and starting activities.[12] The cell phone is also used to access the game's online multiplayer mode, and to enter cheat codes.[13] To access the in-game Internet, which allows Niko to send and receive emails and set up prospective dates with potential girlfriends, Niko can use Internet cafés located around the city.[14] The game also features a subway system, allowing players to quickly traverse through the game's world.[15] The online multiplayer mode for Grand Theft Auto IV allows up to 32 players[b] to freely roam across the map. Players decide which game mode they wish to play, including deathmatches and street races. Both cooperative and competitive game modes are available, split into ranked and unranked matches.[16] For players to level up through ranks, in-game money has to be earned. The game also features a Free Mode, in which players have the entire map open to explore, with no end goal or mission to complete. Hosts of the game can control many variables, such as police presence, traffic, and weapons.[17] The multiplayer mode was discontinued on Windows in 2020.[18] Synopsis[edit]Setting[edit]Grand Theft Auto IV takes place in 2008, within a redesigned version of Liberty City. The design of the city focuses on a recreation of four of the boroughs of New York City: Broker (based on Brooklyn), Dukes (Queens), Bohan (The Bronx), and Algonquin (Manhattan). The setting also includes the neighbouring state of Alderney (based on New Jersey).[19] Initially, bridges are locked down due to a terrorist threat, and police constantly pursue players if the bridges are crossed. The blockades are lifted as the story progresses, allowing the player to traverse between islands safely. Grand Theft Auto IV is set in the fictional "HD Universe", which mirrors and parodies the real world. The previous games formed fictional universes of their own,[c] which despite having many similarities with the HD Universe, are considered to be different continuities. Hence, the Liberty City depicted in Grand Theft Auto IV is different from its previous renditions, and the game itself serves as a reboot for the series. The new timeline established by Grand Theft Auto IV would continue with two expansion packs, The Lost and Damned and The Ballad of Gay Tony, and a sequel, Grand Theft Auto V, as well as its online component, Grand Theft Auto Online.[21][22][23] The handheld game Grand Theft Auto: Chinatown Wars is also considered part of the HD Universe, because it features the same map as Grand Theft Auto IV, except for Alderney.[24] Plot[edit]Niko Bellic, an Eastern European ex-soldier,[25] arrives in Liberty City aboard a cargo ship, the Platypus, to escape his criminal past, pursue the American Dream, and search for the man who betrayed his unit to an ambush during a war ten years prior. Reuniting with his cousin Roman, he discovers that his tales of riches were lies concealing his small, dirty apartment, unprofitable taxi company, gambling debts, and disputes with loan sharks. Niko begins assisting Roman with his problems, which leads him to make his first criminal contacts in the city. He befriends Yardies second-in-command Little Jacob and is forced to work for Vlad Glebov, Roman's Russian loan shark, whom Niko eventually kills upon learning he had slept with Roman's girlfriend, Mallorie. In retaliation, Niko and Roman are kidnapped by Russian mobsters on orders of their boss Mikhail Faustin and his lieutenant, Dimitri Rascalov. Indifferent to Vlad's murder, Faustin releases them and employs Niko as a hitman, eventually ordering him to kill the son of Russian crime lord Kenny Petrović. When Petrović threatens retaliation, Dimitri convinces Niko to assassinate Faustin. However, he then betrays and brings Niko to his former employer, Ray Bulgarin, who accuses Niko of stealing from him during a botched human trafficking job years earlier. Niko denies the allegation and a firefight ensues, allowing Dimitri and Bulgarin to escape. Dimitri's men burn down Niko and Roman's apartment and taxi company, forcing them to flee to Bohan. While Niko finds work with several local drug lords, Dimitri kidnaps Roman in a failed attempt to lure Niko into a trap. Later, Niko discovers that his romantic interest, a woman named Michelle, is a government agent, who then entraps him into working for her agency. In exchange for the murders of several known or suspected terrorists, the agency clears Niko's criminal record and assists him in searching for the traitor he seeks. Niko and Roman's fortunes improve when the latter receives a large amount of insurance money from his destroyed business, which he uses to rebuild it and buy an apartment in Algonquin. Roman also proposes to Mallorie, who accepts. While working for the Irish Mob, Niko befriends gangster Patrick "Packie" McReary and helps him and his brothers carry out various jobs, including a major bank robbery. Niko is later hired by Ray Boccino, a caporegime in the Pegorino crime family, to oversee a diamond deal, which goes awry. Boccino repays Niko by helping him find his ex-comrade Florian Cravic, now known as Bernie Crane, who claims he was not the one to betray their unit. Niko concludes that the traitor was Darko Brevic, the only other survivor. Niko continues working for the Mafia in Liberty City and eventually earns the trust of Don Jimmy Pegorino, who orders Niko to kill Boccino after suspecting him of being a police informant. Niko also helps Packie kidnap Don Giovanni Ancelotti's daughter to ransom her for the diamonds, but Bulgarin intercepts the exchange. In the ensuing firefight, the diamonds are lost. Eventually, the government agents find Darko in Romania and bring him to Liberty City for Niko to decide his fate. Afterwards, Niko is summoned by Pegorino for one final favour: to help with a highly lucrative heroin deal in collusion with Dimitri. Niko must either agree to work with Dimitri or exact revenge on him.[26] If Niko goes through with the deal, Dimitri betrays him again,[27] kills Pegorino,[28] and attempts to kill Niko via an assassin at Roman's wedding, but accidentally kills Roman;[29] Niko retaliates by tracking and murdering Dimitri.[28] If Niko chooses to exact revenge, he kills Dimitri aboard the Platypus,[30] prompting a furious Pegorino to target Niko but accidentally kill Packie's sister Kate, whom Niko had been dating, at Roman's wedding;[29] Niko retaliates by tracking and murdering Pegorino.[31] Later, either Mallorie or Roman tells Niko that Mallorie is pregnant. Development[edit]Preliminary work on Grand Theft Auto IV began in November 2004,[32] a month after the release of Grand Theft Auto: San Andreas.[33] Rockstar president Sam Houser felt that following up San Andreas was "a nightmare".[34] Rockstar North, the core 220-person team behind the game, co-opted studios owned by parent company Rockstar Games to facilitate development between a full team of over 1,000,[35] including 50 employees at Rockstar NYC, 40 at Rockstar Lincoln, 10 at Rockstar San Diego, and around 600–700 working part-time internally and externally.[36] Some key members of the development team worked 12-hour days during production, often without holidays.[35] The team decided to continue the numbering scheme absent from the previous two main games to represent the same leap in production as Grand Theft Auto 2 (1999) to Grand Theft Auto III (2001).[33] Development of Grand Theft Auto IV ceased by 21 April 2008 when the game was submitted for manufacturing.[37] Producer Leslie Benzies estimated that the budget of the development efforts exceeded US$100 million, making Grand Theft Auto IV one of the most expensive video games ever made.[35] Research and open world design[edit]The game's setting, Liberty City, is based on New York City. The team did not look at the previous renditions of Liberty City as inspiration, wanting it to retain the "general feel" but nothing else.[38] The map is roughly three times the size of Grand Theft Auto III's.[38] The developers originally considered using the entire state of New York, before restricting it to Manhattan, and then expanding it out again. They considered including more suburbs with woods, and would regularly vote on which areas to include.[39] Art director Aaron Garbut said that the team chose the setting because of the detail and variety it provided, describing New York as "an amazing, diverse, vibrant, cinematic city".[40] Writer Dan Houser added that the team "wanted to be somewhere where we had a foothold" due to the amount of research required for the world; Rockstar Games's main headquarters are located in New York.[41] The team consciously avoided a precise recreation of New York City to allow for more enjoyable game design,[32] selecting the areas that they felt "characterised it the best".[40] Garbut wanted to capture a caricature of the city as he felt that most people were familiar with "the highlights" from film or literature but did not need to know the areas precisely.[40] The city was not built with specific missions in mind; the area was created first, and missions implemented later.[42] To achieve a realistic environment, 60–70 employees from Rockstar North travelled to New York for research: first at the beginning of the project in March or April 2005 for a week and a half,[39] and a smaller trip in 2007.[38] Police officers who previously worked the beat drove the team around Washington Heights.[39] A full-time research team based in New York handled further requests for information, such as the ethnic minority of a neighbourhood or videos of traffic patterns. Videos shot in New York were played on televisions at the Rockstar North offices "so while they worked they could look up and there was New York".[39] Benzies claimed that the team took over 100,000 photographs on location in New York,[35] though Garbut estimates that they took around 250,000.[38] They also studied architectural plans for apartments, used satellite images to determine city block layout, researched sales figures for models of cars, and read books that detailed the city's infrastructure, including its subways, sewers, and garbage disposal.[43] Hove Beach is based on Brighton Beach, which Sam Houser found "pretty incredible" and unusual; the name is based on the English city Brighton and Hove, made up of the former neighbouring towns Brighton and Hove.[44] Houser appreciated that Brighton Beach was home to several Eastern Europeans due to the nature of the game's characters.[44] Dan Houser described Liberty City as "the biggest character" of the game.[40] The Grand Theft Auto IV rendition of Liberty City is more detailed and larger in size than most earlier entries in the series; although smaller than San Andreas, the setting of the previous main game, the developers considered it comparable in scope due to city's verticality, number of buildings, and level of detail.[45] The team wanted less dead spots and irrelevant spaces, such as the wide open deserts in San Andreas.[32] They wanted the game to be "a more focused experience" than San Andreas, and Dan Houser felt that the limited activities of New York allowed this.[33] The team felt that the addition of Niko's mobile phone added to the immersion of the world and represented society's shifted focus on phones.[33] The in-game brands and products are designed over several years; the billboards were implemented in the game around six months prior to release.[38] Story and character development[edit]The game's script, written by Dan Houser and Rupert Humphries, is about 1,000 pages.[35] Approximately 660 actors provided voices for the game over 80,000 lines of dialogue.[39] After conceiving the character and setting, Dan Houser spoke with his brother Sam Houser and Leslie Benzies to bounce story ideas before writing a rough synopsis, a six-paged, detailed document. Once the synopsis was reworked, the designers broke it into missions, represented by a large flow document demonstrating each section. The writers then work on the introductions to the missions; the gameplay dialogue comes much later.[41] Unlike previous Grand Theft Auto games, Grand Theft Auto IV does not have cinematic influences. "We were consciously trying to go, well, if video games are going to develop into the next stage, then the thing isn't to try and do a loving tribute or reference other stuff," said Dan Houser.[41] He said that the writers wanted something "fresh and new and not something that was obviously derived from [a] movie".[41] Dan Houser felt that the quality of the writing had to improve alongside the advancements in graphics and technology. He noted that the improvements in facial animation allowed for slower-paced cutscenes.[40] The unique dialogue that plays when a mission is retried was to ensure that the gameplay felt "less canned and less like Groundhog Day".[40] Dan Houser described Niko Bellic as "a more rounded character" than those in previous games.[40] He felt that his dual personality—often saving innocent people, while also being a "cold-hearted killer"—made him more relatable.[40] He also felt that Niko's unfamiliarity with Liberty City allowed for the player to relate to him more, only driven by his vague past and relationship with Roman. When deciding on Niko's background, the writers felt that being an immigrant could lead to more dangerous situations, and therefore more enjoyable missions; after discussions with criminal experts, Dan Houser found that "the real scary characters are not born in America anymore".[40] He felt that Niko's outsider view of American culture was "fun".[40] The team wanted Niko to be "more of an anti hero than a hero, capable of making positive actions within his criminal world".[46] They wanted his demeanour to reflect the weight of his past and choices.[46] Niko's design underwent a few changes, but was finalised early in development.[47] His outfit underwent several changes based on Eastern Europeans, particularly photographs of men fighting in winter wars in Yugoslavia and Chechnya. The primary motivation for the design was a face to convey the appropriate emotions and a body that could move nicely with the new animations.[40] The in-game purchasable outfits were also designed to fit with the character.[33] The team ensured that the gameplay choices presented to the player were not too extensive, as they still had to make sense to the character, who is driven by the people around him. Dan Houser felt that the missions in San Andreas had become too linear, and wanted to present choices to the player in Grand Theft Auto IV.[40] The writers found that Niko needed a motivation to come to America, so they created his cousin, Roman. Dan Houser felt that the two could not be brothers as there would be a deeper level of familiarity than necessary. He described the two as a double act, with Roman's fantasist charm playing off Niko's tough cynicism. The team gave other non-playable characters (NPCs) more definable behaviours and dialogue to make them feel more alive. The writers initially considered having a smaller group of characters, but found that the story became boring and that players were less likely to explore the world. The stranger characters found in the game world were based on the "crazy people" that populate New York, according to Dan Houser, which in previous games were only able to be captured through radio stations or mild pedestrian behaviours.[38] The team based the ethnicities, clothing, and behaviours of the NPCs on the photographs and videos that they captured around New York, divided into different areas;[40] they created mood boards for each location.[38] The NPCs also converse in different languages.[39] Art design[edit]Grand Theft Auto IV sees a shift in the series to a more realistic and detailed style and tone, partly a result of the transition to consoles which offered high-definition graphics and the new and improved capabilities of such consoles. The development team worked to represent the upgrade in quality across all design aspects while maintaining the coherence of the previous games.[32] The team took the game's development as an opportunity to "strip things back and start again", refining the art style without losing the style of the series;[40] they distanced the game from the "cartoon-like style" of its predecessors while creating a new style that was consistent across all aspects of the game.[48] Garbut found the increased demand of detail brought on by the advanced technology daunting.[49] A technique used to make the visuals look real was to avoid harsh edges, instead blending surfaces together to make the world look dirty and lived-in.[50] The props department created multiple variations of different objects to make the world more interesting and unique.[40] G Grand Theft Auto IV #11Grand Theft Auto IV theme by J-P Download: GTAIV_11.p3t
Grand Theft Auto IV is a 2008 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the sixth main entry in the Grand Theft Auto series, following 2004's Grand Theft Auto: San Andreas, and the eleventh entry overall. Set in the fictional Liberty City, based on New York City, the single-player story follows Eastern European war veteran Niko Bellic and his attempts to escape his past while under pressure from high-profile criminals. The open world design lets players freely roam Liberty City, consisting of three main islands, and the neighbouring state of Alderney, which is based on New Jersey. The game is played from a third-person perspective and its world is navigated on foot and by vehicle. Throughout the single-player mode, players control Niko Bellic. An online multiplayer mode is also included with the game, allowing up to 32 players to engage in both cooperative and competitive gameplay in a recreation of the single-player setting.[b] Two expansion packs were later released for the game, The Lost and Damned and The Ballad of Gay Tony, which both feature new plots that are interconnected with the main Grand Theft Auto IV storyline, and follow new protagonists. Development of Grand Theft Auto IV began soon after the release of San Andreas and was shared between many of Rockstar's studios worldwide. The game introduced a shift to a more realistic and detailed style and tone for the series. Unlike previous entries, Grand Theft Auto IV lacked a strong cinematic influence, as the team attempted an original approach to the story. As part of their research for the open world, the development team conducted extensive field research in New York, capturing over 100,000 photographs and several hours of video. The developers considered the world to be the most important element of the game; though not the largest map in the series, they considered it comparable in scope due to its verticality and level of detail. The budget climbed to over US$100 million, making it one of the most expensive video games to develop. Grand Theft Auto IV was released for the PlayStation 3 and Xbox 360 consoles in April 2008, and for Windows in December. Upon release, the game received critical acclaim, with praise particularly directed at the narrative and open-world design. Grand Theft Auto IV broke industry sales records and became the fastest-selling entertainment product in history at the time, earning US$310 million in its first day and US$500 million in its first week. Considered one of the most significant titles of the seventh generation of video games, and by many critics as one of the greatest video games of all time, it won year-end accolades, including Game of the Year awards from several gaming publications. It is among the best-selling video games with over 25 million copies sold by 2013. The game generated controversy, with criticism directed at the game's depiction of violence and players' ability to drink-drive. Its successor, Grand Theft Auto V, was released in September 2013. Gameplay[edit]Grand Theft Auto IV is an action-adventure game played from a third-person perspective.[2] Players complete missions—linear scenarios with set objectives—to progress through the story. It is possible to have several active missions running at one time, as some require players to wait for further instructions or events. Outside of missions, players can freely roam the game's open world and complete optional side missions.[3] Composed of the fictional city of Liberty City, the world is larger in area than most earlier Grand Theft Auto series entries.[4] At the beginning of the game, players can only explore the first island—composed of Dukes and Broker—with all other islands unlocking as the story progresses.[5] Players use melee attacks, firearms and explosives to fight enemies, and may run, jump, swim or use vehicles to navigate the game's world. There is a first-person perspective option when using vehicles. In combat, auto-aim and a cover system can be used as assistance against enemies. Should players take damage, their health meter can be fully regenerated by consuming food or drinks, using medical kits, or calling for paramedics.[6] If players commit crimes, the game's law enforcement agencies may respond as indicated by a "wanted" meter in the head-up display (HUD). On the meter, the displayed stars indicate the current wanted level (for example, at the maximum six-star level, efforts by law enforcement to incapacitate players become very aggressive). Law enforcement officers will search for players who leave the wanted vicinity. The wanted meter enters a cool-down mode and eventually recedes when players are hidden from the officers' line of sight.[7] The game's cover system allows players to move between cover, to fire blindly, aim freely, and target a specific enemy. Individual body parts can also be targeted.[8] Melee attacks include additional moves, such as dodging, blocking, disarming an opponent and counter-attacking. Body armour can be used to absorb gunshots and explosive damage, but is used up in the process. When health is entirely depleted, gameplay stops, and players respawn at the nearest hospital.[6] The single-player mode lets players control an Eastern European war veteran, Niko Bellic. During the story, Niko meets and befriends various new characters. They can then perform favours for Niko whenever he asks; for example, his cousin Roman, who owns a taxi service, can send one of his cabs to take Niko to any destination around the city. Cabs are always available during gameplay for quick travel to a destination. Throughout the course of the game, players are also faced with morality choices, which alter the storyline appropriately depending on the player's choice. While free roaming the game world, players may engage in context-specific activities such as bowling or darts. Other available activities include a vigilante mini-game, and in-game television programming.[9][10][11] Niko has a cell phone for contacting friends and starting activities.[12] The cell phone is also used to access the game's online multiplayer mode, and to enter cheat codes.[13] To access the in-game Internet, which allows Niko to send and receive emails and set up prospective dates with potential girlfriends, Niko can use Internet cafés located around the city.[14] The game also features a subway system, allowing players to quickly traverse through the game's world.[15] The online multiplayer mode for Grand Theft Auto IV allows up to 32 players[b] to freely roam across the map. Players decide which game mode they wish to play, including deathmatches and street races. Both cooperative and competitive game modes are available, split into ranked and unranked matches.[16] For players to level up through ranks, in-game money has to be earned. The game also features a Free Mode, in which players have the entire map open to explore, with no end goal or mission to complete. Hosts of the game can control many variables, such as police presence, traffic, and weapons.[17] The multiplayer mode was discontinued on Windows in 2020.[18] Synopsis[edit]Setting[edit]Grand Theft Auto IV takes place in 2008, within a redesigned version of Liberty City. The design of the city focuses on a recreation of four of the boroughs of New York City: Broker (based on Brooklyn), Dukes (Queens), Bohan (The Bronx), and Algonquin (Manhattan). The setting also includes the neighbouring state of Alderney (based on New Jersey).[19] Initially, bridges are locked down due to a terrorist threat, and police constantly pursue players if the bridges are crossed. The blockades are lifted as the story progresses, allowing the player to traverse between islands safely. Grand Theft Auto IV is set in the fictional "HD Universe", which mirrors and parodies the real world. The previous games formed fictional universes of their own,[c] which despite having many similarities with the HD Universe, are considered to be different continuities. Hence, the Liberty City depicted in Grand Theft Auto IV is different from its previous renditions, and the game itself serves as a reboot for the series. The new timeline established by Grand Theft Auto IV would continue with two expansion packs, The Lost and Damned and The Ballad of Gay Tony, and a sequel, Grand Theft Auto V, as well as its online component, Grand Theft Auto Online.[21][22][23] The handheld game Grand Theft Auto: Chinatown Wars is also considered part of the HD Universe, because it features the same map as Grand Theft Auto IV, except for Alderney.[24] Plot[edit]Niko Bellic, an Eastern European ex-soldier,[25] arrives in Liberty City aboard a cargo ship, the Platypus, to escape his criminal past, pursue the American Dream, and search for the man who betrayed his unit to an ambush during a war ten years prior. Reuniting with his cousin Roman, he discovers that his tales of riches were lies concealing his small, dirty apartment, unprofitable taxi company, gambling debts, and disputes with loan sharks. Niko begins assisting Roman with his problems, which leads him to make his first criminal contacts in the city. He befriends Yardies second-in-command Little Jacob and is forced to work for Vlad Glebov, Roman's Russian loan shark, whom Niko eventually kills upon learning he had slept with Roman's girlfriend, Mallorie. In retaliation, Niko and Roman are kidnapped by Russian mobsters on orders of their boss Mikhail Faustin and his lieutenant, Dimitri Rascalov. Indifferent to Vlad's murder, Faustin releases them and employs Niko as a hitman, eventually ordering him to kill the son of Russian crime lord Kenny Petrović. When Petrović threatens retaliation, Dimitri convinces Niko to assassinate Faustin. However, he then betrays and brings Niko to his former employer, Ray Bulgarin, who accuses Niko of stealing from him during a botched human trafficking job years earlier. Niko denies the allegation and a firefight ensues, allowing Dimitri and Bulgarin to escape. Dimitri's men burn down Niko and Roman's apartment and taxi company, forcing them to flee to Bohan. While Niko finds work with several local drug lords, Dimitri kidnaps Roman in a failed attempt to lure Niko into a trap. Later, Niko discovers that his romantic interest, a woman named Michelle, is a government agent, who then entraps him into working for her agency. In exchange for the murders of several known or suspected terrorists, the agency clears Niko's criminal record and assists him in searching for the traitor he seeks. Niko and Roman's fortunes improve when the latter receives a large amount of insurance money from his destroyed business, which he uses to rebuild it and buy an apartment in Algonquin. Roman also proposes to Mallorie, who accepts. While working for the Irish Mob, Niko befriends gangster Patrick "Packie" McReary and helps him and his brothers carry out various jobs, including a major bank robbery. Niko is later hired by Ray Boccino, a caporegime in the Pegorino crime family, to oversee a diamond deal, which goes awry. Boccino repays Niko by helping him find his ex-comrade Florian Cravic, now known as Bernie Crane, who claims he was not the one to betray their unit. Niko concludes that the traitor was Darko Brevic, the only other survivor. Niko continues working for the Mafia in Liberty City and eventually earns the trust of Don Jimmy Pegorino, who orders Niko to kill Boccino after suspecting him of being a police informant. Niko also helps Packie kidnap Don Giovanni Ancelotti's daughter to ransom her for the diamonds, but Bulgarin intercepts the exchange. In the ensuing firefight, the diamonds are lost. Eventually, the government agents find Darko in Romania and bring him to Liberty City for Niko to decide his fate. Afterwards, Niko is summoned by Pegorino for one final favour: to help with a highly lucrative heroin deal in collusion with Dimitri. Niko must either agree to work with Dimitri or exact revenge on him.[26] If Niko goes through with the deal, Dimitri betrays him again,[27] kills Pegorino,[28] and attempts to kill Niko via an assassin at Roman's wedding, but accidentally kills Roman;[29] Niko retaliates by tracking and murdering Dimitri.[28] If Niko chooses to exact revenge, he kills Dimitri aboard the Platypus,[30] prompting a furious Pegorino to target Niko but accidentally kill Packie's sister Kate, whom Niko had been dating, at Roman's wedding;[29] Niko retaliates by tracking and murdering Pegorino.[31] Later, either Mallorie or Roman tells Niko that Mallorie is pregnant. Development[edit]Preliminary work on Grand Theft Auto IV began in November 2004,[32] a month after the release of Grand Theft Auto: San Andreas.[33] Rockstar president Sam Houser felt that following up San Andreas was "a nightmare".[34] Rockstar North, the core 220-person team behind the game, co-opted studios owned by parent company Rockstar Games to facilitate development between a full team of over 1,000,[35] including 50 employees at Rockstar NYC, 40 at Rockstar Lincoln, 10 at Rockstar San Diego, and around 600–700 working part-time internally and externally.[36] Some key members of the development team worked 12-hour days during production, often without holidays.[35] The team decided to continue the numbering scheme absent from the previous two main games to represent the same leap in production as Grand Theft Auto 2 (1999) to Grand Theft Auto III (2001).[33] Development of Grand Theft Auto IV ceased by 21 April 2008 when the game was submitted for manufacturing.[37] Producer Leslie Benzies estimated that the budget of the development efforts exceeded US$100 million, making Grand Theft Auto IV one of the most expensive video games ever made.[35] Research and open world design[edit]The game's setting, Liberty City, is based on New York City. The team did not look at the previous renditions of Liberty City as inspiration, wanting it to retain the "general feel" but nothing else.[38] The map is roughly three times the size of Grand Theft Auto III's.[38] The developers originally considered using the entire state of New York, before restricting it to Manhattan, and then expanding it out again. They considered including more suburbs with woods, and would regularly vote on which areas to include.[39] Art director Aaron Garbut said that the team chose the setting because of the detail and variety it provided, describing New York as "an amazing, diverse, vibrant, cinematic city".[40] Writer Dan Houser added that the team "wanted to be somewhere where we had a foothold" due to the amount of research required for the world; Rockstar Games's main headquarters are located in New York.[41] The team consciously avoided a precise recreation of New York City to allow for more enjoyable game design,[32] selecting the areas that they felt "characterised it the best".[40] Garbut wanted to capture a caricature of the city as he felt that most people were familiar with "the highlights" from film or literature but did not need to know the areas precisely.[40] The city was not built with specific missions in mind; the area was created first, and missions implemented later.[42] To achieve a realistic environment, 60–70 employees from Rockstar North travelled to New York for research: first at the beginning of the project in March or April 2005 for a week and a half,[39] and a smaller trip in 2007.[38] Police officers who previously worked the beat drove the team around Washington Heights.[39] A full-time research team based in New York handled further requests for information, such as the ethnic minority of a neighbourhood or videos of traffic patterns. Videos shot in New York were played on televisions at the Rockstar North offices "so while they worked they could look up and there was New York".[39] Benzies claimed that the team took over 100,000 photographs on location in New York,[35] though Garbut estimates that they took around 250,000.[38] They also studied architectural plans for apartments, used satellite images to determine city block layout, researched sales figures for models of cars, and read books that detailed the city's infrastructure, including its subways, sewers, and garbage disposal.[43] Hove Beach is based on Brighton Beach, which Sam Houser found "pretty incredible" and unusual; the name is based on the English city Brighton and Hove, made up of the former neighbouring towns Brighton and Hove.[44] Houser appreciated that Brighton Beach was home to several Eastern Europeans due to the nature of the game's characters.[44] Dan Houser described Liberty City as "the biggest character" of the game.[40] The Grand Theft Auto IV rendition of Liberty City is more detailed and larger in size than most earlier entries in the series; although smaller than San Andreas, the setting of the previous main game, the developers considered it comparable in scope due to city's verticality, number of buildings, and level of detail.[45] The team wanted less dead spots and irrelevant spaces, such as the wide open deserts in San Andreas.[32] They wanted the game to be "a more focused experience" than San Andreas, and Dan Houser felt that the limited activities of New York allowed this.[33] The team felt that the addition of Niko's mobile phone added to the immersion of the world and represented society's shifted focus on phones.[33] The in-game brands and products are designed over several years; the billboards were implemented in the game around six months prior to release.[38] Story and character development[edit]The game's script, written by Dan Houser and Rupert Humphries, is about 1,000 pages.[35] Approximately 660 actors provided voices for the game over 80,000 lines of dialogue.[39] After conceiving the character and setting, Dan Houser spoke with his brother Sam Houser and Leslie Benzies to bounce story ideas before writing a rough synopsis, a six-paged, detailed document. Once the synopsis was reworked, the designers broke it into missions, represented by a large flow document demonstrating each section. The writers then work on the introductions to the missions; the gameplay dialogue comes much later.[41] Unlike previous Grand Theft Auto games, Grand Theft Auto IV does not have cinematic influences. "We were consciously trying to go, well, if video games are going to develop into the next stage, then the thing isn't to try and do a loving tribute or reference other stuff," said Dan Houser.[41] He said that the writers wanted something "fresh and new and not something that was obviously derived from [a] movie".[41] Dan Houser felt that the quality of the writing had to improve alongside the advancements in graphics and technology. He noted that the improvements in facial animation allowed for slower-paced cutscenes.[40] The unique dialogue that plays when a mission is retried was to ensure that the gameplay felt "less canned and less like Groundhog Day".[40] Dan Houser described Niko Bellic as "a more rounded character" than those in previous games.[40] He felt that his dual personality—often saving innocent people, while also being a "cold-hearted killer"—made him more relatable.[40] He also felt that Niko's unfamiliarity with Liberty City allowed for the player to relate to him more, only driven by his vague past and relationship with Roman. When deciding on Niko's background, the writers felt that being an immigrant could lead to more dangerous situations, and therefore more enjoyable missions; after discussions with criminal experts, Dan Houser found that "the real scary characters are not born in America anymore".[40] He felt that Niko's outsider view of American culture was "fun".[40] The team wanted Niko to be "more of an anti hero than a hero, capable of making positive actions within his criminal world".[46] They wanted his demeanour to reflect the weight of his past and choices.[46] Niko's design underwent a few changes, but was finalised early in development.[47] His outfit underwent several changes based on Eastern Europeans, particularly photographs of men fighting in winter wars in Yugoslavia and Chechnya. The primary motivation for the design was a face to convey the appropriate emotions and a body that could move nicely with the new animations.[40] The in-game purchasable outfits were also designed to fit with the character.[33] The team ensured that the gameplay choices presented to the player were not too extensive, as they still had to make sense to the character, who is driven by the people around him. Dan Houser felt that the missions in San Andreas had become too linear, and wanted to present choices to the player in Grand Theft Auto IV.[40] The writers found that Niko needed a motivation to come to America, so they created his cousin, Roman. Dan Houser felt that the two could not be brothers as there would be a deeper level of familiarity than necessary. He described the two as a double act, with Roman's fantasist charm playing off Niko's tough cynicism. The team gave other non-playable characters (NPCs) more definable behaviours and dialogue to make them feel more alive. The writers initially considered having a smaller group of characters, but found that the story became boring and that players were less likely to explore the world. The stranger characters found in the game world were based on the "crazy people" that populate New York, according to Dan Houser, which in previous games were only able to be captured through radio stations or mild pedestrian behaviours.[38] The team based the ethnicities, clothing, and behaviours of the NPCs on the photographs and videos that they captured around New York, divided into different areas;[40] they created mood boards for each location.[38] The NPCs also converse in different languages.[39] Art design[edit]Grand Theft Auto IV sees a shift in the series to a more realistic and detailed style and tone, partly a result of the transition to consoles which offered high-definition graphics and the new and improved capabilities of such consoles. The development team worked to represent the upgrade in quality across all design aspects while maintaining the coherence of the previous games.[32] The team took the game's development as an opportunity to "strip things back and start again", refining the art style without losing the style of the series;[40] they distanced the game from the "cartoon-like style" of its predecessors while creating a new style that was consistent across all aspects of the game.[48] Garbut found the increased demand of detail brought on by the advanced technology daunting.[49] A technique used to make the visuals look real was to avoid harsh edges, instead blending surfaces together to make the world look dirty and lived-in.[50] The props department created multiple variations of different objects to make the world more interesting and unique.[40] G Midnight Club: Los AngelesMidnight Club: Los Angeles theme by J-P Download: MidnightClubLA.p3t
Midnight Club: Los Angeles is a 2008 racing video game developed by Rockstar San Diego and published by Rockstar Games. It is the fourth and final installment in the Midnight Club series before it was discontinued in January 2010. The game features 43 (58 with DLC) cars and 3 (plus one additional with DLC) motorcycles.[3] The open world map of Los Angeles is the size of all three cities from the previous installments combined.[4][5] After several delays, Midnight Club: Los Angeles was released in October 2008. Gameplay[edit]Midnight Club: Los Angeles is set in the city of Los Angeles, again providing an option to completely free-roam (in an open world environment larger than all the three cities combined from the previous game, Midnight Club 3: Dub Edition). New additions are a 24-hour day-to-night cycle, weather effects and traffic with licensed vehicles, adding a realistic aspect to the game. The new dynamic weather system has been reported to alter the gameplay experience, making the vehicle more prone to sliding on slick surfaces. If any damage is inflicted upon a vehicle after races, the player does not necessarily need to drive back to a garage for a full repair, but, instead, can choose the "Quick Fix" option through which old, junkyard-esque parts will be added to the car. To get back that "nice, new car look", the player must actually drive back to repair their vehicle at a garage or gas station. This also means that totaling a vehicle is only possible within a single race or event. With the RAGE system being used for this game,[2] traffic levels fluctuate throughout the day, with light traffic at night, heavy traffic in the morning and afternoon, and heaviest traffic in the evenings. Motorcycles are again part of the game, including the Ducati 999R and the Kawasaki Ninja ZX-14. Convertible cars, customizable interiors, in-game photo mode, and customizable exotics are all new additions. Developers placed great emphasis on the elimination of load screens, stating that the player could literally jump from career mode to an online race in under ten seconds. Los Angeles is said to be the longest of the four Midnight Club games, with more than ten different types of races including series races, tournaments, pink slip races, and freeway races. For most of these races, players must race an opponent to the start line in order to earn extra rep (a leveling system used to determine the player's skill in the game) before the actual race begins, although this can be skipped. Races have four difficulties: easiest, medium, hard, and hardest. These difficulties are color-coded with green being easiest, yellow being medium, orange being hard, and red being hardest. Each successive difficulty of race has greater rewards than the former. There are a number of special abilities that have been brought into the game (a returning feature from the previous installment). These include an EMP, which disables the electronics of every vehicle around the player; Agro, which makes the player's vehicle indestructible-giving the ability to plow through traffic without slowing the car; Roar, which sends out a sound wave that will move traffic out of the player's way for a clear and straight path through the streets; and Zone, able to slow time and allow a temporary boost in handling. The previous installment had restricted special abilities to specific cars, but all vehicles in this game can now use any one of these above mentioned abilities, as chosen by the player. These abilities can also be changed at garages whenever necessary. Police return but are no longer scripted to a specific race; they take notice of simple infractions in the game world (running red lights, speeding, burning out, hitting their cars or nearby cars, and driving offroad). If caught, players have the choice of pulling over (which will initiate a special cutscene when the police car approaches) or leading the police into a pursuit. The game goes into "Pursuit Mode" after a period of time or if the police lose sight of the player; this will also happen if the player decides to start the engine and flee the scene during the "pull over" cutscene. Infractions causing the game to go directly to pursuit mode include speeding and excessively damaging a police car. Police authorities will chase the player no matter where they are, and the longer the player evades capture, the higher the fine the player has to pay for if arrested. If the player's vehicle takes too much damage (totaled) during the pursuit, they are also arrested.[6] Additionally, there are sixty collectibles that the player can find hidden throughout Los Angeles. These appear as yellow oil barrels with Rockstar's logo printed on them. Every ten collectibles that are found will unlock one of six game modifiers (mentioned in-game as "cheat codes"), while finding half and all of the collectibles will unlock achievements. However, enabling any of these special modifiers (with the exception of a modifier that unlocks an overhead view camera) will prevent the player from earning money, rep, and further career progression. Multiplayer[edit]Online play supports sixteen players at once. A number of new modes were introduced, including Keep Away where the player must hold the flag as long as he can, and Stockpile in which there are numerous flags to be captured. New online power-ups mentioned include Mirror (reflects any power-up fired at the player), Agro (acts the same as the offline special ability, increasing the player's vehicle weight and enabling them to crash through other vehicles without taking damage or slowing down), and Random (gives the player a random power-up). A new aspect entitled "Rate My Ride" was also introduced, where players can go online to view, rate, sell and buy user-modified vehicles. PlayStation Network trophies are also included, with a total of 46 trophies to be won.[7] Many of the online features were removed due to the closure of GameSpy in 2014.[clarification needed][8] Race Editor[edit]The game includes a Race Editor features that allows the player to make tracks for online play. A fringe benefit of the mode is that it also allows free-roaming of the game map (including picking up collectables and earning various achievements) without traffic, police, damage or other gameplay interference. Social Club[edit]Midnight Club: Los Angeles is a part of Rockstar's Social Club and includes features that track the stats of the player's driving and potentially award them with various in-game content such as hydraulics, TIS rims, and the Audi R8.[9] In order to obtain these rewards, players must fulfill certain requirements to achieve their C-License, their B-License, and A-License. Once each license is acquired, a new reward is obtained. Players can also view their in-game "Rate My Ride" vehicle's rating, rate other player's vehicles, view their statistics and compare them with other players, view online leaderboards, and upload and share in-game photos. The Social Club also hosts online tournaments that award prizes to winning entrants. Plot[edit]A man from the East Coast moves to Los Angeles. The character, known only as "Player", takes a major role in the game. In the intro of the game, he is on the phone with the L.A. City Champ, Booke, telling him to meet at the fast-food restaurant Carney's Express Limited. He gives the protagonist the choice of three cars, one to pick, in the beginning of the game: a 1998 Nissan 240SX, 1983 Volkswagen Golf GTI, or 1988 Volkswagen Scirocco.[10] Once the player has built up enough of a reputation, they gain the ability to become Champ of the city and of each car type. The first one that is offered is becoming City Champ. At a point in the game, Karol calls telling the player about Booke being back as City Champ. Booke then tells the player to race regional opponents to see if they can race against him. After the player beats them, Booke calls saying he is impressed, and to meet him at the Standard Hotel for a race which ends up being the City Champ race vs. Booke and one of the final races on Career mode. When the player wins, the player not only becomes City Champ, but other championship races open. Once the player wins 35 races with the vehicle types after unlocking Group 4 vehicles, the Champs of all five vehicle classes in the game challenge the player. The characters are Oswaldo (Motorcycle), Julian (Tuner), Lester (Luxury), Pete (Exotic), and Marcel (Muscle). After the player becomes City Champ, Karol calls and has a proposition. He asks the player to get $1 million to help co-own his two garages with him for his business. In return, he lets the player have anything in the garages for free. This proposition also affects Doc's South Central garage although the game does not mention it. After the character has completed 100% in Los Angeles in the PSP Remix version, an unknown man somehow has reached his cell number, and calls saying that he wants to meet him at the Los Angeles International Airport on "his flight to Tokyo", which causes the character to say, "You talking about the Mid Night Club?" After the call, the Tokyo career and map can be accessed in Midnight Club: L.A. Remix. Development and marketing[edit]Updates and expansions[edit]Since its release the game has had multiple updates and downloadable content releases. The first update released on December 9, 2008, included improved AI balance to better adjust to player's skill level, the cops are improved, and the Xbox 360 got additional leaderboard support for tournaments on Rockstar Social Club. Also part of the update was an additional online game mode called "Modes", where the user could choose to go to a lobby to play various race and flag modes instead of just one specific mode, aside from cruise mode.[11] The most recent update is entitled the "South Central Upgrade And Content Pack", and it included a whole new area of the map, South Central Los Angeles, about a third of the size of the current map, for free. Players were also able to purchase the pack which included new character competitions, races, music and cars available in a single complete package. New vehicles included various cars and, for the first time in the game, SUVs. The content was originally scheduled to release on March 12, but was delayed to March 19 with no comment from Rockstar.[12] Problems occurred on this date, when trying to release it on Xbox Live and delayed for a second time. It was also stated that additional car packs will be released in the future, but on March 27 Rockstar accidentally put the vehicle packs on Xbox Live. They were removed from the Xbox Live Marketplace later that day and anybody who was downloading it at that time was asked to stop. On January 14, 2009, the content pack was accidentally released on the Xbox Live Marketplace during its testing and approval phase by Microsoft. It was then removed and anyone who was able to obtain it was asked to delete it because it may cause unforeseen problems with achievements and save data, according to an Xbox Live Marketplace staff member. On March 23, there was an event posting on Xbox Live Events for Midnight Club: Los Angeles South Central scheduled for March 29, but later that day it was removed from the events section. Rockstar then put a new post up on the Midnight Club: Los Angeles website on March 30 saying that the event was to be on April 4. Four days later, both the South Central Expansion and Premium Pack were released on the Xbox Live Marketplace for download. In April 23, the second vehicle pack was released on Xbox Live and PSN which included four new vehicles: the 2008 Cadillac XLR V, the 2008 Mitsubishi Lancer Evolution X, the 2007 Aston Martin DB9, and an extra motorcycle (the new fastest one available in the game), the 2008 Ducati 1098R. An area of particular interest is a phone message the player received if all cars, including the downloadable cars, have been acquired. The message says "more high performance cars coming soon". This message can be displayed when a player continually enters and exits any garage. In October 10, Rockstar released a free "police car pack" on Xbox Live. This gave the player the ability to race using five different types of police vehicles from Chevrolet and Dodge, with paint schemes from the Los Angeles Police Department, California Highway Patrol, and U.S. Customs and Border Patrol, and gave the player the ability to avoid the police while cruising or racing.[13] The police will pursue the player if they are caught street racing. However, if the player turns on the siren while street racing, the police won't pursue the player, most likely because they believe the player is a fellow officer, hunting down the other street racers. The police car pack was released on the PlayStation Network in October 22. Midnight Club: L.A. Remix[edit]Midnight Club: L.A. Remix is a portable version of Midnight Club: Los Angeles for PlayStation Portable. The game was developed by Rockstar London and released on October 21, 2008, in North America and on October 24 in the PAL region.[14] The game features only a portion of Los Angeles, using a slightly modified version of the L.A. map from Midnight Club II. Making up for this, the game features another playable city, Tokyo, which uses the same map from Midnight Club 3: DUB Edition Remix. Unlike the console version, the police do not chase the player in "Cruise" mode, but the player can get caught after running from the police for a long period of time, and eventually getting boxed in, and getting no fine. Also unlike the console version, Midnight Club: L.A. Remix does not feature cutscenes. The cars in the game have been split up meaning that one half of the cars can be used in Los Angeles while the other half can be used in Tokyo. The bikes aren't split as all three can be used in Los Angeles and Tokyo. Complete Edition[edit]Rockstar Games released Midnight Club: Los Angeles – Complete Edition as a PlayStation 3 Greatest Hits/Platinum Range title and an Xbox 360 Platinum Hit/Classics title[15] on October 12, 2009. The Complete Edition features all of the map, vehicles, and music from the original Midnight Club: Los Angeles plus all of the previously available downloadable content on the disc to make up for lost progress, thus saving the player from starting all over again, and fixed the bugs & unbalanced difficulty from the original version Reception[edit]Reception
Midnight Club: Los Angeles was met with positive reception upon release. GameRankings and Metacritic gave it a score of 81.66% and 82 out of 100 for the PlayStation 3 version;[36][39] 80.64% and 81 out of 100 for the Xbox 360 version;[38][41] and 78.96% and 79 out of 100 for the PSP version.[37][40] Most reviews praised the game's detailed depiction of Los Angeles, great amount of depth and multiplayer options, consistent frame-rate, stylish presentation, and varied soundtrack. The areas that were criticized included the clichéd characters, slow texture loading when players start up the game and unbalanced difficulty.[42] References[edit]
Warhawk: Broken Mirror OfficialWarhawk: Broken Mirror Official theme by SCEA/VASG Download: WarhawkBrokenMirrorOfficial.p3t
P3T Unpacker v0.12 This program unpacks Playstation 3 Theme files (.p3t) so that you can touch-up an existing theme to your likings or use a certain wallpaper from it (as many themes have multiple). But remember, if you use content from another theme and release it, be sure to give credit! Download for Windows: p3textractor.zip Instructions: Download p3textractor.zip from above. Extract the files to a folder with a program such as WinZip or WinRAR. Now there are multiple ways to extract the theme. The first way is to simply open the p3t file with p3textractor.exe. If you don’t know how to do this, right click the p3t file and select Open With. Alternatively, open the p3t file and it will ask you to select a program to open with. Click Browse and find p3textractor.exe from where you previously extracted it to. It will open CMD and extract the theme to extracted.[filename]. After that, all you need to do for any future p3t files is open them and it will extract. The second way is very simple. Just drag the p3t file to p3textractor.exe. It will open CMD and extract the theme to extracted.[filename]. For the third way, first put the p3t file you want to extract into the same folder as p3textractor.exe. Open CMD and browse to the folder with p3extractor.exe. Enter the following: |