GTAIV time-lapse video: 15 days in Liberty City
Time-lapse video of Rockstar's Big Apple.
We've been planning to put this together for ages, but the recent release of Grand Theft Auto IV: Episodes from Liberty City (reviewed today) proved to be as good an excuse as any to finally put the effort in - not just because the additional content is so cool, but also to pay tribute to what remains the finest, most expertly realised open-world environment ever to hit consoles.
Just sitting back and watching the world go by in GTAIV is an experience in itself, and the range of behaviours attributed to the gameworld's pedestrians is absolutely phenomenal. They drink coffee on the way to work, they sit and read on the benches, they warm up before going jogging, they put their brollies or run for cover when the rain comes, they get immensely annoyed if a car runs into them.
Some of them smoke, some of them don't... They'll even pick fights with one another on the odd occasion. Combine this with the realistic movement of each and every vehicle, along with the uncanny lighting system and the superb realisation of multiple weather types and you can't help but appreciate the sheer technical accomplishment.
The player's focus is of course on the game itself, and the cityscape that Rockstar North has created is taken somewhat for granted bearing in mind just how far ahead of the competition this technology is. Creating and coding the make-up of Liberty City must have been a mammoth undertaking, but in the midst of the involving gameplay it's just background detail as Niko's story unfolds - or Johnny Klebitz's, or Luis Lopez'.
The PS3 version of GTAIV was used for this presentation for a couple of reasons: firstly, we had a save-game with the camera-phone! Secondly, the lower resolution and omission of odd texture-dithering compared to the Xbox 360 game helps video compression immensely. Be sure to check out the HD version for all the intricate details.
There are complaints that the game feels laggy and that the frame-rate is somewhat variable and often disappointing, and it's difficult to argue with that, especially when other open-world games sustain their frame-rates more convincingly. However, it's important to remember that in addition to everything we've just described, Liberty City is a creation unlike any other.
Games like Prototype or Crackdown can stream and decompress data relatively easily in comparison thanks to the multitude of repeated graphical assets, shared textures and more basic geometry. Not only that, but the developers can shape the environment as they please to match the limits of their technology. GTAIV on the other hand is attempting a full-on recreation of New York City, with all the challenges that represents.
Speaking of challenges, putting this video presentation together wasn't exactly a walk in the park. First of all, we needed a technique to sustain a first-person viewpoint without the game shifting into spectator mode. This was solved by using the camera-phone you get later on in the story. Next up, the capturing. GTAIV's day-night cycle lasts for about 50 minutes of real time and we captured around 45 different clips at one frame-per-second over the course of 10 days, not all of which made the cut.
While our previous time-lapse videos have simply faded between day-night cycles, for this one we went a little further. Thanks to the on-screen timer on Niko's mobile, we were able to edit together 15 days of game time - complete and unabridged - encompassing 35 different locations from Liberty City.
It's our tribute to a superb technical achievement that no other open-world game has yet to match, and we can but wonder what the team at Rockstar has planned for the inevitable next GTA offering. With the technology in the bag and still essentially unrivalled, will the developers shift the focus to content creation? Or can we expect an even more advanced version of this astonishing engine?
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Comments (24) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Now make one for Shenmue
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Every now and then I forget how much I love GTA, then I stick it on for 15 minutes and it all comes flooding back.Ace.
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For any sequel I would like to see an increase of periphery stuff to do like this but I'd like them to keep with the realism and immersion.
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Wish there was more races. And silly mini games. And character progression (as in San Andreas). And rewards for every 20 birds you shoot (as in Vice City's packages). And owning of property. And mountain climbing, base jumping, jetpacks, aeroplanes, challenges, rampages, shooting yards, truck driving, etc. Mooore!
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Reminds me I still haven't finished the damn thing yet...
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Who cares about screen tearing when there's such variety and depth.
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DF - How about a Yakuza version of a vid like this? Tokyo totally kicks ass in that and it would be great to see it stitched together like this one.
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Many times in GTAIV I've found myself clearly shooting out a window or from behind a wall at someone, but the bullets hit off scenery which is nowhere near where I'm aiming.
If the interactive movement in this game (climbing/getting over obstacles/interior sections/cover system) was a bit slicker I would have enjoyed GTA so much more.
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must.... buy... eurogamer iphone app....
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They move toward almost directly toward and away from the object casting the shadow, which you would only see if you were very close to the equator.
If you were in the mid-US, you would see the shadows track around in a much wider circle.
/geek hour ends
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Anyhow, Im not saying GTAIV is a bad game. Just that its making the mistake that Tekken does since Saints Raw from episode 1 to 2 had way more extras and they were a very unexperienced on the genre. Right? :/
Anyways, I know when I have time ill end up finishing GTAIV as well with all the expansions. The video was alright.
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When I created this video back when GTA IV launched, I expected similar content to flow, but it never really materialized.
Liberty City Beats
To get a clean frame, I turned off all HUD elements and used a specific bike (the dirt bike) in first person view. Because the front view includes the front wheel and mudguard in the frame, I had to click in and hold the stick to engage rear view, while simultaneously accelerating and moving the stick ( to move the camera). This would involve slow and steady shots that often exceeded 10 minutes of hand-cramping controller holding positions. The only shot not involving the bike is the ascending shot between the buildings using the helicopter.
This was all done on the Xbox 360 version which meant no glitches or free-view modes, everything had to be done with the game’s limitations.
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More detailed models, better lighting, more effects, better resolution, better frame-rate, etc....
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@richardleadbetter more of these please
I think lots of gamers (myself included) got used to what games couldn't do. I have expectations of where the limitations of games are, where the invisible wall probably starts, how the damage will just be in the general area of the contact.
GTAIV does a million little things I've always wanted games to do, but they never did, so I end up assuming they're not there.
Until one day, when you randomly hear a grenade and go around the corner to investigate, you find a car with a quarter of it concaved into the rest, still drivable but with one wheel locked, screeching across the ground, wedged against the chassis.
Or a car door flying into the air after a broken fire hydrant forces it off, only to land and cause more trouble.