Dan Houser: The GTA San Andreas interview
Rockstar won’t talk to nobody, fool. You can’t see Rockstar. Until now. Eazily Dan approach, the microphone because he ain’t no joke…
Dan Houser, in a mammoth interview with UK’s Official PlayStation 2 magazine, has revealed GTA: San Andreas to be the game of dreams. Unbelievably, San Andreas – set in the early 90s Los Angeles of Eazy E, NWA, Bloods, Crips and the old skool, fool – is a monstrous five times the size of Vice City and contains more updates, tweaking and downright major improvements that its role of the biggest selling video game of its generation is already sealed. Forget raising the bar. Rockstar creative VP Dan Houser is about to snap the bar over the rest of the industry’s collective heads.
You already know what’s been released so far. Gang member CJ returns home after the murder of his mother to the crime-riddled Los Santos to gangbang, deal dope and live out the hiphop fantasies of every 30-something man reading this page. Read. It’s beyond mental. Word.

On swimming: “Swimming we never had before. We just got pissed off with people saying, ‘We can’t do swimming.’ It works well in the game. So if you drive off a bridge you’re not going to drown. But that said, it’s not a swimming game.”
On getting out of cars in water: “If you don’t choose to exit the car, you will sink with the car, then you’ll have a certain amount of stamina under water which you can build up. There’ll be a few missions that will have swimming in them, but it’s not going to be like a PSone-era action adventure game where everyone was obsessed with swimming periodically. Definitely not. It just gives it playability.”
On stupid hair: “If you’ve got a stupid haircut, people will say, ‘You look stupid’.”
On territories: “You can now recruit a gang and take over territories with them, and then lose territories if you don’t look after them. So you’ve got the idea that bits of the map become personalised to you as much as your own character becomes personalised to you.”
On story and mission structure: “Yeah, you can make money out of them if you look after them. There are bits in the game that are more gang focussed and bits where you’re more of a lone operative. We’ve got this challenge in the game where we want to keep it open and we want to put a good story in – the stories are really good for dragging you through everything.”

On game personalisation and more on mission structure: “If we’d both been playing for a while, your game would begin to feel very different from my game. We might be at the same point in the mission structure, but your character might look great, you know, have all these great attributes, have a lot of money coming in, but if I’m just focussed on the missions I might look like a piece of shit. It’s about giving people that freedom of choice. It’s still very much an action game, but there’s a whole world out there to explore if you want to. At points in the GTA existence we’ve gone very, very non-linear, like GTA2 was very, very non-linear. And we’ve tried to get the best of that (in GTA:SA) which comes down to giving people the freedom of choice at any moment. You also get the advantage of a story which relies on emotion and characters. So the story opens up, it feels very non-linear, then it closes for a bit, then it opens up again: it works quite well, I think.”
On the open countryside: “We love, from a technical point of view, the driving in the open spaces on Smuggler’s Run. It’s awesome. Now you’ll be able to do that in GTA, with all of the GTA gameplay. We’ve now got a sick number of vehicles, and some that you can’t really put in the town but you can put in the countryside, like a quad bike. You can really race across this countryside – it feels really quick out there. We’ve done a lot of work on the driving physics. It’s still very much a chasing game, not a car racing game, but once you get into the countryside it feels super-quick now. It’s also put through the Grand Theft Auto filter, so it’s not the friendliest environment. Like when towny goes to the country, it’s scary and full of inbreds and what-not. Your missions reflect it – you’re meeting degenerates and going off to do local bank heists. It works really well from a story perspective. We’ve gone to a lot of trouble to make sure the more outlandish missions still make sense within the world and where you are in the story. The countryside is chunks and chunks and chunks and there are bits to do everywhere. The map looks super-organic, so it looks real. We’ve done a lot of work so it doesn’t look toy-towny; a lot of work rounding up corners so it doesn’t look square. Also, whichever way you want to cross it – be it on a car or a bike or be it on foot shooting – there’s really good gameplay built naturally into the environment. We’ve thought about the world from lots of different perspectives to make sure the missions show off all the best assets of the map.”
On NPCs and bringing cities to life: “We’re really trying to give the cities more life. Every pedestrian now has a brain. They’ve got much more refined AI. They’ve got a lot more unique animations depending on what the pedestrian type is and what activities they do. So not only will you see a lot more pedestrians, but they’ll do a lot more shit. So the guys you see in the ghetto and the guys you see in the countryside are going to both act and look different. It gives it more life than it ever used to have. We’ve done much more research on the characters, like we now go and do fashion shoots to make sure all the period costumes are right. The characters now have more bones, so we get proper facial animations and stuff.”

On graphics, time-of-day action and shadowing: “We’ve done a lot of work on the graphics from a technical standpoint. We’ve completely rewritten the render pipeline. The detail and the scope you now see, we couldn’t get before. Like, in the desert, there’s tumble weeds and so forth, really organic stuff. There are tons of unique interiors, a much more densely populated map. There were bits in the Vice City map that we felt were a little under populated. And even in the countryside, it feels like there’s more possibility for action. We’ve got real-time reflections in mirrors, we’ve done a huge amount of work on the lighting system. We were pioneers in the day-to-night clock system. But now it’s a lot better. There’s a totally separate model for anything in the day-time and anything in the night-time. So you get a much better feeling of night and day, a much better contrast. There are shadows, which give us a gameplay thing we never had previously, because you can hide in them. Now you can sneak in a GTA game for the first time. You can have a mission where you can play it balls out with a machine gun, running and trying to blast everyone, or you could sneak around and pick them off one by one. It gives a lot of choice.”
On nicking bits from other games: “Well, it’s just kind of picking out the good elements from everywhere. There is a certain magpie element on everything. Just trying to hone this enormous beast. We’ve honed the physics on both the player and the vehicle driving, so again it feels a lot more like an action movie. We’ve done a lot of work with the cars and the camera so it feels a lot more action oriented, while still giving you good control.”
On fighting upgrades: “There are tons more animations, so you’ve got a variety of fighting stances and a variety of attacks. You can now target while you’re fist-fighting, as well as while you’re gun fighting. We’ve totally overhauled the gun-fighting targeting system. Targeting is always a challenge in any third-person game, even in a built-from-the-ground-up third-person shooter, because you’re looking at this guy and he’s got to look over there – the physics of it make it difficult. But I think now we’ve got a really elegant solution that gives you a lot of control.”
On targeting: “If you’re in a situation where there are innocent people and enemies, it will naturally focus on the enemies. You will have more control this time, but it will also do a very good auto-target. You can still flick around through targets, but it’ll make much better first choices than it has ever done in the past. It’s something that’s currently being refined.”
On characters and satire: “We’ve developed our characters a bit more and to that extent it’s more serious. But it’s still very much trying to be funny at all points. The satire… I suppose it’s levelled at the broader weirdness of America and American consumerism and American action movies as well.”

On humour: “Well, it’s because we’ve got six people working on it. Me and another friend of mine do a lot of the radio stuff and we have to compete with the stuff the other guys are doing on the signage (shop logos, company names). They’re coming out with all these ridiculous sick jokes all the time – it’s about having funny guys with a very dry British sense of humour working on stuff and the fact that everyone wants to push stuff. So that’s just completely grown organically. It was even there in GTA1 to some extent, that stuff. Some of the pager messages. GTA2 didn’t have it so much – we were trying to do that slightly futuristic thing. And then, from GTA3 onwards it really managed to come alive.”
More on humour: “The guys that do the signage can push it really far. They love the scatological stuff, but they’re always so on the money. The puns they come up with are so awesome. It’s like, ‘Ow, it’s a bit much, but it’s really funny,’ so they slip it in there. And a lot of the stuff people don’t even notice. Some people might not even like the GTA humour at all, but it becomes an action game at that point.”
On ‘getting the feel right’: “We are very conscious of that being the potential problem. And so, styling-wise, everything has to feel as though it matches perfectly. The controls have to feel like they’re from the same game, the animations have to feel like they’re from the same game, the art direction has to feel like it’s from the same game. Even the story – which might be outlandish, even though you thought you were in a game about being in a gang running drugs or whatever – needs to make sense at that point. We do want to stretch stuff, because we do want to give people a broad experience. Here it always feels like you’re in the same game. Now I’m having my hair cut, now I’m running around in a car… It all feels like the same world. Plus, of course, you have the freedom to do it or not to do it. We do some sections where you go first-person, but they make sense as well of where you are in a mission. It’s the third part of a loosely bound trilogy, the first of which was set in 2001, the second in mid-80s and this was in the early 90s. And there are some loose connections in there for the hardcore fan. We felt that the east coast was a good starting point, Miami in the 80s was great, LA was the coolest part of the world at that time. We’ve done a huge amount of research on the voices, making sure they sound like LA, not New York. It needs to feel Californian, but still presented in that GTA way.”
On filling up DVDs: “One area that I’m really involved in is creating the audio assets – I think we’ll have well over 400 speaking parts, which is insanity. The amount of studio time we’re having to get through and the amount of writing that’s involved, we’re more worried about getting it on the disc. That’s our initial challenge. We’re having to go to dual layer DVD because we’ve already filled up a full DVD.
On unbridled ambition: “This is the thing about having a very ambitious team. Everyone, every section pushes every other section, nobody wants to be the guy that isn’t pushing as hard as possible. Everyone wants there bit to be the bit that people remember from the game. There’s a lot of internal competition and pressure to do the best that they can do. You know, ‘How can we tie that in together?’ And suddenly you’re like, ‘Oh shit, it needs another 10,000 extra audio samples or another 50 pedestrian models. Oh well, it’s worth it; don’t let the side down…’ There’s a really good energy like that. The danger is currently the storage medium (DVD), and one we thing we’re all praying for in the next round of hardware is that they don’t just go, ‘It’s DVD again’. We’ve done some clever stuff with compressing it, but we were virtually full on the disc with Vice City – this time we’re overfilling the disc to the max.”
On California radio: “California has got the best radio of anywhere in America. There’s going to be a big, big range of music in this one.”
On voice acting: “From a production point of view we’re doing all the stuff now, so it’s not all put to bed. And we probably won’t even mention it until after the game comes out. But time spent in a voice booth doesn’t help with the quality of interaction. We use voices because they’ve got a strong voice for a cut-scene, no other reason. We like top do it because it adds to the experience, but we’d hate to think people buy the game because so-and-so is voicing it.”
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Comments (55) Latest comment 7 years ago
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Swimming missions? Nooooooooooooo!
Also, is this person 16 years old?
And finally, they're going to have to make sure this offers something different, because I feel like I've done the GTA gameplay to death.
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This really is the one and only interview they've given. They've turned down literally everyone else (national newspapers, etc).
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I once did a Dan Houser interview in CTW and the way they play it is to literally tell you when *they* want to do the interview, and more or less just rang us up and said "we want to be in your mag".
Hopefully they read Eurogamer and want to do the same thing...
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Who couldn't want a bit more stealth in gaming?
Although to be fair that whole recruiting your own gang and taking control of parts of the map sounds really interesting to me. If it works like I hope it will then it could almost have limitless replay value.
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Nice way to build up suspense and make sure they aren't quoted out of context.
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Dude!
This game though. Wow. Sounds like they've just about done everything. Best thing since sliced bread? Hope so.
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The game looks fantastic, full of new features and looks like they are expanding on all the areas people felt weren't quite as polished as the rest of the game in vice city.
Can't wait to play it, roll on october!
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My only problem is the 90's setting and the hip-hop theme but I'm getting less and less concerned the more I read about it.
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i read somewhere that there are shootable animals in it?
i'm not sure this is true, anyone know?
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maybe there is a way to load your own music files as in VC (for PC).
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I'm hoping there'll be a 'grunge' station and maybe an alternative rock/punkrock station. Oh, and a country station for driving around on the desert roads, and a Rat Pack station for the Las Vegas missions \o/
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...could it be a bit too overambitious? Can the PS2 really handle what they're planning?
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Errr... well, MR.T-R-R...... maybe you just don't own a XBOX...
Maybe that's why you can't understand...
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Translation - "Yeah, we got swimming but, the controls are still crap and the animation sucks."
Probably
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I do think it'll cause a lot of controversy, however. The whole West Coast rap thing is much closer to home than the day-glo TV world of Miami Vice and the original's fantasy New York. Also, as the graphics and lighting improve, it'll necessarily look a little less cartoony, and more realistic. Of course, it'll be loaded with the usual humour and irony, but since when did that concern the moral majority?
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I think these guys know how to make something special. GTA:SA is going to be huge, and just like I've read here, if they only achieve 25% of it, It would still be a great game.
M
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And after some idle banter, and a good chuckle over his assertion that GTA 4 will be online and Xbox 2 exclusive, we decided to meet for lunch at Dorsia on Thursday. Terrence Mallick is also coming along to make a short documentary about it.
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I'm referring to "We were pioneers in the day-to-night clock system"
Right... I dunno if Zelda OoT was the real pioneer on that, but it was the first game that I recall got a working realtime day-night cicle, which didn't let you get in the castle during the night for e.g. (they closed the gates, because of the zombies outside). So, they were pioneer on their day-night cicle my ass, cause their system couldn't hold a fart against Zelda's system, and it was a N64 game.
I really hate devs full of themselves. Not Peter Monyleux kind of full of himself, cause he's just hyped up, and he hypes us up too (besides being slightly funny). But devs like Dan Houser :*
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Dunno if they were pioneers but it was the first time I saw it in a current gen game anyway. I'm sure "Hunter" on Amiga implemented a similar thing and possibly even "Interceptor" on the C64. Try seeking help for your Nintendoitis before it gets too acute.
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Now, In OoT, they had the sun rising and setting, and it had a day night cycle (although I can't tell you what time it took). If you looked to the sky, you could see the sun slowly moving, and when it began to set, it'd turn the horizon orange. It WAS not a scripted thing, and it had more detail than GTA had. Many many times (before having the Time song in the Ocarina), I was runing to the castle knowing the sun was setting and trying to reach the gate before it was closed. Many times I was just meters away, and they closed me outside, and I had to wait for the sun to come up again for the gate to open (fighitng those skeleton dogs outside - which only showed up during the night). So valli, do yourself a favor, and PLAY Zelda OoT before saying I'm wrong, and that they were indeed the first doing it.
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In Majura's Mask, you were forced to replay the same 3 days over and over - and when the 3 days limit was getting to the end, and the earth being destroyed, you had to play the time song, to travel 3 days back. Everything going on, was tightly scripted to the day and hour you were on. Lovers would meet, the postman would deliver mail, the town's fool would fall, allways in the same patern (you were replaying the 3 days, but with more items and new information, which granted access to new areas). For example, you could do a quest, to find a mask, which 2 lovers used to meet themselves. Infortunally, in the 2nd day, they wouldn't meet themselves. Here is the catch, the mask, would only be found during the 3rd day, so you'd need to go back in time to the first day, to be able to assume the position of the masked guy earlier (and perferebly before he was there).
Both those Zelda games are simply the best adventure games out there. OoT takes the crown definitly.
Anyway, both had a day/night cycle. If you looked into the sky, you could say what hour it was, and in Majura's Mask, you could even say what day it was (due to the proximity of the moon). Of course there was no need for this, since there was ways of knowing the time (seing stones - similar to sun stones - and Majura's Mask had a clock, and you'd see cutscenes every 12 hours when in town)
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I've tried it and found it boring.
and that they were indeed the first doing it.
Were they? "Hunter" came out 1991.
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Too bad you're wrong. First of all, the Amiga CD32 came out way before Playstation. Second of all, you're stupid.
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Not to mention the Sega Mega CD and the PC Engine CD addon thingies.
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Meaning, in America, they're called GARBAGE TRUCKS and not DUST CARTS. They're called PARKING GARAGES, not CAR PARKS.
Jesus... "
LOL!!!!
You'd better hope there are no Aeroplanes in it then...
Peej
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2) iS ThErE A mAfIa In VEGAS?
3) aFtEr yOu rEcRuIt mEmBeRS WhAt WiLl HaPpEn tO ThEm?
4) wHaT DoEs DUAL-LAYERED DISK mEaN?
5)"
If you could write these questions in regular sized text I'll be happy to answer them. Especially number five. I hear a lot of people are wondering about that one.
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hmmm.. I always seemed to switch stations straight over if I ever got into a car with Vrock on ugh, Love Fist, Lazlow was funny though
don't think everyone wants rock, in fact it would almost put me off it altogether if it was all rock - well almost, there is always the option to switch off the radio i s'pose.
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What a game.
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You had the handlebars of your bike at the bottom of the screen, and you had to chase another bike through increasingly scary forests at increasingly scary speeds, shooting a little blob (sorry, plasma bolt!) at it until it blew up.
Kinda like the speederbike chase in Return of the Jedi, only without teddy bears!
Z, X and Space, wasn't it? Those keys were just grey on my rubber beermat. Totally worn away. They could surely include this in SA out in the country as a vehicle-specific mission?
Still, on the subject of SA I think I've had almost long enough to fall back into pre-GTA3 frame of mind. Having loved 1&2, GTA3 was the first ps2 game I preordered. SA sounds like it'll have a large enough space and variety of settings to make those of us who just cruise around very happy.
Still, it is 3 and a bit months to wait, so I'm not getting too excited.
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It'd be fun to see him put on a cheesy home-made costume just like in the first movie.
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