@arthurweb

Criador de conteúdo!

Belo Horizonte, MG, Brasil
Joined July 2009
Arthur Henrique retweeted
We're giving away a CONTROL Resonant custom wrapped NVIDIA GeForce RTX 5080 to celebrate its official release with #RTXON. To enter: 🟢 Share this post 🟢 Comment #RTXON T&Cs: nvda.ws/4z24Gcq
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تفاصيل ضخمة جدًا عن GTA 6 كشف عنها اليوتيوبر «TGG» قبل قليل من لقائه بروب نيلسون رئيس التطوير في روكستار في يوليو الماضي وزيارته للأستديو ومشاهدته للعبة بشكل مباشر، إليكم كل ما كشفه بالتفصيل: 1- الشرطة ومستوى المطاردة: الشرطة لم تعد تظهر على الخريطة المصغرة إطلاقًا وهذا تغيير متعمد والبديل المقصود هو Focus الذي يكشف الشرطة من خلف الجدران. روب: «قد يكون الأمر أصعب لكنه ممتع اعتمادًا على مستوى المطاردة، عليك أن تفكر أكثر لم يعد بإمكانك لعب اللعبة وتجنب مخاريط الرؤية الصغيرة كما في السابق هذه المرة عليك استخدام Focus.» يجب أن يشاهد أحدهم الجريمة فعلًا ويبلغ عنها حتى تستجيب الشرطة، وقال روب إن البلاغ قد يحدث عبر الهاتف، أو عند تفعيل إنذار أثناء عملية سرقة، أو عند سرقة مركبة مزودة بجهاز تتبع يقوم بالإبلاغ تلقائيًا. يوجد نظام جديد تحت نجوم المطاردة يُسمى Heat. روب: «أردنا تجاوز النظام القديم الذي كان يسمح لك بفقدان الشرطة بشكل فوري، ثم ينسونك فورًا. أردنا أن يكون لديهم نوع من الذاكرة المستمرة.» مؤشرات Heat تظهر أسفل النجوم وتوضح بالضبط ما تعرفه الشرطة عنك: تسجيلات كاميرات المراقبة، معرفتهم بأنك تعمل مع شريك، ملابسك، مظهرك، أسلحتك، ومركبتك. يمكن التعامل مع كل مؤشر بشكل منفصل: يمكنك تدمير التسجيلات، فصل جيسون ولوسيا عن بعضهما، تغيير ملابسك عند مركبتك، ارتداء قناع قبل ارتكاب الجريمة، أو إخفاء السلاح الذي شوهدت به. مجرد انفصال جيسون ولوسيا عن بعضهما يمكن أن يخفض نجمة مطاردة واحدة. النجوم البيضاء الكاملة تعني أن الشرطة لديها خط رؤية مباشر عليك. وهنا يجب أن تختفي عن أنظارهم. النجوم البيضاء الوامضة تعني أنك قطعت خط الرؤية عن الشرطة وأنك تفقدهم حاليًا. النجوم الفارغة تعني أن إنذارًا قد انطلق، لكن الشرطة لا تملك أي وصف لك على الإطلاق. في العرض المطول، مرت لوسيا مباشرة بجانب الشرطة والنجوم الفارغة ظاهرة، بل وأشارت لهم بحركة استفزازية، ولم يحدث شيء. النجوم الحمراء تعني أنك فقدت الشرطة بشكل عام لكنك لا تزال داخل منطقة البحث هم لا يعرفون مكانك، لكنهم يعرفون الشخص الذي يبحثون عنه. تظهر منطقة البحث على الخريطة المصغرة باللون الأحمر، مع حلقة حمراء أكبر وأفتح حولها. الخروج من المنطقتين هو أفضل طريقة للهروب. عند أعلى مستوى مطاردة، تبحث الشرطة في كامل الخريطة بدلًا من البحث ضمن نطاق محدد. إذا فشلت في سرقة متجر، ستضع الشرطة طوقًا أمنيًا حول المتجر تحسبًا لعودتك. الكاتب شاهد هذا يحدث. كل مركبة شرطة تحتوي في صندوقها على بندقية أو بندقية هجومية، وغالبًا على درع واقي أيضًا. ويمكنك نهبها أثناء الاشتباكات ما يجعل سيارات الشرطة مصدرًا حقيقيًا للأسلحة في بداية اللعبة. أثناء اشتباك على Vice Beach، الشخصيات غير القابلة للعب التي كانت قريبة جدًا من الشرطة ولم تتمكن من الهرب بأمان انحنت واختبأت خلف سيارات الشرطة والجدران والمقاعد بدلًا من الركض. وهذا مختلف عن سلوك الـNPCs في GTA 5. جميع سيارات الشرطة مزودة بأجهزة تتبع، لذلك الهروب باستخدام إحداها شبه مستحيل. يقول أيضًا «TGG» شاهدت روب يحاول سرقة متجر ويفشل في العملية، وكان روب يشرح قراراته طوال الوقت. أسقط الموظفة دون قتلها، ولاحظ كاميرات المراقبة ودمر التسجيلات، ثم أدرك أن شخصًا ما أبلغ الشرطة بالفعل، وحاول البحث عن رمز الخزنة لكنه لم يجده، وانسحب خالي الوفاض. وكان ملخصه بعد ذلك أوضح وصف لطريقة لعب اللعبة: «أحيانًا عليك تقليل خسائرك. نزعت القناع. دمرت التسجيلات. نحن بخير تقريبًا. لكن لو بقيت هناك، لكانت الشرطة دخلت. ها هم الآن. إنهم يضعون طوقًا أمنيًا حول المتجر. هذا يجعلك تفكر كثيرًا. أنت تراهن. إذا دخلوا، هل سأطلق النار عليهم؟ هل سيؤثر ذلك على ملفي الإجرامي؟ هل يهمني؟ أم لا؟» بقية التفاصيل أسفل هذه التغريدة.
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Arthur Henrique retweeted
I've formatted my notes in a similar way to add to this. Maybe someone could create the ultimate GTA 6 Bible with the info we got from other previews too? POLICE & HEAT: ▸ Police no longer appear on the minimap at all. This was deliberate, and Focus is the intended replacement. It reveals police through walls. ▸ Rob: "It can be harder, but it's fun. Depending on the wanted level, you have to think more. You can't just play the game and avoid the little vision cones anymore. This time, you have to use focus." ▸ Someone has to actually witness and report a crime for police to respond. Rob said that happens by phone, by triggering an alarm during a robbery, or by stealing a vehicle with a tracker that reports itself. ▸ New system layered under the wanted stars called Heat. ▸ Rob: "We wanted to get past that thing we used to have where you could lose the cops instantaneously and then they forget about you instantly. And we wanted them to have a bit more persistent memory." ▸ Heat indicators sit below the stars and show exactly what police know about you. CCTV footage, that you're operating as a couple, your outfits, your appearance, your weapons, your vehicle. ▸ Each indicator can be addressed separately. Destroy the footage, split Jason and Lucia up, change outfits at your vehicle, mask up before the crime, stash the weapon you were seen with. ▸ Splitting up as a couple can drop a star on its own. ▸ Solid white stars mean police have direct line of sight on you. That's when you need to break away. ▸ Flashing white means you've broken line of sight and are actively losing them. ▸ Hollow stars mean an alarm went off but police have no description of you at all. In the Extended Look, Lucia rides straight past cops with hollow stars and flips them off. Nothing happens. ▸ Red stars mean you've technically lost them but you're still inside the search zone. They don't know where you are, but they know who they're looking for. ▸ The search zone renders on the minimap as a red area, with a larger, lighter red ring outside it. Clearing both is the cleanest escape. ▸ At the highest wanted level, police search map wide instead of by radius. ▸ Fail a store robbery and they'll set up a perimeter around the shop in case you come back. I watched this happen. ▸ Every police vehicle has a shotgun or assault rifle in the boot, and often body armour. You can loot them mid shootout, which makes them a genuine early game weapon source. ▸ During a shootout on Vice Beach, NPCs who were too close to escape safely crouched and hid behind cop cars, walls and benches rather than running. That is not GTA 5 behaviour. ▸ All cop cars carry trackers, so escaping in one is nearly impossible. I watched Rob attempt a store robbery and fail it, narrating his decisions the whole way. He knocked the clerk down without killing her, spotted the CCTV and destroyed the footage, realised someone had already called it in, hunted for a safe code he couldn't find, and walked away empty handed. His summary afterwards is the clearest picture of how this game actually plays: "Sometimes it's about cutting your losses. I took the mask off. I destroyed the footage. We're essentially fine. But if I stayed in there, the cops would have come in. There they are. They're setting up a perimeter around the shop. That really plays on your mind. You're gambling. If they come in, am I going to shoot them? Is it going to affect my criminal profile? Do I care? Don't I?" VEHICLES: ▸ Hijacking a car with a driver now triggers a quick time event to pull them out. If there's a passenger, they'll fight to wrestle you out too. ▸ Parked cars give you a loud option and a quiet one. Smash the window, or use a slim jim. ▸ Smashing sets off the alarm, and if the car has security, police can be alerted. ▸ Vehicles are stratified by security level. Rob: "You don't need anything to hotwire, but not all vehicles can be hotwired. We've added some stratification to the vehicles. Some vehicles need a key cloner to start. You can smash the window and get in, but you can't start it without the key cloner. If you have a key cloner, you can also use it to get in and start the vehicle without setting off the alarm." ▸ Theft tools unlock through fence work rather than being available from the start. Rob: "Throughout the world, as we do things for them, we unlock things. A lot of the things you're seeing me use here, like the slim jim, has been unlocked by the point I am here in flow." ▸ There's a scanning app on the phone called Waink. ▸ Scan a car before touching it and it shows security level, which tool you'll need, tracker tier, cost to register it as yours, and resale value. ▸ Rob, showing me an expensive car: "This vehicle has an alarm on it and a standard tracker." ▸ Tracker removal requires fence progression. I watched Rob steal a car he wanted to keep and be unable to register it, because he hadn't unlocked that ability yet. ▸ Higher tier trackers have a speed mechanic. Drive fast and they stay quiet. Slow down and they start beeping. Stay slow too long and they ping your position to police. ▸ Mod shops all have specialities. Rob: "All the mod shops have different specialties, and there's a lot of mod shops. Almost all of them will do basic things, but no one mod shop does everything. Just like every hair salon has standard styles, and then they have signature styles that are unique only to them." ▸ Pay'n'Sprays are back and deliberately simple. Repair and respray into a handful of basic colours. They exist to shed the vehicle heat indicator, not to customise. ▸ Rob: "Car fences and Pay'n'Sprays are not necessarily available at the start of the game. Some of this stuff unlocks over time because of the way the narrative unfolds." ▸ You cannot buy safehouses. You can buy garages. ▸ Rob: "I can have as many personal vehicles as I have storage spaces in garages that I buy. So you could buy a storage garage for a few thousand bucks, steal a $50,000 car, and stash it there, and it'll be safe even though it's not yours until you have the means to register it and make it yours." ▸ Safehouses unlock through story progression instead. They aren't permanent fixtures, because Jason and Lucia are on the run and it wouldn't make sense for them to own property police can knock on. ▸ Fuel is real. Gas stations also repair your vehicle. ▸ Refuelling is a short hold R2 sequence, around ten seconds. ▸ They knew it would be divisive. ▸ Fuel only really bites if you grab a random car mid getaway without checking it. ▸ Driving has been rebuilt from scratch. Rob: "Only in the best way possible. The team has worked hard to maintain some of the best parts of the weightiness and feel of GTA 4, but have the accessibility of GTA 5. It has all been built up from scratch on this hardware, and they have much more control tuning drivetrain, tires, suspension, steering. All of that is getting applied to the physics model." ▸ Rob: "The driving's been completely rebuilt from the ground up. All of the cars are very different, very different feel. You can reach much higher top speeds in the fast ones. Powerful rear-wheel drive cars feel great. Muscle cars and things like that, you do have to be a little bit more careful on the throttle with some of them. Also, traffic density is crazy compared to previous games. Also, the roads are narrower than GTA 5, so you've got to maybe try and drive a little better because you're just squeezing through sometimes. The vehicle team has gone bananas on this one." ▸ Taking a supercar off road is genuinely difficult now. Right car for the right job. ▸ Duffel bag storage scales with the vehicle. Bikes carry none beyond what you're holding, cars a couple, vans and trucks considerably more. Your getaway vehicle is now a real decision. ▸ Vehicle recovery runs through Scooter Bros. Rob: "You can always get your own vehicle back through Scooter Brothers for not too much money. If you left it when the cops are after you and they know it was your vehicle, they stick around it. So you can either try and sneak back and steal it from under them, or if you leave it too long, they'll impound it and it'll cost more to get it out, or you'll have to steal it back from the impound." ▸ Shooting tyres is properly effective. Cars flip and lose control rather than shrugging it off. ▸ Crash cams trigger on major collisions. Toggleable. ▸ Handbrake has moved to X on PlayStation, because L1 and R1 are now shooting while driving. ▸ Every vehicle has a weapon crate. ▸ The vehicle menu tab lets you drop a convertible roof, open the trunk and so on. CRIMINAL PROFILE: ▸ It's not the RDR2 honour system and it isn't a morality meter. ▸ Several named states, running from Professional down through increasingly violent ones to Psycho. ▸ Below those is a further state where the icon visibly cracks and shatters. That's irreversible for the playthrough. ▸ It isn't there to punish you. My read was that Rockstar steps back if you clearly don't want the system. Notifications can also be turned off entirely. ▸ Part of the reasoning came from RDR2, where you could kill hundreds of people and then greet and pet your way back to sainthood before Chapter 6. ▸ There's no bar. It's states, not a slider. ▸ Jason and Lucia have completely separate Criminal Profiles. You can run one as a professional and the other as a psycho in the same playthrough. ▸ Visible bottom right during play, and in a dedicated Jason and Lucia menu tab that also shows their character models and relationship status. ▸ Rob on whether it affects the story: "It may, depending on how you play. There's no right or wrong way to play the game, just a bit more choice. Now, how do you want to play this game if your actions may have some impact on things? You can still cause as much chaos as you want if that's what you want to do." ▸ I pushed on whether this fundamentally changes what GTA is. He disagreed: "I don't think it changes what GTA is. It changes what it can be for people who want to engage with it that way. You still have as much freedom as you had before. Now you can just do more, and you have more choice in terms of how you approach situations." ▸ On raising it: "Restraint. Control. So doing a robbery and controlling the people, the situation, not killing or injuring anyone unless you have to. Essentially just doing what you need to do and not being excessive. If someone crosses you and you have to deal with them, you were just doing what you needed to do, if you care about that sort of thing. If you don't want to play that way though, that's fine as well." ▸ I asked what he was most proud of that people might not notice on day one: "The way the whole thing works together. We've got a lot of very complicated systems working in an interconnected way. You can forget that it's a game that's been designed to try and work this way. I think it sort of allows you to roleplay as heavily or as lightly as you want to. The idea that you have a fair amount of choice now in terms of the way you can approach situations, you can still cause as much carnage as you can imagine. How does it make you feel if it has an impact on certain things? Do you still want to do it? Do you want to do it more? Do you want to do it less? Do you care at all? It's up to you and what matters to you." RELATIONSHIPS: ▸ Same design as Criminal Profile. No bar, no live meter. Rob described it as stages or states you can be in rather than a number moving up and down. ▸ Dates are entirely dynamic. Rob: "The system is dynamic, so you sort of make your own dates. It's however you want to spend time. Some people want to go to the zoo and look at animals, or go kayaking, or walk down the beach together. You can do all of these things dynamically when you're just hanging out." ▸ No fixed date structure like San Andreas or GTA 4. ▸ Both characters can text each other, including saying goodnight. Holding hands is an interaction. ▸ The gym doubles as a date if you go together. MONEY & ROBBERIES: ▸ Three money types. Bank balance is safe and managed through BuckMe, a Cash App parody. Cash on hand is lost on death. Duffel bag loot is worthless until fenced. ▸ You cannot deposit cash from your phone. You have to physically go to an ATM. ▸ Several tiers of robbery, scaling from local stores up through jewellery stores and banks to compounds and full heists. Armoured vans around the map as well. ▸ Low tier stores don't blip on the map. Higher tiers can appear with an estimated payout you can hover over before committing. ▸ Rob on discovery: "People may approach you and ask a favour and give you a tip in return. Someone you meet during the story may tip you off. Sometimes you may be led to them by something that happens while you're out and about in the world, and so you learn about them emergently. We'll tell you the possibility for a bank. We've got smaller payday loan places that you can hit. And these are just the places we point out. The little gas stations and stuff are not even on here. So this is a big part of the game, and then the story is woven through it." ▸ Rob: "You can try and rob any store that you walk into, not just money-making opportunities that are blipped on the map. There are lots and lots of compounds that you find out about either through the flow, or tips from people you meet, or just by stumbling across them. And you can go and hit them for drugs or cash, and then you take it to a fence. You can do these robberies by yourself or you can do them together. Making money this way off mission is an important part of the game." ▸ Safes need codes, and there are multiple ways to get them. You can search the room, or a fence can text you one directly. I watched that happen. ▸ The store Rob tried to rob had a back room covered wall to wall in feet pics, including the computer screen he needed the password from. Watching a Rockstar developer hunt for a safe code in that room is going to stay with me. ▸ Store clerks, security and civilians can try to be a hero and physically intervene. I saw this several times. ▸ Every store plays differently. Some have back doors, some don't, some have cameras, some have safes. ▸ Fences are specialised by loot type. Drugs, jewellery, cars, and others. They unlock as the story progresses, so early on you may have no way to move high value goods at all. ▸ Money gates the story. Rob: "There are also spots where we actually slow down the flow or stop the flow until you hit certain cash goals that they need for certain things. You have to do some of this. We're trying to balance that for people that just want the story, but sometimes the story needs a minute to breathe, for events to settle down or to open up some new contacts in terms of connecting with the characters and the story. If that's what you like to do, you'll really get out what you put in with this one." ▸ Rob directly acknowledged the GTA 5 problem of finishing the story with tens of millions and nothing meaningful to spend it on. ▸ You can register stolen street cars as personal vehicles for a fee, but not high end ones at the start. GUNPLAY & WEAPONS: ▸ Auto aim is gone as a default. Rob: "A little bit of stickiness but leaning more on a free aim feel. All tuneable in options. But definitely less of a default lock on aim than previous games. With the combat focus, where you can slow it down, it's very controllable, but without having enemies on the radar and the mini-map, and without having the auto-aim as default, you can balance the combat a lot in a way that feels better." ▸ Enemies in general aren't on the minimap, not just police. I haven't seen this covered elsewhere. ▸ Focus slows time and highlights weak points. Red for lethal, yellow for non lethal. On vehicles it marks the engine block, gas tank and tyres. ▸ Hit markers are white for a hit, yellow for incapacitated, red for a kill. ▸ Rob on the yellow marker: "That yellow X means she is down, she's not getting back up. She's not a threat. I don't have to kill her if I don't want to." ▸ The screen border flashes yellow when you knock someone out in melee, so the feedback isn't only inside Focus. ▸ Two concealed handguns, always. Two long guns is possible, but you can't stow both. ▸ Rob: "You can't put both on your back. One goes in your off hand, one on your back if you want to carry two. People will react to you if you are rolling around like that." ▸ On storage: "You can store the long guns you are carrying in any vehicle you want, but only your personal vehicle carries your entire selected loadout. A temporary vehicle is not persistent though." ▸ NPCs react in tiers. Rob: "It depends. The reactions are much more nuanced than before. So, if you've got a long gun on your back, you should be fine. If you've got one in your hand, people don't like it, and they react and start moving away from you. The more guns you carry and the way you carry them matters. If cops see you they will give you a warning. If you hold a long arm in both hands as though you are ready to fire it, things begin to escalate." ▸ I watched this myself. Jason walked past a group with a two handed weapon lowered. Nobody screamed or scattered. They quietly started walking away, then jogged once they were out of his line of sight. ▸ On why it changed, Rob: "Yeah, you know what, we don't feel that works any longer at this resolution, with the behavioural sophistication we need from our population now. In GTA 5 you can pull out a shotgun from nowhere in front of people and they don't react. That doesn't work here." ▸ Aim at someone and, in Rob's words, "they'll freak out and run, or pull their own concealed weapons on me." ▸ Weapons have real weight now. I watched a rifle shootout on Shore Drive and Rob was tap firing constantly. You can't hold the trigger and stay accurate the way you could in GTA 5. ▸ Jason and Lucia can hand weapons to each other. Physically walk up and pass a gun across. ▸ Pistol fire rate is unlocked. Tap as fast as you can pull. ▸ Kill cams, RDR2 and Max Payne style. Toggleable. ▸ Quick weapon swapping is in. MOVEMENT: ▸ Cover stays on R1. Rob: "Cover is still on R1, but the crouch is pretty effective as well. I like crouch because you can still strafe. We've got a good quick swap now for guns." ▸ Crouch is a separate state from cover. Prone doesn't appear to be in. ▸ Shoulder switching returns from RDR2. SIDE ACTIVITIES: ▸ All of it is optional. You can finish the entire game without setting foot in a gym. Engage and you get modest boosts to health, stamina and focus. ▸ You buy a membership at the gym's front desk. There are vending machines near the change rooms with a long item list. ▸ Rob bought Lucia a protein shake for a temporary stamina and strength boost so she could push more reps. ▸ Each completed exercise fills the workout ring by a third. Complete the ring and you get a timed health or strength boost. ▸ Equipment I saw: treadmill, punching bag, squats, lat pulldowns, bench press, deadlifts. ▸ Rob on how lifting feels: "The way this weight lifting mechanic feels pretty good, it's consistent across a lot of exercises as well. So, it's L2 R2 to go up and down. It's sensitive, so you pull it down, then you let it go, deadlifts you want to drop fast. But the stamina is going down as I'm doing this, so it's a little bit of a balance to get through your set before stamina drains. That's why you want to have an energy drink or coffee to buff your stamina before you start." ▸ Bring your partner and you get a two for one. Rob: "Your partner will go and workout while you workout, so it's like an emergent date." ▸ Cardio raises overall stamina. Strength work raises health. ▸ Fishing is as deep as RDR2 but catch and release. Rob: "You can't take the fish with you because it didn't fit this game." ▸ On the split between them, Rob: "Fishing is for fun and some narrative, collectible, challenge stuff. Hunting is for money and it's through a character that knows Jason." ▸ Your body changes. Rob: "You get heavy if you eat too much, but you have to actually go eat quite a bit. You will lose muscle if you have a lot and you stop maintaining it." ▸ Sleep is tracked. Rob: "It will say whether you're well rested or not. That will have some effect on regens of certain attributes. We track lots of things, all this good stuff." ▸ Also confirmed: basketball, pool, mini golf, backyard wrestling, a proper walkable shooting range. Basketball is aim, hold R2, time the shot. ▸ Swimming has its own lung capacity bar. The stamina bar visibly swaps to it as you enter water. THE WORLD: ▸ Hundreds of interiors. I asked about the old 700 interiors rumour and didn't get a specific number, but hundreds was confirmed. ▸ Safehouse interactivity is extensive. I watched Rob eat an apple and then throw the core in the bin. He shaved at the bathroom mirror. Hair can be cut shorter at home but not grown. ▸ There's a zoo. ▸ Drive thrus are in. ▸ At one point in development you had to buy groceries. They cut it as a step too far, but you can still buy snacks and drinks. Rob bought the six pack Jason is holding in Trailer 2. ▸ Fast travel: bus stops, train stations, trams, taxis, and RydeMe, the Uber equivalent. ▸ Scooter Bros lets you call your personal vehicle to you. That was never possible in GTA 5 single player. ▸ Phone apps seen: BuckMe, RydeMe, Scooter Bros, WhatUp, Waink, a fitness app, and Snapmatic. ▸ Social media is fully implemented. NPCs post, and for some posts you can travel to that location and find the event actually unfolding in real time. ▸ Greet and antagonise is back, usable on any NPC. ▸ No Rockstar Editor at the time I saw it. There is a photo mode. ▸ Streamer mode exists. A toggle to disable copyrighted music. I asked specifically and they showed me where it sits in the menu. ▸ No radio wheel. You scroll stations one at a time. There's a separate on demand tab with podcasts. ▸ The TV system is far more built out than GTA 5's. Rockstar hired outside animators to produce in game shows. ▸ Mission waypoints are pink. Custom waypoints are cyan. ▸ The map is twice the size of GTA 5's and three times RDR2's playable area. Vice City alone is twice Los Santos, and Vice City with its surrounding built up area is roughly eleven times the built up area around Los Santos. ▸ It's pronounced Leonida. Lee-Oh-Nigh-Da
More #GTAVI details are starting to appear from @Rubiu5 into the English community. These details were kindly translated via Reddit user u/El_Pintor64, all the sources are at the end. Safehouse Interactivity - Rubius started his free-roam session inside a Jason and Lucia apartment that has not been shown previously (not even in the Extended Look). - The bottle was opened with its own animation. - The liquid inside visibly moved around with physics. - Doors throughout the apartment could be opened and closed. - Light switches could be physically turned on and off. - Rubius says the RP/interactivity rumours are very real. - Almost everything inside the safehouse can be interacted with. Every single bit. Electric Scooters - Electric scooters are rideable vehicles. - Jason can attack pedestrians while riding one. - Rob demonstrated this by kicking an NPC while moving on the scooter. Vehicle Door Attacks - Jason can attack people while driving without using a weapon. - While moving in a car, you can violently swing the driver's door open. - The open door can hit pedestrians. - It can also hit other vehicles. Dogs and Their Owners - You cannot necessarily just walk up and pet every dog. - You can interact with the owner and ask to pet their dog. - Dogs can react differently to you. - Owners can react differently to you. - Some dogs may bark or reject the interaction. - Some owners may also become hostile. Leash Physics - Dog leads/leashes are physically simulated. - Rubius walked into a dog's leash and it reacted to Jason's body. - The leash physically moved around his arm rather than clipping through him. Dynamic World Events - Rubius encountered a major traffic jam caused by a crashed vehicle. - The crash was not something he had deliberately triggered. - The people inside the crashed car turned out to be masked criminals. - Their stolen loot was scattered physically across the road. - Rob simply got out, killed the robbers and stole the loot they had already stolen. - The situation then naturally escalated into a police chase. - It is another example of crimes and events happening in the world without the player starting them. Witnesses - NPC witnesses can actively recognise details about you during crimes. - People stuck in the traffic jam recognised Lucia's clothing and vehicle. - Those NPCs then called the police. - The police identification system therefore seems to work through actual witnesses observing what happened, rather than purely being an abstract wanted mechanic. Vehicle Break-In Minigame - Breaking into vehicles can involve an actual minigame. - Rubius describes manipulating the lock using the analogue sticks. - Different tools can apparently be used depending on the vehicle. - Quietly forcing the lock can avoid triggering the alarm. - This adds more detail to the Slim Jim/key-cloner system we already knew about. Car Boots/Trunks - Car boots can physically be opened. - Vehicles can contain loot that you can steal. - Boots are not only used for weapon storage. Gas Stations - Vehicles need fuel, as previously reported. - Rubius adds that gas stations can also be used to repair your vehicle. - Fuel consumption is deliberately quite slow. - Rob told him Rockstar does not want refuelling to become annoying busywork. Body Transformation - Jason and Lucia can physically change depending on how you play. - Rubius noticed Jason looked considerably more muscular than usual. - He also noticed Lucia looked noticeably fuller/curvier than in the trailers. - Rob confirmed their bodies can change depending on food. - Exercise affects their physical appearance. - Other activities can also affect their bodies. - This sounds much closer to San Andreas-style physical transformation, rather than exercise only increasing invisible stats. Vehicle and Traffic Density - Rubius specifically noticed the amount of traffic while driving along a huge motorway. - The game simulated large numbers of vehicles simultaneously. - Traffic dynamically reacted to the crashed vehicle and created a genuine traffic jam. Vehicle Crash Physics - Rubius experienced a major police collision that triggered a cinematic slow-motion camera while on free roam. - Individual vehicle components visibly deformed during the crash. - Pieces of the vehicles broke away and flew across the road. - The damaged getaway vehicle eventually became completely undriveable. - Rubius describes the resulting crash sequence as much more physically violent than GTA V. Character Collision Physics - Police cars physically slammed Lucia against her own damaged vehicle. - Her body reacted dynamically to the impacts. - Her hair also reacted independently during the collision. Gore and Dismemberment - GTA VI appears to have significantly more explicit gore than we had previously confirmed. - Rubius saw an NPC take a shotgun blast directly to the head. - The NPC was completely decapitated. - Rubius specifically says the character was left without a head. - He was surprised by how graphic it was. - He does caution that he does not know whether that exact level of gore will remain unchanged in the final build. Enterable Hotels - Rubius wanted to find a helicopter and headed towards a large hotel with a rooftop helipad. - He expected the usual GTA-style shortcut or teleport to the roof. - Instead, the hotel's lobby was fully enterable. - They could explore the interior. - They could choose between stairs and an elevator. - They took the elevator all the way to the top floor. - There was no loading screen during the journey. - They then walked out onto the rooftop helipad. - A helicopter happened to be there and could be stolen. Large Seamless Interiors - The hotel suggests large buildings can contain functional interiors that connect naturally to the open world. - Entering the lobby, using the elevator, reaching the roof and taking the helicopter happened seamlessly. - There was no separate rooftop teleport. Jason Texting Lucia - Rubius and Rob switched to Lucia and eventually flew away in a helicopter. - They had completely forgotten that Jason had previously been accompanying them. - Jason then texted Lucia. - The message was basically: "Forgetting something? 😂" - This suggests the characters dynamically react when you abandon them during free roam. Relationship Gameplay Consequences - Leaving Jason or Lucia behind can negatively affect their relationship. - Rubius says abandoning the other character during something like a shootout can make them angry. - Relationship status is not purely cosmetic. - It can affect how effectively Jason and Lucia work together. - Rubius specifically says it can affect how well robberies go. - This adds a more concrete gameplay consequence to the relationship system than we previously had. Jason and Lucia's Trust - Their relationship is apparently fairly relaxed. - Jason going to a strip club does not automatically create relationship drama. - Rob told Rubius that Lucia could simply go with him. - Jason can apparently go there alone without causing a problem. - Rockstar seems to be avoiding stereotypical jealousy/"nagging partner" mechanics. Hiding Bodies - Bodies can be placed inside car boots. - Rubius casually mentions that Lucia does things like putting corpses in the boot. - This suggests body disposal/concealment is an actual gameplay mechanic. Hiding Yourself in Vehicles - The player can apparently hide inside car boots as well. - This potentially adds another method of hiding or escaping, although Rubius does not go deeply into how the mechanic works. Beach Density - Rubius specifically wanted to test whether the insanely crowded beach scenes from the trailers were genuine. - Rockstar told him beach population changes depending on the time of day. - They changed the game to the afternoon specifically to test it. - The beach was genuinely packed with NPCs, just like in the beach images we have seen before. - This provides another first-hand confirmation that the trailer-level crowd density is not just a pre-rendered/scripted trick. Time-Based Population - Crowd density changes depending on the time of day. - Certain places can therefore become noticeably busier or quieter dynamically. - Rubius directly observed this with the beach. Deformable Sand - Sand physically deforms when characters walk across it. - Footsteps visibly affect the surface. Wet Clothing and Hair - Entering the water visibly wets Jason's clothes. - His hair also becomes wet. - The materials react visually rather than the character simply emerging unchanged. NPC Object Physics - Hitting pedestrians with vehicles can send their belongings flying. - Rubius specifically noticed phones flying out of NPCs' hands. - Glasses can also be knocked off. - Small objects appear to have their own physical behaviour instead of being permanently attached to NPC models. Wildlife Collection - There appears to be a bestiary-style animal collection. - Rubius compares the idea to a Pokédex. - Animals encountered throughout the world can be registered. - This complements the animal "Study" system already reported from TGG. Full Nudity - Full-frontal nudity is present. - Rubius encountered a completely naked NPC during a random event. - He makes it very clear Rockstar has not suddenly sanitised GTA's adult humour. Random Naked NPC Event - A naked man can appear in the middle of a busy street asking for help. - He asks the player to take him home. - Helping him leads to a proper side event. - Rubius deliberately avoids spoiling what happens. - He says completing it provides a worthwhile reward. - It also leads to a funny cinematic sequence. - The "bits" of the naked man are packed with physics. They hang and move dynamically. 3D Robbery Planning - The 3D map can provide useful information before committing a robbery. - Rubius selected a jewellery store directly from the map. - The map displayed an estimated value for the potential loot. - Building layout information can help you plan your approach. - You can identify things such as rear entrances before arriving. - Robberies therefore involve at least some genuine planning rather than simply following a mission marker. Multiple Robbery Entrances - Rubius and Rob initially tried entering the jewellery store through the rear. - The rear entrance happened to be locked. - They then switched plans and entered through the front. - The open-world robbery system allows approaches to change depending on what you find. AI Partner During Robberies - Rubius controlled Jason during the jewellery robbery. - Lucia independently covered the employees and customers with her weapon. - She continued controlling the room while Jason searched the back of the shop. - The second protagonist can therefore actively support the robbery without needing constant player control. Finding Safe Codes - Safes can have multiple ways of being opened. - Exploring the building can reveal useful information. - Rubius found a written safe code on an employee's desk. - That code could then be used to open the safe. - This suggests environmental exploration can directly make robberies easier. Physical Robbery Loot - Loot inside safes is physically represented. - Gold bars are individual objects. - Diamonds are individual objects. - Cash and valuables can actually be seen before being taken. - If five gold bars are sitting inside the safe, all five can physically be picked up. Individual Loot Animations - Loot is not simply converted into a number when you press a button. - Jason physically picks objects up individually. - Rubius watched him take gold bars one by one. - Each object was placed into the bag. - Different types of loot have their own dynamic collection animations. Physically Emptying Cash Registers - The same system applies to smaller robberies. - When robbing a petrol station, the cash register physically opens. - Money is taken directly from inside. - Rubius says the cash is collected note by note. - This makes robberies considerably more tactile than GTA V. Interaction Prompts - Rubius felt the screen could sometimes become cluttered with interaction prompts and text. - He asked Rob whether they could be disabled. - Rob confirmed that they can. - Players can therefore reduce some of the more RP-heavy interface elements if they prefer a cleaner screen. First-Person Mode - Rubius directly asked Rob Nelson about first person. - At the time of Rubius' preview, first-person mode had not been implemented. - This is stronger information than simply saying previewers did not see it. - Rubius personally speculates that it could arrive later with PC or future consoles, but that is only his theory. Overall - Rubius' preview reinforces that Rockstar is going much further with physical world interaction than previous GTA games. - Objects, loot, clothing, hair, vehicle parts and even tiny NPC belongings increasingly exist as actual physical things in the world. - Robberies appear much more systemic, with planning, environmental clues, physical loot and AI teamwork. - The world also seems capable of creating unscripted chains of events, like a random crash turning into a robbery, then a witness report, then a massive police chase. - The overall impression is still a mix of RDR2-level world simulation with GTA's ridiculous sandbox freedom, rather than Rockstar simply turning GTA into a slow realism simulator. Sources: Reddit: reddit.com/r/GTA/comments/1w… YouTube: youtube.com/watch?v=3nVF2EY_…
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Des nouvelles informations sur GTA 6 font leurs apparition !!! Elles viennent du youtubeur @Rubiu5 Prepaprez vous car il y en a un paquet ! Let’s go et bonne lecture : « Interactivité des planques Rubius a commencé sa session en exploration libre dans un appartement de Jason et Lucia qui n’avait jamais été montré auparavant (pas même dans l’Extended Look). Une bouteille pouvait être ouverte avec sa propre animation. Le liquide à l’intérieur bougeait visiblement grâce à la physique. Les portes de l’appartement pouvaient être ouvertes et fermées. Les interrupteurs pouvaient être physiquement activés et désactivés. Selon Rubius, les rumeurs concernant le RP et le niveau d’interactivité sont bel et bien réelles. Presque tout ce qui se trouve dans la planque peut être manipulé. Absolument tout. Trottinettes électriques Les trottinettes électriques sont des véhicules que l’on peut conduire. Jason peut attaquer des piétons tout en roulant dessus. Rob l’a démontré en donnant un coup de pied à un PNJ alors qu’il était en mouvement sur la trottinette. Attaques avec les portières des véhicules Jason peut attaquer des personnes en conduisant sans utiliser d’arme. En roulant en voiture, il est possible d’ouvrir violemment la portière du conducteur. La portière ouverte peut percuter des piétons. Elle peut également heurter d’autres véhicules. Les chiens et leurs propriétaires Il n’est pas forcément possible de simplement s’approcher de n’importe quel chien pour le caresser. Vous pouvez interagir avec le propriétaire et lui demander la permission de caresser son chien. Les chiens peuvent réagir différemment à votre présence. Les propriétaires peuvent également réagir différemment. Certains chiens peuvent aboyer ou refuser l’interaction. Certains propriétaires peuvent aussi devenir hostiles. Physique des laisses Les laisses des chiens sont physiquement simulées. Rubius est entré en contact avec la laisse d’un chien, et celle-ci a réagi au corps de Jason. La laisse s’est physiquement déplacée autour de son bras au lieu de simplement traverser son corps. Événements dynamiques dans le monde Rubius a rencontré un énorme embouteillage provoqué par un véhicule accidenté. L’accident n’était pas quelque chose qu’il avait volontairement déclenché. Les personnes à l’intérieur de la voiture accidentée se sont révélées être des criminels masqués. Leur butin volé était physiquement éparpillé sur la route. Rob est simplement sorti, a tué les voleurs et leur a volé le butin qu’ils avaient eux-mêmes volé. La situation a ensuite naturellement dégénéré en course-poursuite avec la police. C’est un autre exemple de crimes et d’événements qui se produisent dans le monde sans que le joueur ne les déclenche. Témoins Les PNJ témoins peuvent activement reconnaître certains détails vous concernant pendant un crime. Des personnes coincées dans l’embouteillage ont reconnu les vêtements et le véhicule de Lucia. Ces PNJ ont ensuite appelé la police. Le système d’identification de la police semble donc fonctionner grâce à de véritables témoins observant ce qui s’est passé, plutôt qu’avec un simple système abstrait d’indice de recherche. Mini-jeu de cambriolage de véhicules Forcer l’ouverture d’un véhicule peut impliquer un véritable mini-jeu. Rubius décrit le fait de manipuler la serrure à l’aide des sticks analogiques. Différents outils peuvent apparemment être utilisés selon le véhicule. Forcer silencieusement la serrure peut permettre d’éviter de déclencher l’alarme. Cela ajoute davantage de détails au système de Slim Jim/copieur de clé dont nous avions déjà entendu parler. Coffres de voiture Les coffres des voitures peuvent être physiquement ouverts. Les véhicules peuvent contenir du butin que vous pouvez voler. Les coffres ne servent donc pas uniquement à ranger des armes.
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Essas são mais algumas das coisas notáveis sobre GTA 6 reveladas na matéria da Dazed com a Rockstar:
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🎁 GTA VI GIVEAWAY 🎁 To celebrate today’s GTA VI extended look, I’m giving away a copy of GTA VI when it releases. To enter: • Follow me • Repost this post • Comment your favorite GTA game 👇 Winner will be chosen at random and announced on September 3. Good luck 👀🔥 #GTA6 #GTAVI #RockstarGames
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Obrigado a todos os fãs e amigos que me deram força nessa volta à Seleção. Vamo que vamo!
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Estar na liderança nos garante uma semana de tranquilidade pra trabalhar e a certeza de q o nosso torcedor vai lotar o estádio no domingo
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Comida di buteco com minha mãe. (@ Agosto Butiquim w/ 5 others) [pic]: 4sq.com/KTsAZC – at Belo Horizonte, Brazil
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Conhecimento nunca é demais! instagr.am/p/KSfEPpNU74/
SmartSync Me! smartsync.me/invite2 – at Belo Horizonte, Brazil
Arthur Henrique retweeted
Discussão: ser generalista ou especialista? Qual o melhor caminho? bit.ly/axKO9N
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