“When we initially saw Euphoria, I was floored. I was like, ‘That’s my dream – it’s happening, it’s there, let’s do it’. But all the realists who actually have to make the stuff were like, ‘Sam, man, it’s never going to work, it’s never going to happen’. I think initially it was very much pitched as something to use for cutscenes, to have a really cool-looking action of someone falling down the stairs or whatever. But there was a bunch of guys in our crew who really looked at it and they were like, ‘I think we can actually get this running in the game, in realtime’. So it’s been incredibly collaborative, which I love, and I think the fruits of it are amazing. When you’re taking a shot at somebody and they go staggering procedurally, and they lift up their gun to try and get a shot back at you – it’s giving people unique moments like they never had before."
Another piece of middleware at the heart of the GTA IV experience comes from Image Metrics, which facilitates intricate facial expressions and smoothes out the process of incorporating lip-synching. With so many thousands of lines of dialogue in their repertoires, it is important that GTA IV’s expansive cast deliver them with some kind of conviction, and the beguiling results instantly make mannequins of the populace of previous GTAs. The sophistication of your interactions with other characters becomes especially pronounced when members of the opposite sex become involved, and we ask Houser about a possible love interest this time around.
"There are girlfriends. There are girls you can date off of the internet and things like that, and there are a couple of interesting… well, I don’t want to give anything away, but yes, relationships in general in games are important; I think relationships in games are fascinating. Having a relationship that’s been thrown up on the screen pretty much procedurally, and having feelings for one character or another, I think is immense, and I haven’t played a game where you feel as much about the characters, both good and bad. The characters you don’t like here, you really don’t fu*king like, and you’ll be happy when you dispatch them. It will feel like you’ve done something. And the characters are so well developed – they’ve been modeled beautifully, then they’ve been animated brilliantly, and the writing’s great, and the acting’s great, and it all lines up so you can really get a sense of whether you do or don’t like them. And not everyone will like or dislike the same people."
The backdrops against which these characters play out their stories are modeled beautifully, too. Rockstar has long had a full-time research team employed at its HQ, and for GTA IV the Rockstar North team made two lengthy trips to New York – bringing up to 50 people at a time – in order to further get to grips with both the territory and the people who populate it.
"I don’t even know what the number is, but the team took tens of thousands of photos," says Houser. "We went bloody bonkers with it, quite frankly. Now, all the people in the game feel like people that you would meet or come across – certainly living here in New York, which can be a bit of a freakshow. And when we’ve been working on the game for so long it can get very blurry in your head because…" He pauses, possibly because he thinks what he’s about to say may make Liotta’s appraisal seem like an accurate one. "I was away for two weeks in Edinburgh, and when I came back here I didn’t feel like I’d left, because I’d been here the whole time [via Liberty City in GTA IV]. And I’m not saying that to be funny. I remember: I was coming over the bridge on my first day back to work and I’m like, why doesn’t this feel different? Because I’ve been doing it 50 times a day while I was there, and I felt it."
When he’s asked about his favourite activities in GTA games, Houser often talks about just cruising their environments, listening to music, soaking up the atmosphere. Lately, though, he’s been spending more time on foot. "I can play GTA IV for a day just going around getting into punch-ups in the street, and I think it’s pretty good at doing that considering what it actually is – the fact that you can have these complex fights in 3D as opposed to, say, Street Fighter where you’re on a 2D plane. And you can feel each punch as it goes in. I’m not trying to labor these points but that was really the goal from day one – to give people the most detailed, weighted experience possible so that they really think about what they’re doing. And it can really connect with them, so whether it’s the street fighting or gun combat or the driving of the vehicles or the interaction with other characters or any number of other elements that make up the game, everything has been taken to this new place.
“So, absolutely, this is how we always wanted GTA to be, but it simply wasn’t possible until now. And some of the technology that’s gone into this new game, compared to what we had before, it’s shocking. It’s shocking about videogames in general. It’s like, my god, compare it to, say, the film industry, where ultimately not much changed in the last 50 years – well, in the last ten years CG’s taken over and kind of ruined things. But with games you take what you were doing – and you were maxing it out – and you throw it all away. And now look what you can do."
We talk for a while about the implications of moving GTA to a new generation of hardware – how the process of testing is ramped up to an almost ludicrous degree; how the company as a whole manages to keep its secrets secret when so many more people are required to be in the production loop; the processes involved in finding and signing voice talent, and then getting them in for recording sessions; the motion-capture sessions; the incorporation of two new slices of middleware that fundamentally drive the way the game looks; the process of establishing new radio stations, resurrecting old ones, writing and producing the DJ banter that helps to bring them to life, not to mention the content for the dedicated talk stations; and more.
In strict gameplay terms, though, GTA IV may be at its most tangibly evolved when you’re simply seeing how it all unfolds. The ability to tackle missions your own way has always been a defining principle of the series, and with so many more variables in the mix this time around, the opportunity for emergent activity is only more pronounced.
"I think the fact of the matter is, after this long of playing the game, unexpected things are happening to me all the time," says Houser. "And I’m bloody jaded and bloody cynical, and I’m the first to complain about things, but this actually is doing that. I’ll be getting in a battle with some guys, I’ll steal someone’s car and some fist fight’s kicked off, and then suddenly he’ll be chasing me through the street, and I’ll get in position – like, ‘I’m not running from you any more; I’m going to fu*king have it with you now, mate’ – and just as I’m about to crack him, a car comes flying through the shops, runs him over, and he goes flying. And these tiny little moments happen more per square inch – or per square pixel or whatever – than I ever dreamt possible, and it’s the organic nature of all the elements that have come together, and particularly the procedural animation via the NaturalMotion content, that allow the experience to be unique. There really are lots of ways to play these missions."
Taking down enemies who navigate the gameworld in much the same way as yourself goes some way towards leveling the playing field, and we’re certain that GTA IV has missions in store to sit alongside rescuing Lance Vance in Vice City. Something working in the player’s favor this time around, however, is a weapon-targeting system that has been refined beyond recognition.
"I always could target whoever I wanted to hit in the previous games, but that’s not to dismiss the audience’s reaction to that stuff because, well, if people say that then something must be wrong," concedes Houser. "I think we’ve introduced a level of targeting control that most gamers, from the hardcore to the absolute mainstream, will be able to play and have fun with. You can free-aim if you want to play totally like a balls-out hardman – be my guest, awesome. If you want to just snap from target to target it will work like that, and if you want to – and this is what I do, trying to be Mr Cool [laughs] – is target and then modify, so I can latch on to you and then headshot you. And it’s very satisfying, and I think and I hope that most people’s gripes and reservations with the previous targeting systems have all been addressed – and then some."
We only get the opportunity to take part in a dozen or so firefights, but the confusion that sometimes clouded the action in previous GTAs has certainly been removed. In fact, these encounters are so focused and so dynamic that they feel more scripted than they actually are, like they’re taking place inside the carefully funneled, closely governed spaces of other games, not as part of this procedurally driven city sprawl.
The lock-to-objects cover system (and its blind-firing mechanic) also builds a new dimension into GTA IV’s combat, and comes into its own when you’re able to piece together a strategy on the fly and, say, make use of a car that’s just been turned over in front of you as a shield, since you can lock to dynamic objects, too, not just static items such as concrete walls. It is GTA, but it is GTA elevated to a different level, and in concert with some of the game’s other bold innovations it stands up as, dare we say it, what the term ‘next generation’ is supposed to mean.