Hardcore handheld gamers came to the iDevice from other portable systems before the invention of the appstore. I owned a PSP and I played both GTA games for the PSP. About 55 hours put into Liberty City Stories and Then another 25 put into Vice City Stories, and after that I was burnt out. This looks exactly like Vice City Stories too. Luckily, most people around here have likely never played that game, so they will not have to endur a freakish sense of de javu. I'm worried that it will feel like I've already played this before, but we'll see. I wish they had gone to Vegas and done something at least marginally original, like Pocket Gamer had suggested. I'm going to try it and hope for the best because, at the end of the game, I am a huge fan of open world games and the best thing that can be said about gameloft is that they improve the quality of their games with each successive effort. And 75 missions does sound mighty impressive, I must say. I'd like to assume they mean 75 main missions and that side missions or odd jobs would count as something seperate. Odd jobs and side missions need a vast improvement over the last version as well. There really wasn't anything to do in the first Gangstar, outside of main missions and street races.
I've also played GTA: LCS and GTA: VCS on my PSP, probably 50 hours each in total. But I'm glad Gameloft did pick Miami and not Las Vegas because I prefer the city of Miami. 75 missions is a lot and hopefully there'll be a decent story to make playing them worthwhile. Vegas would've been good, but I'm not disappointed because I'll probably get Fallout: New Vegas
He was being sarcastic by saying that he thinks that GTA doesn't have to be 3D to be a good game. I totally agree, CTW kicked the first gangstars ass purely because of the gameplay. Gangstar:WCH just didn't have enough depth to it but CTW did, I don't care about the view as long as its a good game
the third one was a shooter, i am not sure the first 2, and tactics, were shooters. they were top down though.
Fallout 3 is an Action RPG, not a shooter (although shooting is still important in the game). The game is based around quests, leveling up, unlocking new skills and selling/buying inventory items and that's why it's an RPG. I haven't played the previous Fallout games, but I'm 99% sure they are RPG games as well.
Rockstar did not create GTA CTW for the iphone or for the appstore. They created it exclusively for the Nintendo DS, but DS sales were poor, prompting Rockstar to branch out and port the game, both for the PSP and the appstore. The fact that they charged 39.99 or higher for the DS and PSP versions allowed them to recoop enough of the upfront finacial investment to then justify being able to sell a port of CTW on the iphone for 9.99. Had Rockstar developed CTW exclusively for the iPhone, and had it not appeared on the DS or PSP first, then they could not have sold this game for 9.99 and still made a profit from off of it. They sunk so much money into the developmental costs of this game, that if it were a iPhone only game, they would have to have charged 39.99 for it. You cannot develop true, legitimate console-quality games and then sell them at appstore prices. If you did, you would lose your proverbial shorts. Even Gameloft games have bad writing, bad storytelling, bad character development and horrible voice acting. Their games are full of lazy and offensive stereotypes. And many of their games are short, often times two hours or less. Gameloft takes shortcuts that allow them to sell their games cheaply. Gameloft does not produce true console-quality games. Nobody on the appstore does. If you own or owned a console, you would realize that. True console games cost 59.99 a piece, and for good reason. They don't sell for 6.99 a piece. In life, often times, you get what you pay for.
im dying to find out if buildings are enterable. at the very least i hope now there are clerks at the bulletimes and you can view inside even if its just a pic.
Did you even play Spiderman total mayhem? It's the best Spidey game I've played in years across any console.
Gangstar: West Coast Hustle was really fun. There were some cons, such as poor voice acting, a not so great story, and a small map. However, seems like some of that will be corrected in this one (at least, I hope so.) It's based of Miami, so I hope the map will be as big as that. The story will most likely be great because it's going to be written by the person who wrote "The Wire." Also, swamps should be interesting. Another thing the first one lacked was a variety of vehicles. Cars were too common and there were no boats, motorcycles (if I remember correctly), or helicopters. Graphics seem to be improved. Anyways, I'm pretty excited for this and expect this to be really good. I just hope there will be much more people and the city will be have more life. Also, the drawing distance needs to be improved.
The other part of it is development and cycle time. Gameloft games are usually barely out and people are already looking for a sequel. Gameloft having to spit out a new game every year limits what they can do creatively. The budget is also scaled accordingly so that a Gameloft game comes out between $7-10 for 1 years work, whereas even a portable game like Chinatown Wars probably took 2-3 years to make which accounts for most of the $30-40 price range for DS and PSP games once distribution and advertising costs are taken into account. I do hope Rockstar considers making a ground up 3D GTA with iOS as the launch platform. Hopefully with a new OpenGL ES 2.0 engine to use shader effects to catch up against the raw pixel pushing advantage the PSP still has. I'd be nice if it has the same budget and scope of Chinatown Wars, but it'd probably have to be priced at a maximum of $20 to avoid sticker shock on the App Store. There would still be a budget recoup hole, but they can already plan ahead to port it to the Nintendo 3DS once the installed base increases, which shouldn't be too difficult since it seems to use OpenGL ES 1.1 + shader like extensions and has touch and accelerometer/gyro input so extensive redesign of the engine and interface isn't necessary. Assuming the 3DS version has some extra content and a $30-$40 price tag, that extra content can then be back-ported to the iOS version for say $5 to keep feature parity and shrink the price gap. With the rollout of next gen portable gaming devices with shaders or equivalents being iOS now, 3DS by the end of the year, and PSP2 supposedly coming along too, hopefully that becomes the launch order of the next GTA too. In the meantime, there is definitely a gap for a 3D open world game that Gameloft can fill and is filling.
How dare you say something like this on gameloft Dungeon Hunter? - it's way better than untold legends for PSP and it cost times less than untolds, GT Racing- it's iphone gran turismo, it's defintetly worth more than few bucks, what about N.O.V.A it's just great for almost a tip. I guess they sells so many copies of these games for so many devices so there is no need to make the price higher. I think gameloft is the best games developer for idevices, even if gangstar 2 will suck, gameloft still be the best.
@Dumaz1000 Can you please stop regurgitating this every single day on these forums. For instance you often try to point out that a game won't sell on the app store for more than $10. Well there is very little evidence to support that theory, because very few games have been released above that threshold. And guess what, those that have, especially with brand names or big devs behind them have been successful - such as Square's Chaos Rings and Sega's Football Manager (in the US it was $9.99, but in the UK it was $12.99). Furthermore, there are games like CoD Zombies that sold for $9.99 with a single map, with additional maps costing $4.99 each. You can hardly call that game a failure as it sat near the top of the "top grossing" list for months on end. These games suggest that high quality, premium content will sell and can also break that $9.99 threshold. I don't know if $20 would work, but neither do you or anyone else, because it hasn't been tried and until a dev/pub tries it (and with a high quality game with a decent brand name), we just won't know. But to suggest that you can't make a console game because you can't sell anything above $10 is a blatant lie as you, me or no one else truly knows if it would sell in sufficient numbers or not.