Grand Theft Auto and Rockstar news, info & nostalgia. GTA fan-page recognised by Rockstar Games. #GTAVI #GTA6

Joined May 2012
Just wanted to apologise for the lack of content, coverage, and very inconsistent hype and countdown for Grand Theft Auto VI from me. I’ll spare you the yap, but, I’m currently knee deep in the process of moving house, packing my life into boxes, and then some. Trying try to savour the (long awaited) hype train and release for GTA 6 but all this grown up life shit is kicking my arse at the moment. This all couldn’t have happened at a worse time - so it’s bittersweet but, we keep rolling on! Super excited for the game to release and I’m really hoping that I will be settled in and be able to play GTA VI on release day on November 19. Thankfully, there are many pages out here with incredible coverage and hype and it has been awesome to see. We’re so close to launch. Can’t believe it. 💜
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It’s been reported that Grand Theft Auto VI will weigh in at 210GB Via @PlaystationSize #GTAVI
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The GTA Base retweeted
Grand Theft Auto VI is the cover star of Edge #430 Inside: A 16-page report featuring exclusive @RockstarGames interviews and screenshots from the most ambitious game in the studio’s history. This special print issue features a double-sided gatefold cover design showcasing GTAVI leads Jason and Lucia. Subscribe now to get this issue: magazinesdirect.com/GTAPrevi… Read the full story online from October 29 at gamesradar.com/edge
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New GTA VI edition of EDGE magazine coming on Thursday. Interviews, new screenshots and more. #GTAVI
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Reviewers are playing Grand Theft Auto VI right now. Actually playing GTA 6. #GTAVI
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The GTA Base retweeted
Sample Lamar’s supply and complete all three Short Trips in GTA Online this week to make an extra GTA$500,000.
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GTA VI x NYC 🔥
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Grand Theft Auto III released 25 YEARS ago today. #GTA3
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27 DAYS 🌴 #GTAVI
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The GTA Base retweeted
GTA-Maps.com is now live, our new website bringing interactive maps, guides, and completion tracking to the GTA series as the companion site to our YouTube.com/GTASeriesVideos channel. Optimized for desktop and mobile, the site covers GTA 1, GTA 2, London 1969 and 1961, the GTA trilogy, Liberty City Stories, Vice City Stories, Advance, Chinatown Wars, GTA IV and both episodes, GTA V, and GTA Online. Features include: - Detailed maps: Day and night satellite views for each game, radar maps, and street names for GTA IV and GTA V. The GTA trilogy includes both Original and Definitive Edition maps, while Liberty City Stories and Chinatown Wars include PS2\PSP and mobile (Android/iOS) maps. Cayo Perico is also available for GTA Online, with North Yankton included for both GTA V and GTA Online. - Precise locations: Precise coordinates for missions, collectibles, routes, and points of interest. You can also enter custom coordinates and share direct links to exact locations. - 100% completion tracking: Mark objectives as completed, fill your progress bar, and see what's missing. Achievement tracking and cheat lists for each game's platforms are also included. - Screenshots, descriptions, and video guides: Find an objective, follow our walkthrough, and track your progress. - The GTA Online page is updated daily, covering Hidden Caches, Treasure Chests, Time Trials, and more, with daily and weekly rotations that can be filtered. - The GTA Online Live Tracker shows available activities, countdowns, in-game time, and weather, helping you catch limited-time Halloween activities before they leave. Our Discord server also keeps you informed about daily activities and updates. We're continuing to add features, screenshots, guides, and map styles. And GTA VI is next: once it's available, we plan to bring Vice City and Leonida the same detailed maps, precise locations, video guides, and completion tools. Check it out: gta-maps.com
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The GTA Base retweeted
25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. xitter.cf/ObbeVermeij/status/178… xitter.cf/ObbeVermeij/status/175… xitter.cf/ObbeVermeij/status/187… xitter.cf/ObbeVermeij/status/182… xitter.cf/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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Surreal feeling that it’s less than a MONTH until Grand Theft Auto VI releases and the world will be playing it. #GTAVI
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The GTA Base retweeted
📍 Vice City, Leonida, USA 🏖️🐊
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GO TOPLESS image via @OfficialJoelF #GTAVI 🌴
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Thank God this era of moon theory GTA 6 speculation is over
Happy Moon Festival! Play GTA Online anytime this week to get the Red Happy Moon Tee and join the festivities: rsg.ms/27d918e
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This time NEXT MONTH we will be playing GTA 6
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It’s beautiful. image via @106_jamzz #GTAVI
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Almost can say that GTA 6 releases in ONE MONTH
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