@captain_clayman said:
@Jace said:
@Chaser324 said:
- Driving physics model has been tweaked from GTA IV. Whereas cars were "big and boatlike", they'll now "hold to the ground a bit better". Dan Houser says that it will scratch the itch of "high level racing games".
Fuck. If the cars drive like the ones in Saints Row, I'm going to be so pissed. The driving in GTA IV was perfect. God damn it.
It was good in the sense that it felt like they had weight to them, but good doesn't always mean fun. The driving got REALLY aggravating on later missions, especially on bikes where you'd hit a bump and then fly off and then mission failed. The handling might have been more forgivable if the missions had checkpoints and it was faster to get back into the action if you fucked up (which GTA V will do, i'm almost positive)
I'm failing to see how that argument makes sense. You're complaining that if you hit a bump while on a bike, you'd fly off. That only happened at high speeds, and only if you weren't on the road (assuming you don't hit a car). So why not take a car for a mission that you know you'll need to be stable on? Unless you're talking about Lost and Damned, but the choppers were always stable in my experience. Or, you know, just learn to stay on the bikes.
What needs to be understood about GTA IV's driving is this:
There has never been such a binary reaction to a mechanic of a GTA game in Rockstar's history before. There were people that absolutely hated the driving. However, for those of us who put the time in to learn how it worked, we loved it. The modding community did so much to the cars and handling it was like GTA IV had come out for the source engine. GTA IV has the best driving/handling model out of any game ever that wasn't Forza, Gran Turismo, or PC exclusive. I won't even buy GTA V if it drives like most wanted/forza horizon/burnout. I'm not going to pay for a downgrade to one of the most essential mechanics in the GTA games.
Log in to comment