Tumgik
#gtav has been out since ps3
traitormithos · 3 years
Text
Please tell me I'm not the only one that thinks ps4, and whatever gen xbox was with it, wasnt established enough before they released the ps5 and new xbox??
1 note · View note
entergamingxp · 4 years
Text
Red Dead Redemption’s Greatest Triumphs Are Its Tragedies
May 18, 2020 10:00 AM EST
10 years later, Red Dead Redemption remains one of Rockstar’s best games yet by crafting a world drenched in the cycle of revenge.
When I think back on the first time that I played through Red Dead Redemption, the two things that usually come to mind for me are the beginning and closing scenes of John Marston’s story. When we first meet John in the opening of Red Dead, he embarks by train to enact revenge against the gang members that betrayed him in his outlaw life, coerced by the law in exchange for the safety of his family. From the start, John’s hands are tied not just by government agents, but also by a life that he has never been able to fully escape. It’s fitting that by the final scene of his story, John winds up caught between these two forces and meets his infamous demise in a one-sided shootout against a squad of government agents, or to an extent, agents of fate that are acting out the consequences of his former life.
What has stood out to me about these two scenes in Red Dead is how they act as bookends not only to John’s search for redemption, but to its core theme of the cycle of revenge. Even without its roots in the Western genre, there is the immediate sense in Red Dead Redemption that John’s story will almost certainly have a tragic end. It’s safe to say that it might be one that John may have deserved, and that he got what was coming to him. But by Red Dead Redemption‘s conclusion, it becomes even clearer that revenge is a cycle that few can ever escape out of, and that it merely changes hands from those looking to carry it out.
Tumblr media
“Even without its roots in the Western genre, there is the immediate sense in Red Dead Redemption that John’s story will almost certainly have a tragic end.”
Today marks the tenth anniversary of Red Dead Redemption, a fact that I definitely had to come to terms with while writing this. I can more or less remember when I was playing Red Dead for the first time while I was in college, and that feels like a lifetime ago now in our current pandemic sense of time. But to me, that only speaks to how Red Dead has left a lasting legacy not only as one of my personal favorite games ever, but to a story and world that has only continued to resonate with me ten years later. Red Dead‘s story is certainly far from a happy one, but it is by far a meaningful and important one.
Released on May 18, 2010 for the PS3 and Xbox 360, Red Dead Redemption came just two years after Rockstar Games released Grand Theft Auto IV, its sprawling and (at the time) most extensive open-world experience yet. While Red Dead Redemption was the spiritual “sequel” to 2004’s Red Dead Revolver, ultimately it shared much more in common with the Grand Theft Auto series by translating its deep open-world systems to the vast plains of the Wild West. The hallmarks of GTA definitely made their way into Red Dead in terms of how its open-world was designed, and you can feel how Rockstar managed to tune its combat mechanics to better suit horses and revolvers rather than sports cars and automatic weapons.
What truly set Red Dead Redemption apart from Rockstar’s flagship series was storytelling, which provided an interesting parallel to its predecessor. Where GTAIV focused on Niko Bellic, an Eastern European immigrant chasing the American Dream in Liberty City, Red Dead‘s story acted almost in opposition to it through John’s struggle to escape the outlaw life that he once knew. GTAIV was viewing American life and its love of capitalism through a satirical lens, while Red Dead Redemption stripped away the satire and exposed those elements of American callousness in its raw form.
Tumblr media
“Red Dead Redemption lent itself to a heightened storytelling experience for Rockstar that was able to get its point across without being hinged on satire and cynicism.”
Red Dead Redemption to me felt like the game that Rockstar really “grew up” with. As much as I’ve appreciated the Grand Theft Auto games over the years, by design their worlds are meant to be playgrounds where players can test the limits of how much anarchy and chaos they can create. Though GTAIV (and later GTAV) would begin moving the series in a more serious direction, to me Red Dead Redemption lent itself to a heightened storytelling experience for Rockstar that was able to get its point across without being hinged on satire and cynicism.
The story of John Marston and his search for the remaining members of the van der Linde gang took on much more personal and emotional stakes than what we’ve seen in Rockstar’s past games. While we wouldn’t know what really happened between John and the gang until Red Dead Redemption 2 arrived in 2018, Red Dead Redemption‘s story of revenge was one that had me invested in seeing John’s journey through to the very end. However, what I didn’t expect to see was how John would be the only character that would become such an engaging, tragic figure.
Tumblr media
“Red Dead Redemption gave us a world that by Rockstar’s standards had never felt more alive and human, as tragic as it is.”
Nearly all of the characters in Red Dead Redemption are bound by tragedies from their past, which would only become clearer once Red Dead Redemption 2 showed us the other side of how these characters came to be. Both of these games provided the full circle of these characters’ tragic pasts and futures, and in doing so made them far more human and relatable than I could have expected. Seeing how John wound up on the path towards righteousness and a decent life only made his eventual fate that much more heartbreaking, especially with the involvement of Arthur Morgan. Dutch van der Linde, the true “villain” of Red Dead Redemption, becomes someone far more sympathetic in Red Dead Redemption 2 once you understand his rationale and how he started out. Bonnie and Sadie especially find themselves on a path towards vengeance after the loss of their loved ones, but not without having to make sacrifices to survive and lose parts of themselves in the process.
All of these characters wind up having their lives inexorably changed by the events of their past, even if they chased the outlaw life with the best intentions behind them. Whether it was for family, for love, or for freedom, what Red Dead Redemption achieved was creating a world where actions did have consequences, and where the past would eventually catch up with those trying to escape from it. Even in the epilogue section of Red Dead, where an older Jack Marston avenges his father by killing Edgar Ross, there is the feeling that this cycle of revenge has yet to be undone.
youtube
Red Dead Redemption has and always will be a game that is special to me. Even ten years later, its rich world and visuals continue to be one of the defining open-world experiences that I have ever played, and Red Dead Redemption 2 only elevated its sense of a world for players to get immersed in. I can’t listen to Jose Gonzalez’s “Far Away” without being transported to when John rides out to Mexico, still one of those few musical moments in games that is virtually perfect. Like the Spaghetti Western films that it was so heavily influenced by, Red Dead showed us a world that was bloody and ruthless, where the law and outlaws were sometimes one in the same, and where the good guy in this story was very much one with a questionable past.
But more importantly, Red Dead Redemption continues to stand out to me for the boldness of its storytelling, and for creating a world and characters bound by tragedy that had me hooked from the moment that John first stepped into Blackwater. Though a lot has changed in open-world games in the ten years since it released, Red Dead Redemption gave us a world that by Rockstar’s standards had never felt more alive and human, as tragic as it is.
May 18, 2020 10:00 AM EST
from EnterGamingXP https://entergamingxp.com/2020/05/red-dead-redemptions-greatest-triumphs-are-its-tragedies/?utm_source=rss&utm_medium=rss&utm_campaign=red-dead-redemptions-greatest-triumphs-are-its-tragedies
0 notes
Text
7 things you did not know about Gta V Money Cheat
The most effective GTA 5 Money and RP Generator. Below is a detailed list of cheat codes and hacks for GTA V for Playstations 3 and also 4, Xbox 360 and also One, and also PC. One of the very best GTA 5 cheats - enter this as well as you'll spawn all tools in your supply, from gun to grenade launcher. There are some websites claiming to have a GTA V Infinite Money Cheat.
From boundless cash to limitless health and wellness to whatever in-between, below's what you need to do to unlock your preferred cheats on the PS4. Cheat codes for GTA 5 on PC: make your characters unyielding, get unlimited ammo, generate automobiles and also even more. Press the dive switch after entering this GTA 5 cheat and also you'll jump truly high.
Though GTA V was launched on Playstation 3 and also Xbox 360 September 2013 as well as PS4 and Xbox One November 2014, it's continued to be among the most commonly games to day. If you are among the take on ones driving as well as shooting with just your key-board and also computer mouse, you can additionally get in cheat codes by bring up the Console Command" by pressing your ~ trick (it's just under your Esc trick, top left).
Because of this, it's much better to discover a secure area where the cops won't find you to enter this cheat code. If you're trying to find endless Money and RP for your Grand Theft Auto 5 game so this GTA 5 Money Generator Hack Online is the best point that you must get today. Unlike the above, which only reduces time when aiming, the Slow Motion rip off lengthens time for all actions and affects the whole in-game globe.
Please ensure you chose your tool where you playiing Grand Theft Auto 5. Currently you can find out with this GTA 5 rip off, as autos, trucks and bikes wander throughout the roadway. PC - Follow the button motivates in the tables listed below on controller, or press the Up crucial to raise the mobile phone and also call the corresponding number, or push the key to the left of 1 on your keyboard ( ¬ in the UK or ~ on a United States keyboard) to make use of console commands.
Founder of GTA BOOM, Matt has been a long-time fan of the GTA series ever since he discovered Grand Theft Auto III for lease in his local video clip shop. GTAV is recognized for its crude wit and disgusting language, the hit computer game series has actually seen a great deal of court fights and also been the facility of adverse interest.
Rip off codes were as well as still become part of the enjoyable, particularly in GTA. The Black Mobile phones rip off is one of one of the most ineffective offered in the entire game. GTA V is all about causing as much trouble as feasible, which is why you're gon na need these rip off codes. In the past, there were GTA money cheats.
Unlike a great deal of video games, there's no cheat access display in GTA 5. To get in a cheat code in GTA 5 on PS4, Xbox One, PS3, or Xbox 360 you just need to go into the command where you stand. While all the previous Grand Theft Auto games by Superstar came with a money cheat, there is NO MONEY CHEAT OR MONEY HACK OR MONEY PROBLEM in GTA 5 - online in addition to offline.
Tumblr media
ALL CONSOLES: Despite the sort of gaming console you have, getting in the codes is done the same way: pushing the mix of switches in a details sequence to unlock your cheat. We'll additionally lead you through how to Gta 5 Hacks utilize cheats in GTA 5, as well as take a look at how to earn money quickly utilizing the stockmarket.
If you desire to use the exploit, erase the update patch from your console and disable automatic updating (this will certainly also disable your GTA Online gain access to). GTA 5 Cheats: The submerged surprise product below deserves $12,000 each time you select it up. You'll find all of the GTA 5 cheats you need right below.
My brother, buddies and also I would certainly sit in front of the TELEVISION as well as circulate the controller to pass the hardest of objectives on single-player video games like those from the Grand Theft Auto series. You'll discover GTA 5 cheat codes for every little thing from timeless invincibility to super high dives.
In the post listed below, we tell you exactly how to utilize GTA V Cheats on the COMPUTER, PS4, PS3, and Xbox One. All GTA 5 cheats for every single platform, in one area. This GTA Money guide will help you find out all about the very best GTA 5 Money Hack, which you can make use of to make GTA 5 Online Money. Money is difficult to discover in Grand Theft Auto 5, yet with the help of these GTA 5 cheats, we will certainly make certain that you never ever lack money throughout the game.
Prior to we add the Money & RP to your account you need to VERIFY that you are human as well as not a software(automated robot) to avoid customer's from abusing our generator. It consists of the complete GTA V bundle (consisting of the single player game and a fully-updated GTA Online) as well as a Bad Guy Business Beginner Load bonus offer.
So if, as an example, you cheated on your own into numerous in-game bucks and after that spent all of it on supplies, that can alter the stock rates for various other players also - consisting of ones that really did not cheat whatsoever. When Grand Theft Auto 3 appeared in 2001, no one anticipated a substantial success.
Tumblr media
For a complete checklist of all PS4 GTA 5 cheats, Xbox GTA 5 cheats, PC GTA 5 console commands, or Cellular phone cheats as well as PS3 and Xbox 360 codes then, you've involved the appropriate web page. When playing online, you can utilize the very same GTA 5 Cheats PS3. What complies with is a full listing of all GTA 5 cheats and also how to enter them on Xbox, computer as well as ps4, plus the Cellular phone code if you need it.
Take-Two Interactive have actually won a legal fight with the maker of a GTA Online rip off collection, who's ordered to pay $150,000 (₤ 116k) in damages for copyright infringement. Read our Earning Money in GTA Online web page as well as you'll quickly be swimming in a sea of high-end as well as decadence. On PC, you can do either of those things and also use console commands - the commands are in fact the words defined by the contact number, which is a great touch (providing you things like 1-999-LAWYERUP).
Rockstar Games have actually introduced a new online version - Grant Theft Auto: Premium Online Version. We've got all the PS4 GTA 5 cheats, plus GTA 5 Xbox One cheats, and COMPUTER, Xbox 360, and also PS3 cheats for Rockstar's GTA 5. If you have actually ever played a GTA game in the past, you'll know that there's a lot of enjoyable to be had with cheats.
0 notes
lorrainecparker · 7 years
Text
Matt MacDonald: How I created a film using a video game
Since its launch, the video game Grand Theft Auto V has been the base for cinematographers exploring its potential to create narratives. The 12 minutes of Not Normal are the most recent example of the game’s potential.
If there is one thing that video games have in common with movies is that both tell stories. For a long time now, especially since graphic engines reached a point allowing them to recreate reality, multiple games have offered users the option to use the graphic engine to capture animated sequences, viewing them afterwards from multiple angles, in a pure cinematic experience.
Grand Theft Auto V, a very popular action-adventure video game developed by Rockstar North and published by Rockstar Games in 2013 for PS3 and Xbox 360 and early 2014 for PC (Windows), took things a bit further, offering on a re-released PC version, from April 2015 a unique tool for budding cinematographers: the Rockstar Editor, which lets players capture and edit gameplay videos. What’s more, the PC version runs at 60FPS in 1080p, with the ability to display visuals in 4K resolution. The Rockstar Editor was introduced in versions of GTA V for PlayStation 4 and Xbox One later that year.
Rockstar editor, a cinematographer’s dream
The game, considered by specialist magazine Edge a “remarkable achievement” in open world design and storytelling, while Tom Hoggins, from The Daily Telegraph, declared it a “colossal feat of technical engineering”, was both a tremendous success to Rockstar, and the bit of a headache, exactly because of the possibilities the Rockstar Editor opened.
What is the Rockstar Editor? Well, according to Rockstar, it is a program which provides a robust suite of recording and editing tools allowing users to build a library of captured footage. Users can record gameplay footage while on or off mission. Use Manual Recording mode for start and stop recording with the push of a button, or save your most recently played footage with the Action Replay feature. Rockstar invites users to edit their projects and share the final footage online.
The Rockstar Editor went further than that, though. Its Director Mode allows users to stage scenes and create custom moments. Users can select from hundreds of GTAV Story Mode characters and citizens across Los Santos (a condensed version of Los Angeles) and Blaine County (an amalgamation of several Southern Californian counties) to play as in the game world, including animals.  Users can set locations, time of day, weather and much more. The dream of any cinematographer…
Rockstar versus community
The success of the Rockstar Editor led to something else; the creation, by the community, of multiple mods that allow to fine tune aspects of the movie creation inside the video game. Soon users were creating their first shorts, even recreating segments of popular movies, from Godfather to Terminator or TV series like Twin Peaks. And the exploration of mods continued, with more and more sophisticated tools appearing. One example? Scene Director, released by author elsewhat, a mod for GTA V specifically aimed at recording Machinima. In many ways it’s an extension to Director Mode and Rockstar Editor. The 3.4 release included a major functionality: stage lights, allowing users to light scene as in a real movie. Version 3.4.1 took things a little further: you can add complex move, rotate and flicker effects to stage lights.
The extended changes introduced by the community through mods, not only for cinematography, but also for single player options, led to some friction, in recent months, between the community and Rockstar, and Take-Two, the company distributing the title. Apparently, the problems are sorted out, and an official note published on Rockstar’s website indicates that “Rockstar Games believes in reasonable fan creativity, and, in particular, wants creators to showcase their passion for our games. After discussions with Take-Two, Take-Two has agreed that it generally will not take legal action against third-party projects involving Rockstar’s PC games that are single-player, non-commercial, and respect the intellectual property (IP) rights of third parties.”
Not Normal, the film
It’s within the context of this “battle” that a new film created inside GTA V saw the light of day: Not Normal. Created by Matt MacDonald, the short movie – which at almost 12 minutes is longer than many other shorts created with GTA V – is the most recent in a series of shorts created by the author. An accomplished voice-over actor and nationally published author, Matt received his MFA in Film & Television Production from the prestigious USC School of Cinematic Arts. As a writer, director, and editor, Matt has worked with Microsoft, Playboy, Activision/Blizzard, Electronic Arts, Warner Bros. Digital, and many others. His most recent directing credits include a 60-second spot for Nestlé’s DiGiorno pizza and a pair of animated short films for Ubisoft’s blockbuster game franchise Assassin’s Creed.
With a track record like this, why is Matt MacDonald exploring a video game to create movies? I asked the question to myself and thought readers would also like to know the answer, especially because the short movie No Normal, “shot in Anamorphic 21:9 and edited in Adobe Premiere Pro CC 2017” is the result of a collaboration including all the fields of which real movies are made: written and directed by Matt MacDonald, it has original music by Simon Stevens, sound mix by Eric Marks, editing, VFX and sound design by Mat MacDonald and a voice cast with the names of Jon Bailey, Anthony Falleroni, Matt MacDonald, Tamar Meyouhas and Paige Williams. All this makes Not Normal, a story of a time of anarchy and forgotten morals and the one man who obsesses over the way to fix it, a short to watch.
Matt MacDonald didn’t just create and publish the movie, he took the time to create a complete Behind The Scenes video, 13 minutes long, which is a lesson in both modding GTA V and cinematography. And a unique voyage of discovery if you think that video games and cinema are worlds apart: they are not! But I was eager to know more, so I decided to get in touch with Matt MacDonald and ask him a few questions. His answers are here for you to read. It’s difficult not to get touched by Matt’s enthusiasm.  It might well explain why he mentions, in his website, that his dad frequently tells him to “keep up the good work.”
The Interview
ProVideo Coalition  – You’ve done multiple projects in the area of video games, but this is a first. Why did you decide to go ahead with the project?
Matt MacDonald –  The amazing thing about video games (and Grand Theft Auto in particular) is how realistic they’re becoming. Every once in awhile, you look at one and — for just a brief moment — aren’t really sure if it’s real life or a game. So, I thought I’d try and capitalize on that by making a really slick, expensive-looking film using the most life-like medium I could. And since I’m already pretty familiar with video games, I knew I would be able to pull off way more this way than I ever could for no budget on a real shoot. Like, the car chase? Zero chance most indy filmmakers could afford to do something like that on their own. Why not use something like a video game to show off your directing abilities for no money and hopefully convince someone to let you do it for real one day?
PVC – Why did you choose GTA V? Do you play games?
MM – I don’t play as many games as I’d like because adulthood sucks, but I’ve been a huge fan of the GTA series since I was a kid and diligently played through GTAV when it was first released. The great thing about these games is that they’re so massive, they really allow a lot of flexibility in what the player can do. Want to rob a bank? Go for it. Want to get a lap dance? You bet. Want to chase down and murder people in a spat of vigilante justice? Of course you can! Because of that flexibility, it really allows us filmmakers to tell a wide range of stories and I think that’s the most you could ever hope for from a machinima.
PVC – Is it harder to create a movie like this, using machinima, than with real actors and scenes? Why?
MM – I think every kind of filmmaking is going to have its challenges, so it’s just a matter of figuring out the best ways to get around them. The tricky part about making a machinima, like you said, is you aren’t working with real actors in front of a camera, so you have to completely re-think your writing and how you shoot a scene. You can’t rely on witty dialogue to get you through because the lip sync will never match. You can’t rely on a lot of close ups because the characters in the game aren’t acting and will just stare blankly. Scenes you would maybe shoot one way in a live action shoot have to be rethought because the textures fall apart if you get too close or the game doesn’t have a proper animation for the scene you’re thinking up. It’s quite challenging. On the flip side, it can be quite liberating. You can move your camera virtually anywhere, without limitation. You can get endless coverage for the same take without having to reshoot. I don’t think machinima filmmaking is going to replace anything any time soon, but it certainly teaches a lot you can bring to your live action projects.
PVC – This was a completely new experience for you. When it comes to filming, what do you usually work on? What interests you most?
MM – This was definitely a new experience for me, but my approach was no different than when I’m directing a live action film. I genuinely love intelligent, large-scale stories, both independent and from the studio, and this kind of dark thriller / action piece is very appealing to me. I was also surprised to discover the facets I enjoyed the most making a film this way are the same ones you’d encounter on a traditional set. I really enjoyed blocking out the scenes — looking around the location I had selected, working out with the action the characters would perform. I really enjoyed lighting the scenes just like a cinematographer, finding ways to make these iconic GTA settings look unique and more cinematic. I enjoyed doing the camerawork, emulating big crane moves and moving picture cars. The aspects I found the most frustrating were the nitty gritty tedious tasks — finding the right animation for the character model to perform, troubleshooting technical glitches and crashes, finding different ways to “cheat” simple actions no one would think twice about on a live action shoot.
PVC – The short was shot in Anamorphic 21:9. Why did you go that way? To completely emulate the idea of a real film using a different perspective?
MM – I really love the anamorphic look. Seriously, I’ll go on Vimeo and just watch anamorphic lens tests because I get such nerd joy from it. I think it’s a really unique and visually interesting format. So, because I wanted to try and make this as cinematic as possible, I knew pretty early on I wanted to replicate that look as best I could. I was able to capture all my footage in a way that gave it a slight squeeze and then in post I added a vignette and some slight lens artifacting. Plus, having the 21:9 monitor on my PC gave a lot more flexibility for framing shots.
PVC – You mention potential future problems with Take 2 and Rockstar because of the way people have used their IP? Which problems? Does this not promote the interest for the game?
MM – There’s been some controversy lately because GTA parent company Take-Two came down hard on a handful of fan-made game mods, which are essential to creating these kinds of machinima films. They sent some cease-and-desist orders and the GTA community reacted very strongly, arguing the corporate overlords were going too far. In recent days, there’s been some resolution, as Take-Two and Rockstar have backtracked a little and it seems they will allow some of these mods to continue, but it’s a touchy topic. If you’re the companies, you’re trying to protect this very valuable IP that generates a lot of profit for you, so the idea of people modding and changing the game and potentially ruining the experience of what you intended is very alarming. On the other hand, most players using these mods just want to do so harmlessly, allowing them to tell stories like this one and spread their creative wings. It’s an interesting topic to think about as games and technology move forward — once a game releases, does it belong to the fans or is it the responsibility of the developer / publisher to protect their original vision? I’m not sure of the answer.
PVC – Notwithstanding the outcome of this experience, do you plan on creating more shorts using video game engines?
MM – I don’t know that I’ll ever make a film using GTAV again. I feel like I challenged myself to create something I’ve never done before, making a statement on the world using this particular tool and I accomplished that, so there’s not much left for me to do. I’m certainly open to trying other engines though. Things like the Unreal Engine, Unity, CryEngine are all turning out incredible visuals and there’s a lot to be explored there. That said, my first love will always be traditional live action. Computer graphics and animation and photorealism will continue to improve, but there’s just no replacement to seeing a real person on screen and my personal goal is to move into making features. That said, one interesting idea filmmakers should consider is using a game engine like GTA to help with their pre-visualizations. I could definitely see myself firing up GTAV to work out the logistics of a car chase or create an animatic for the crew on how we plan to shoot a scene. There’s no need to turn to some expensive post-house to do a pre-viz for you when anyone with a passing knowledge of video games and a computer can make something equally good, if not better. In that sense, it’s pretty amazing times we live in.
To find more about the work of Matt MacDonald visit his website.
The post Matt MacDonald: How I created a film using a video game appeared first on ProVideo Coalition.
First Found At: Matt MacDonald: How I created a film using a video game
0 notes