Summary

  • A former GTA 3 developer has been revealing lots of behind-the-scenes details about the classic PS2 trilogy.
  • This time around, Obbe Vermeij has revealed that the PS2's limited memory was why players couldn't fly in GTA 3.
  • GTA 3 did have the Dodo but it barely counted and we'd all rather that it wasn't a thing, let's be honest.

A former developer has revealed that one of the "hardest technical challenges" during the development of was due to the PS2's memory, which is why the player wasn't able to fly planes outside of a brief trip in the Dodo.

It's not often that we get to look at how big triple-A games are created (shout-out to Naughty Dogꦏ and Double Fine for providing some of the best looks at game development), but one of the most infamously secretive studios is, without a doubt, Rockstar Games. Despite making some of the most well-known titles in the world, Ro💞ckstar is incredibly private a♚nd tends to do things in its own way.

Related
The Rockstar Leak Highlights The All-Cℱonsuming Nature Of Live Games

Bully 2, Agent, and single-player DLC for GTA 5 all seem to have been sa🌞crificed for GTA Online.

As a consequence of that, ther🌳e are a lot of secrets and mysteries surrounding the development of most of its games (just look at how we reacted to a single audi🅰o blooper being found in Red Dead Redemption 2). That's been somewhat changed over the past few months thanks to ex-Rockstar Games developer Obbe Vermeij ().

Here's Why You Can't Properly Fly In GTA 3

Ever since last year, Vermeij has slowly been revealing more about the development of the PS2 GTA trilogy, including 168澳洲幸运5开奖网:explainin꧟g why the moon changes sizes when shot and shining a light on the suicidal planes in GTA😼 San Andr🐟eas. during GTA 3's development.

That challenge was the PS2's limited memory, which meant that GTA 3's map had to stream models from the disk as the payer moved around. Although Vermeij and Adam Fowler managed to place models on the disk closely to try and get over the limitation, eventually there was nothing else to be done other than slowing the player down so that models could be loaded faster.

"Portland initially had a big drag running all along the island. This was a worst case scenario. The player could go🌊 fast and there were loads of buildings to load. The artists changed the road layout to slow the player down. In other problem areas, we increased the drag (air resistance) on the vehicles five per🅰cent or so."

Although it's interesting to know that the player was purposefully slowed down in GTA 3, the most interesting tidbit to come from the tweet is that these streaming issues were why the player was unable to fly anything but the Dodo in GTA 3. For those that don't remember, , but was a total pain to control and barely let anyone get airborne.

If you're wondering what changed between GTA 3 and Vice City to allow for air travel, Vermeij said that various code improvements were made that allowed for better compression of models and textures, and therefore allowed for faster loading and streaming (except when the player was flying).

Next
𝐆 Every Play Session Is ꦍClimactic In Final Fantasy 7 Rebirth

Boss batt𓆉les are so common that they basically end every one of my play sessions.