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As for the vehicles themselves, fan favorites have returned, as well as a whole collection of new ones that we are really pleased with. In terms of the vehicles, there are aerial vehicles that play a central role in Multiplayer. It's as ambitious as anything we have done on a console version of Grand Theft Auto. It really takes the scope of the series - creating living cities - one step further, this time for your PSP. When you are in the air, pedestrians, cars, and anything on the ground will scale down depending on how close or far the player is to them, much as they would in real life. We have created a system that increases the draw distance to the point where every element in the players view has been created on screen. From a technical standpoint, perhaps our greatest accomplishment has been the issue of draw distance. Vehicles have been created with these very different spaces in mind. Vice City is a complete city, and we have utilized all elements of the physical space in this game, from the land to the sea to the air. How well will the PSP be able to handle viewing an entire city from the skies? Hall: That's a great question. IGN: We've seen in the trailer that there will be aerial vehicles this time. And we have this greater complexity and variety alongside even faster loading times. For example, we've now got a lossless compression system for an animation, which has allowed us to have a greater variety of cars and pedestrians at once. We've compressed and optimized across the board, both by hand in the creation of the art and in the code itself. This has been a tough technical challenge - but once cracked it was incredibly liberating for the team. Vice City is so much bigger it required a whole new streaming system to be developed, one which will cope with any size of world you care to throw at it.
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A big part of the whole Grand Theft Auto experience is the ability to seamlessly stream in these vast cities without needing to halt the game to load in some data. This has freed up the CPU to do other things, and allowed us to push the graphics processor even harder, bringing the Vice City vibe to life with these incredible views stretching off into the horizon. Among a raft of tweaks and tune-ups, we've come up with new ways for the CPU and the graphics processor to talk to each other. YES NO IGN: How is this different from the system used in Liberty City Stories? Hall: A lot went into making this possible - we're very proud of what was achieved with Liberty City Stories, but that engine just couldn't cope with these demands.
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