
Expectations around GTA VI are now difficult to quantify, but a new testimony from Rockstar North’s studies is further raising the asticella. The new journey between Vice City and Port Gellhorn, with Jason Duval and Lucia Caminos at the centre of narration, already seems to leave the audience speechless, evoking one of the most important technological jumps experienced in the world of modern cinema. The comparison, highlighted by Tech4Gamers, comes from the long reportage of TROISCOULEURS. The French magazine witnessed a presentation in Rockstar’s Scottish offices, where development manager Rob Nelson showed about an hour’s play with the controller in hand. The impression narrated by journalist Étienne Rouillon is to be faced with a new technical reference point. The feeling would be similar to the astonishment felt in 2009 during the presentation of the first minutes of James Cameron’s Avatar: not only a visual show, but a work capable of immediately redefining the audience’s expectations. To strike would not be a single effect, but the coherence of the whole world. The sand remains on the shoes, the sweat appears on the skin after a snap and the aquatic vegetation reacts in the water. This adds a Vice City populated by an impressive amount of characters, distinct in behavior and the way of interacting with each other. The demonstration is part of the communication path that Rockstar has intensified around the game. Also the recent extended look of GTA 6 had rekindled the debate on the choice to show so much, but this closed door test adds concrete details on the operation of the open world. During the session, the police recognize the character’s clothing, but can lose their tracks if they don’t see him coming up on a vehicle. Money is divided between cash and bank account, with the risk of losing what was not deposited when the protagonist is defeated. They are systems designed to make escape a more credible part of experience. Traffic also changes according to time and meetings can take unexpected directions. In a scene, Jason Duval and Lucia Caminos accept the challenge of some passersby and plunge from a bridge; when they return, they discover that someone stole their car. Emerging events promise to really change the course of a game. The relationship between Jason Duval and Lucia Caminos remains at the centre of the project. Player actions, the time spent together and the way the two protect themselves could affect their relationship. Rockstar wants to bring in the structure of GTA the emotional depth already experienced with Arthur Morgan in Red Dead Redemption 2, without sacrificing the freedom of the series. The reportage describes a much wider city of Los Santos, surrounded by many inhabited centres and a large number of accessible buildings. The most important data, however, seems to be the density: Rockstar Games not only focuses on the physical vastness of the territory, but above all on an open immersive and dynamic world experience. La comparazione con Avatar 2009 è un colpo di genio. È facile cadere nel tranello del "hype" e aspettarsi la rivoluzione totale, ma Rouillon coglie il punto cruciale: non si tratta di effetti speciali singoli, bensì della costruzione di un mondo aperto in cui l’interazione con esso ha un impatto reale. La coerenza descritta – la sabbia che si attacca alle scarpe, il sudore che appare sulla pelle, la vegetazione acquatica che reagisce all'acqua – è un dettaglio rarissimo nei giochi open world, e la sua presenza, unita alla gestione del traffico dinamico e agli eventi emergenti, suggerisce un livello di simulazione senza precedenti. Il parallelismo con Avatar non è solo retorica da marketing; evidenzia l’ambizione di Rockstar di creare un ambiente digitale che trascende la semplice esplorazione per diventare una vera e propria immersione narrativa. Resta da vedere quanto questi elementi saranno realmente implementati e quanto dureranno nel tempo, ma questo estratto dimostra un livello di dettaglio e ambizione che giustifica ampiamente le aspettative.
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