circa: 2002 (2001 for Playstation)
genre: action-driving simulation
developer: DMA Design Limited/Rockstar Games
engine: Criterion RenderWare
- atmospheric/environmental effects
- water: mist, ripples & splash (+ rain: street and vehicles)
- weather: fog (various, not just near/far clip plane and not volumetric), lightning, rain (+ bows); dynamic, gradual
- wind: lines (flag, laundry, light), street debris (leaves & newspapers), swaying trees
- other:
- blood footprints & tire tracks
- bridge section raises/lowers
- broken fire hydrants shoot water
- car alarms (some) go off on impact and when broken into
- cranes: some move around; others pick up cars with "magnet"
- bodies: replaced by body outline tape if not revived by medics, twitch when hit/kicked
- feet impact dust/splash
- fence gates sense characer/vehicles (type-dependent) and open/close
- incremental vehicle damage
- glass breaks (+ windshield pane detaches)
- bumpers dent, break, and detach
- body dents/scrapes
- doors/hoods/truck gates/trunks flop in wind and detach
- radiator leaks steam
- catches fire and explodes if too much damage
- location-specific NPC body damage: limbs fall off, blood spurts, body falls over, twitching
- sea wave height varies with weather
- slow motion during pill powerups
- smoke: chimneys, fire, exploded vehicles, gunshots, tire skids, vehicle exhaust
- sparks: bullet impacts, vehicle impacts/scrapes
- steam: espresso stalls, grates, manhole covers, radiators, vents
- stop-/streetlights go out when dented/broken
- tire kick up: dirt, grass, water
- tire skid marks: dirt, blood, grass, road
- explosions, fire, street debris; see particle effects
- working building clock
- collision detection: 2D
- lighting: dynamic, colored, day-night cycle, flickering, lens flare (sun, L-trains, subway cars); headlights, helicopter, lightning, stoplights, streetlights
- particle effects: birds (seagulls), blood spurts, debris (street, vehicle), explosions, fire, rain, smoke, sparks, steam
- physics
- friction/gravity (player, enemies)
- chainlink fences wave-collapse when hit hard enough
- explosion force blows out glass and up vehicles (+ debris)
- slippery wet roads affect vehicle handling/traction
- tank cannon blast pushes it back
- vehicles: bounce, handle differently, shocks
- reflection: coronas (wet street), water (fountains, puddles; buildings only); see environmental texture mapping
- shadows: polygonal ovalular masks: character, NPCs, vehicles (multiple depending on light sources); in-texture: airplanes, bridges, streetlight poles, trees
- texture: 16-/32-bit depth
- filtering: bilinear
- mapping: environmental (vehicles)
- decals: blood puddles, footprints, tire skids/tracks
- transparency: fire, glass, light beams, LOD object fading, smoke, steam, tire skid marks
- other: location-specific body damage (limb falls off, blood spurts), skeletal animation, skin
player character
- character: unnamed male escaped convict
- customizable skin texture
- flips off people
- footstep sound: dirt/gravel, grass, pavement, water, wood
- hunches over and heaves to catch breath after running
- in-vehicle: looks behind when backing up, shuts door if it comes open, turns (+ leans up depending on vehicle) to aim/shoot gun, turns steering wheel
- turns head: to look at people/vehicles, when looking behind
- moves: hit/shoot, jump, run, sprint, strafe; in-vehicle: honk horn (+ hold for different sirens on some vehicles), look left/right/back, raise/lower hydraulics (Yardie Lobo only), shoot left/right (Uzi only), shut door if it comes opens due to impact/scrape, turn/shoot: turret (tank only) & water nozzle (fire truck only)
- view: 1st-person (in-vehicle, some guns), 3rd-person (multiple camera angles: 3 zoom levels, cinematic, top-down)
- pan: keyboard/mouse (depending on view)
- zoom: keyboard; 5 levels (3rd-person only)
level/world design
- # levels: 3 areas (73 missions)
- location: Liberty City (like New York City); urban; suburban residential (Shoreside Vale), commercial (Staunton Island), industrial (Portland)
- cutscenes: yes, every mission
- full-motion videos (FMVs): no
- level editor: no
- linear progression: no
- environmental interaction
- breakable: cardboard boxes, crates, glass windows (some), hazard pylons, parking meters, railings, streetsign poles (some), vehicles
- knockover-/mov-/pushable objects: benches, body cast, chainlink fences, dumpsters, fire hydrants, hazard cylinders, mailboxes, market stands, newspaper vending machines, parking garage pipe gates, picnic tables (+ dent), railings (some), stop/streetlight poles (+ dent), vehicles; see breakable objects
- rideable: bridge section, L-train, lift, subway, vehicles
- driveable: vehicles, planes
- other: steal cars (carjacking)
- outdoor landscaping/terrain design: outdoor, some indoor (cutscenes mostly); LOD; see location
- puzzles: blow up things, get to places, kill people, put out fires in firetruck, race, transport people
- traps/hazards: explosions, falling, fire, getting hit/shot, water (sea)
weapons: baseball bat, bazooka, fists, flamethrower, grenades, guns (MP5, pistol, rifle, Uzi), Molotov Cocktails
bullet shells: eject, fall, hit surface, and disappear
other
- enemies/animals: humans
- AI
- pedestrians: attack when attacked, gangsters fight/shoot character (on-foot and in-vehicle), get into fights, look at dead bodies and exploded vehicles, jump out of vehicle's way, make comments, run away and scream when gunshots fired, running into on-foot causes them to stumble or fall, steal vehicles
- vehicles: catch fire when flipped over, get out of way or stop when siren nears, speed up when shot at
- ambulance usually comes when someone dies
- fire truck comes when something is on fire(?)
- prostitutes pickupable and increase health
- inventory: ammo/weapons (see weapons)
- sound: stereo, A3D, EAX; doppler effect, "dynamic acoustic modeling"