The Dev Team Thinks Of Everything: Grand Theft Auto
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Since the beginning but especially since well known songs came in Vice City, the radio stations have been like real life stations, playing licensed music, with their own presenters, stories and details of events which can be seen taking place in the game universe, even having different shows at different times of the day. It's such a detailed world that it got its own trope page: GTA Radio
In Grand Theft Auto III, there is an enclosed area limited by 4 high walls. If you manage to jump over one (with the help of a tall vehicle, for example), you can read the text "You weren't supposed to be able get here you know" on one of the walls.
One mission has you following a target of interest as he gets driven around by a taxi. Normally, you are supposed to keep your distance or you will scare the target off. However, if you kill the cab driver and take his place (or ram the taxi out of the way with one of your own), the target will get into your taxi and you are the one that drives him to his destination! You still have to kill him afterwards and he will still get spooked if you drive too recklessly.
San Andreas is chock full of this. No matter where you go, there's something there that evidenced the dev team thought of it first: tunnels just big enough to get a helicopter/VTOL jet through, others with things that make it just the wrong size, parachutes in high places, and even a sign atop a bridge saying, 'There are no easter eggs up here, go away.'
San Andreas also changes how CJ speaks based on his physical appearance. The developers knew some players would try to get CJ as fat as possible, so they have CJ speak alternate lines to any NPC he interacts with based on his weight (he'll say "Lunch money!" when he takes someone's money for example), or based on his clothes (dress in a suit and he'll say "Just cause I dress nice I can't bang, huh?" as he's stomping a pedestrian). He still speaks the same lines in cut scenes however.
Certain missions in San Andreas can't be started if CJ is too fat and you'll get a special cutscene telling you this. For instance, the mission Green Goo, which requires CJ to put on a jetpack, won't begin because the jetpack won't fit around him.
In the PSP version of Liberty City Stories, there is a new sign in the alley from III, with a goofy smiling face with outstretched arms, and the message "Hello again!" In the PS2 port of LCS, the sign reads "You just can't get enough of this alley, can you?"
In Grand Theft Auto IV you get a mobile phone. If you're in a car listening to the radio when someone contacts you, the car speakers skip just before it rings, as often occurs in real life.
The subway stations have performers at rush hour that you can tip. You can meet a girl on the in-game internet, and after your dates she will blog about them. You can even take the Roosevelt Island tram ride.
Not to mention the meeting up with friends to play pool, go bowling, get drunk, even drive drunk which immediately causes the cops to chase after you and your character to say it might be a bad idea. When you haven't seen a friend in a while their dialogue will be different to if you see them often. In the expansions, you can play air hockey and go to the nightclub for drinking games.
On the Statue Of Happiness, there is a hidden door which can only be accessed by helicopter. Walking through it (the door does not open and can literally be walked through as if it were an archway) you find a long ladder which leads up to a huge beating heart. In other words, the Statue Of Happiness is the heart of Liberty City, much like the real life Statue Of Liberty is considered to be to New York, which Liberty City is based on.
The first Francis mission in Grand Theft Auto IV usually requires you to kill a man and take a flashdrive off his body. This causes you to get a wanted level, and you then deliver the flashdrive to Francis. However, as seen here at 13:08, if the target falls in the nearby water and is then killed, the mission succeeds immediately, with no need to deliver the evidence as it's desstroyed.
There is even dialogue recorded and programmed to play for events that would almost never happen; each friend can say different things no matter the occassion. Roman actually has dialogue for when he steals a car even though it would almost never happen by accident.
Police will often be seen chasing and arresting NPC's on foot. If you park a police vehicle near an arrested NPC, the policeman will actually direct the criminal to the car before realising his mistake, giving you a wanted level.
If a driver pulls away when a characternote While this primarily happens to NPCs, it can also happen to players if the circumstances are right. is grabbing one of the car's door handles, they will ragdoll while continuing to hang onto the car. Assuming the character doesn't collide with other objects, they can be dragged for several seconds.
Causing a head-on collision with another car at high speed can occasionally send the other drive flying through their windshield. It can also happen to you, too.
During Franklin's assassination missions, you frequently kill CEO's/Directors/Presidents of companies, making it possible to buy stocks in opposing companies and sell them off post-hit for an easy gain. However, this also extends beyond missions: should you, for example, detonate a FlyUS plane, their loss of services means the market will shift values over to competitor AirEMU.
During the beginning of the mission "The Wrap Up", if you try to follow Dave down the building, a helicopter will crash into the walkway, separating him from Michael and forcing him to face the Merryweather Buzzard and be saved by Trevor.
Dialogue between characters will frequently change to reflect on which missions you have actually completed. Similarly, if you decide to hang out with one of the other player characters, their banter changes depending on where you're at in the story, and there's at least one or two throwaway lines for each activity and unique to each character combination.
Stick too close to another protagonist off-mission, they will become annoyed with your stalking. Continue after being warned, they will knock you on your ass, instantly killing you. Also extends to female NPCs; following them for a while will cause them to look over their shoulder and walk faster.
If you're in the tow truck, it's possible to tow police cars that are in pursuit of you.
Getting out of your car and hiding in the bushes will help you evade the police. Hiding your car in the bush while you're in the car works aswell.
The backfire from cars can ignite gasoline trails.
Shooting the approximate location of the gas tank on a car makes it leak gasoline, and it will eventually run down and stop working. The gas trail may be ignited in the meantime too.
If you pour gasoline on top of a car, the exhaustion from starting up the car, can ignite it, making it a flaming ball waiting to explode. Unless it's an electric car.
Rev up your car when you're at a red light and you'll challenge the guy next to you to a race. Honk your horn enough at a guy in front of you and he'll get pissed off and start driving dangerously to get away from you.
Story missions will frequently change up dialogue to reflect the player's actions, and there are often several different takes for each line. For instance, if you decide to do some Sequence Breaking on a Sniping Mission as Trevor and shoot some guards before your Non-Action Guy best friend warns you about them, Trevor will mention having cleared the area already.
Heists also have varying dialogue depending on which crew members you selected, and it all sounds natural, completely averting Mad Libs Dialogue. One of the most impressive throwaway lines has to be during the "smart" version of The Jewel Store Job, which begins with Franklin climbing to the roof and throwing sleeping gas into the ventilation system. On the off-chance that you visited Ammu-Nation and purchased grenades or sticky bombs, Michael will call you over the radio reminding you to switch grenade types. It might have been Stop Helping Me! material if it didn't show such impressive attention to detail.
Similarly, one of Trevor's missions for Josh requires him to use a jerry can that is provided at the beginning of the mission. If you already have a jerry can, Trevor will compliment himself for being "one step ahead".
If you kill Amanda, Jimmy, Tracey or anyone one of his friends as Michael, he'll freak out. Fortunately for him, they'll just end up in the hospital and send him the bill. The same applies with Ron if Trevor accidentally kills him...although Trevor doesn't care as much except telling the player it was their fault for running Ron over. Ron will send him the bill anyway since he's in deep debt. Franklin's reaction is a simple precision F or S strike wondering how a pro driver like him could hit someone like that. Trevor's penalization is the funniest though...
"HAHAHAHAHAHAHAHA! Pay my hospital charges"
If playing as Franklin or Trevor, go to Micheal's house and start shooting rockets at it. He will call you and shout to stop firing rockets at his house. Keep doing it and he'll send you the same text message to stop firing at his house.
Church bells ring on the hour.
Clocks show the exact in-game time.
The loudspeakers at Fort Zancudo will blare out Reveille at 0530 sharp.
When you're wanted, the police dispatcher will report your location (neighborhood and street name), as well as the type and color of your vehicle. Further, if you switch cars where the cops can't see, dispatch will express audible confusion over what vehicle they think you're in.
Each of the three main characters has a preferred musical genre that will be reflected in their default choice in radio stations. Franklin likes hip-hop, Michael likes classic rock from the 1970s and 1980s, and Trevor likes hardcore punk (in fact, changing the radio to a different station as Trevor will (at least during scripted missions) result in him complaining about the music and automatically switching it back to the punk station).
If you have the foresight to actually look in the back of the car in the mission where Franklin meets Michael for the first time (Michael holds Franklin up at gunpoint in the backseat of the car), you'll see that something is covered in a blanket in the back seat.
During the mission "Reuniting the Family" Jimmy will mention that Amanda cheated on Michael with "the guy on Vespucci Beach who thinks he's Jesus." If you go down to Vespucci Beach you can actually meet the guy. His name is Jesse.
If you get three wanted stars, police officers switch from shouting their movements to using hand signals.
Additionally, harming cops instead of killing them makes them retreat. Shoot a cop in the leg or foot, and other officers will often drag them to cover.
Causing a car's alarm to activate and stealing it after the alarm has stopped, will let you off scott-free of cops.
This trick works in (some?) older games too.
If the police witness drivers trying to attack you and you're simply just trying to drive away, the cops will chase the attackers, getting them off your tail.
In the story mode, it's possible to hold up certain stores. Do the same store frequently in a small amount of time and they can set a trap, working with the cops to ambush you. Robbing stores in Online too quickly can net you three stars, instead of two.
In Online, the cashier will often comment on how many times such a things have happened, depending whether or not another player has robbed the store recently, and may say that they should've gotten a gun. There's also a chance of them pulling one and possibly killing you, if you don't return fire.
If you happen to pull the trigger on an empty weapon while performing a robbery, the clerk will immediately fire upon you.
In both online and offline mode, calling people frequently will cause them to complain about it. Do it enough without reason (i.e. calling and hanging up rather than selecting a conversation) and they'll start to snub you.
Lester: Call me back when you get that brain of yours working.
Ron: Call me when you've grown a brain!
The in-game smartphone model shows the same graphics seen on the game's HUD.
It's possible to catch most vehicles with the cargobob's hook, right from regular cars to tanks. The hook cannot catch convertibles with their hoods down.
Online will always remember a player driven vehicle and never despawn it, unless it's destroyed. Even if it isn't a personal vehicle.
If your personal vehicle in Online is destroyed by another player, they will pay for the insurance.
Different statistics for Online characters can grant different titles; max stamina's will unlock "triathlon", but low gun accuracy unlocks "spray 'n pray".
Storing your online cash in your bank account means other players and muggers (obviously) can't steal it from your wallet. You can still get mugged, but you won't lose cash, making the mugging be for naught.
Much like GTA SA, you can find parachute atop of buildings or places that would be ideal for basejumping. Getting into planes or choppers, will always equip the player with a free parachute. The convenient parachute placements are more frequent in Online than Single Player.
Due to the Interaction menu in Online (a portable inventory of sorts, that's exclusive to Online), it's easy to get drunk and drive. The result of doing this is the same as it was in GTA IV.
You can send in-game texts to other players, for free, but only if they're in the same lobby. Calling them on the other hand, costs about GTA$10note The in-game currency..
Suiciding in Online is usually free. The "easy way out" you take, varies from a cyanide pill, to putting a gun to your head. Doing it on mission will tell you that there's "No easy way out this time!".
The Altruist Cult will almost always welcome Trevor into their little abode (unless he attacks). Going there as Michael or Franklin results in them immediately attacking. If Trevor delivers a victim for the cult for the fourth time and slaughters all of them, nobody will be in the village from then on and the cult theme will no longer play.
Ballas gangsters will not only insult Franklin for being part of the Families, but also Michael and Trevor if either of them wears green.
Similarly, if Michael or Trevor wears green and bothers any Families gangsters, they will insult either of them for being a "mark" wandering around their territory.
When Lester gets into a car, he has his own unique animation. Rather than use the stock "one leg in" animation, he sits in the car butt first and rotates his legs in, like a real handicapped person would do.
In Online, the player can purchase an apartment which will include a shower. If the player climbs into the shower, they will be encouraged to sing into the microphone.
You can do donuts with cars in V, however, if you do it to a car with tires not meant for extensive drifting long enough, the tires will burst, just like in real life. Also works in IV.
As Trevor, people can call the cops on you and get you a wanted star just because you're wearing a dress if you hang around them long enough to allow them to.
In Online's introductory missions and various cutscenes, all players involved in the job will have subtle, unique animations in the scene (e.g. When introduced to Gerald, Lamar will rip on Player A's clothing with Player B, C, etc. laughing in the background.)
When browsing the internet on your phone, if you're browsing secure pages such as your Portfolio and you try to go back you'll get a "this page has expired," just like in real life.