GTA 3 FOR PC IN JUST 150 MB
GTA 3 IN JUST 150 MB FOR PC
SYSTEM REQUIREMENTS
GTA 3 minimum system requirements for PC
- OS: Microsoft® Windows® 2000/XP
- Processor: Pentium III® 450 MHz CPU
- Memory: 96 MB RAM
- Graphics: 16 MB Direct 3D Video Card
- DirectX Version: Microsoft DirectX® 8.1
- Hard Drive: 500 MB uncompressed free hard disk space
- Sound Card: Fully DirectX compatible Sound Card
GTA 3 recommended system requirements
- Processor: 700 MHz CPU
- Memory: 128 MB RAM
- Graphics: 32 MB Direct3D Video Card
Grand Theft Auto III is a 2001 action-adventure game developed by DMA Design and published by Rockstar Games. It is the third main entry in the Grand Theft Auto series, following 1999's Grand Theft Auto 2, and the fifth instalment overall. Set within the fictional Liberty City (loosely based on New York City), the story follows Claude, a silent protagonist who, after being betrayed and left for dead by his girlfriend during a robbery, embarks on a quest for revenge that leads him to become entangled in a world of crime, drugs, gang warfare, and corruption. The game is played from a third-person perspective and its world is navigated on foot or by vehicle. Its open world design lets players freely roam Liberty City, consisting of three main areas.
Development was shared between DMA Design, based in Edinburgh, and Rockstar, based in New York City. Much of the development involved transforming popular elements from the Grand Theft Auto series into a fully 3D world for the first time. The game was delayed following the September 11 attacks to allow the team to change references and gameplay deemed inappropriate. It was released in October 2001 for the PlayStation 2, in May 2002 for Microsoft Windows, and in October 2003 for the Xbox.
Grand Theft Auto III received critical acclaim, with particular praise directed at its concept and gameplay. However, it also generated controversy, with criticism directed at its depictions of violence and sex. It became the best-selling video game of 2001, and has sold over 14.5 million copies since. Considered by many critics as one of the most significant titles of the sixth generation of video games and a landmark game in the open world concept, it is often listed among the greatest video games. It won several year-end accolades, including Game of the Year awards from several gaming publications. Since its release, it has received ports to many different gaming platforms. An enhanced version of the game was released on mobile platforms in 2011 for the game's tenth anniversary, and a further enhanced version for the twentieth anniversary was released in 2021. The game was followed by Grand Theft Auto: Vice City in 2002, while two prequels, Grand Theft Auto Advance and Grand Theft Auto: Liberty City Stories, were released in 2004 and 2005, respectively.
Grand Theft Auto III is an action-adventure game played from a third-person perspective. Players complete missions—linear scenarios with set objectives—to progress through the story.[4] It is possible to have several missions available at a time, as some missions require players to wait for further instructions or events.[5] Outside of missions, players can freely roam the game's open world, and have the ability to complete optional side missions. Liberty City is composed of three boroughs: Portland, Staunton Island, and Shoreside Vale; the latter two areas become unlocked as the player progresses through the storyline.[6]
Players may run, jump or use vehicles to navigate the game's world.[7] In combat, auto-aim can be used as assistance against enemies.[8] Should players take damage, their health meter can be fully regenerated through the use of health pick-ups. Body armour can be used to absorb gunshots and explosive damage, but is used up in the process.[9] When health is entirely depleted, gameplay stops and players respawn at the nearest hospital, at the expense of losing armour, weapons, and an amount of money.[10]
If players commit crimes while playing, the game's law enforcement agencies may respond as indicated by a "wanted" meter in the head-up display (HUD). On the meter, the displayed stars indicate the current wanted level[11] (for example, at the maximum six-star level, efforts by law enforcement to incapacitate players become very aggressive).[12] Law enforcement officers will search for players who leave the wanted vicinity. The wanted meter enters a cooldown mode and eventually recedes when players are hidden from the officers' line of sight.[11]
The game lets players control the mute criminal Claude.[13] During the story, Claude meets various new characters from gangs. As players complete missions for different gangs and criminal organisations, fellow gang members will often defend players, while rival gang members will recognise players and subsequently shoot on sight.[14] While free roaming the game world, players may engage in activities such as a vigilante minigame, a fire fighting activity, a paramedic service and a taxi cab service.[11][15] Completion of these activities grants players with context-specific rewards; for example, completing the vigilante mission allows players to bribe police after committing a crime.[16]
Players use melee attacks, firearms and explosives to fight enemies. The firearms include weapons such as the Micro Uzi, an M16 rifle and a flamethrower.[6] The game's three-dimensional environment allows a first-person view while aiming with the sniper rifle, rocket launcher and the M16 rifle. In addition, the game's combat was reworked to allow players to commit drive-by shootings by facing sideways in a vehicle.[4] The game gives players a wide variety of weapon options—they can be purchased from local firearms dealers, found on the ground, retrieved from dead enemies, or found around the city.[9]
The team developed the story and design simultaneously. Dan Houser said, "we use the story to expose the mechanics, and we use the mechanics to tell the story";[18] however, he found it difficult to create the narrative, as the game is so strongly focused on player freedom. He wanted the story to be more nuanced and interesting than the generic "rise and fall and rise again of a superhero bad guy".[37] The game's script was also focused on mission objectives, attempting to implement high amounts of interactivity.[34] Dan Houser felt that each mission is "its own short story", and part of an "overarching story".[18] Dan Houser and co-writer James Worrall drew influence from mob films and the mafiosi featured in films by Martin Scorsese;[34] the team also "paid a lot of attention" to shows like Miami Vice and The Sopranos.[28] When writing the story, Dan Houser and Worrall regularly met with the designers, and filled a room with post-it notes to reconstruct the story components to shape the game.[34]
Many of the game characters were animated using motion capture, filmed at a rented studio at the Brooklyn Navy Yard,[38] though this was limited by technical constraints. The character movement was also treated as being cinematic, though limited polygons heavily inhibited this.[41] Animating non-player characters entering and driving cars proved to be difficult for the team, due to the variety of vehicle designs. "It involved chaining together dozens of different animations and altering key frames in code," recalled software engineer Alan Campbell.[19] The team used varying camera angles when animating the game's cutscenes in order to evoke different emotions.[42] For the voice acting, the team wanted "natural, subtle performances", which proved difficult as many of the actors "had in their head the idea that because video games are animated, their performances needed to be animated", explained motion capture director Navid Khonsari.[41]
The playable protagonist is unnamed in the game,[43] and his name is not officially revealed as Claude until his appearance in Grand Theft Auto: San Andreas (2004). He is a silent protagonist, never speaking throughout his appearances; the team decided upon this primarily because it "did not seem like a major issue", due to the other challenges faced during development, and also partly to allow players to identify with the character, as he would be who the players want him to be.[13] The developers did not have "any one single inspiration" for Claude; they liked the idea of a "strong, silent killer, who would be juxtaposed with all of these neurotic and verbose mobsters".[13]
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