Tag Archives: screenshots

Almost There: New GTA 5 Screenshots and Artwork


Only a couple more days until the official release of Grand Theft Auto V and Rockstar has seen fit to give us several new screenshots and a piece of new artwork. Take a look and then go outside – we know the wait over the next few days isn’t going to be easy!

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PS: We know you want the cheat codes for GTA 5 and we are working on getting them to you ASAP. At the moment they are expected to become available between the official release date (September 17 of course) and up to one week after that. So sit tight, we will have them to you soon!

Official Trailer Screencap Gallery


Rockstar unveiled the “official trailer” for GTA V just a few hours ago (there is, in fact, other official trailers too). Anyway, with all the action going on it can sometimes be all too easy to miss the little details, which is why we’ve taken the liberty of generating all these screencaps for you.

The images detail every single scene shown in the video so you can be sure you won’t have missed a thing. Enjoy!

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Loads More GTA V Images


The official GTA V website over at Rockstar was recently updated to include a heap more images for Grand Theft Auto V (both properly visible and buried within the code). What we’ve done is extracted them all for you to see in one nice easy-to-read post. Check them out below.

PS: We even managed to grab proper color versions of the images that are stilled greyed out/not clickable (see “Hidden” below).

Vehicles

cars

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Miscellaneous #1

bike-jump

parachute

scope

skydiving

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Miscellaneous #2

brawls

flyers

marketing

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Hidden

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Rockstar Talk GTA 5 World, More New Screenshots


BuzzFeed managed to score themselves an interview with Aaron Garbut, art director at Rockstar North. In it, Garbut primarily discusses the gaming world in Grand Theft Auto 5 and the pains Rockstar has gone through to make it look and feel as realistic as possible (in a GTA sort of way). They also scored some new screenshots (even newer than the ones released earlier today!).

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You can read the whole thing here, but here’s couple of the more interesting pieces…

The entire world was handcrafted and unique:

It’s all handcrafted, all unique, and we’ve gone over it all again and again and again to make sure there’s enough layering of detail that I don’t think many people will ever see everything we’ve put into the world. That in itself, though, means that most people will have different experiences. We used to call Liberty City a living, breathing world, but this is way beyond anything we’ve done before.

The draw distance is “unlimited”:

The main thing we wanted to achieve was to pull off this sense of scale. The way we don’t limit the draw distance and draw the lights so far back really emphasizes this. Every single light we place in the world is stored, streamed, and laid into the map, even into the distance. The entire world draws all the time: You can fly high in the air at one corner of the map, look over the miles of city and skyscrapers, over the hills and desert to the furthest ridges of the most distant mountains. It’s all there and visible.