Pretraži postove

petak, 14. veljače 2014.

Gameplay


Quite like its predecessors, Grand Theft Auto IV allows the player to intervene on a large open world environment. On foot, the player character can walk, run, jump, climb over obstacles and swim, as well as use weapons and perform basic hand-to-hand combat. Players can steal and drive a variety of vehicles, including automobiles, boats, helicopters, and motorcycles. Grand Theft Auto IV takes advantage of Natural Motion's Euphoria engine, which combines artificial intelligence, bio-mechanics and physics to make open, non-linear environments that allow players to explore and choose how they wish to play the game. Although completing most of the storyline missions are necessary to progress through the game and unlock certain content and parts of the city, they are not required, as players can complete them at their own leisure. When not attempting a storyline mission, players can free-roam, giving them the ability to do activities. Some side missions include locating and destroying criminals in the police car database, or participating in street races. The player can also swim, a feature that was introduced in San Andreas, but missing from prior titles.
It is possible to have several active missions running at one time, as some missions run over the course of several days and require the player to wait for further instructions or events. The player can also attempt a variety of optional side missions. Grand Theft Auto IV also contains morality choices at points throughout the game, which alter the storyline appropriately depending on the player's choice. Which of the game's two different endings occurs is determined by one of these choices.

petak, 7. veljače 2014.

Europa universalis IV

Europa Universalis IV (abbreviated EUIV or EU4) is a grand strategy computer game in the Europa Universalis series, developed by Paradox Development Studio and published by Paradox Interactive. The game was released on 13 August 2013.
The game is set in the period between the 11th November 1444 and the 2nd of January 1821.
                   
                                         
                                               Gameplay

Europa Universalis IV recycles and improves upon many features of the previous instalment of EU series, all while seeking to introduce a more streamlined and beginner-friendly interface, without alienating the more experienced fans. Players can choose to play single-player mode versus the AI, or multiplayer over a LAN or the Internet against a mix of human and AI opponents.
Exploration is dealt with by the use of terra incognita covering much of the world at game start. Players must hire explorers and conquistadors to travel into the unknown parts of the world. Or, after sufficient time has passed, world geography may be revealed as common knowledge through events.
Expansion is dealt with through a few different mechanics. Players may diplomatically gain territory, which can lead to the inheritance of an entire country. They may also militarily conquer territory through warfare. Revolts of nearby provinces can also add territory to your nation if you share a common cause, such as having the same culture as the revolutionaries. Lastly, territory can also be gained as part of a program of colonization.
Exploitation of the world is accomplished mostly through the management of your national economy and the control of international trade. Players can also make exploits through the use of espionage.
Extermination, synonymous with warfare, can be conducted on both land and sea. Land armies and naval fleets can engage in battles, led by generals and admirals. The successful conduct of a war is measured through war score. Upon reaching a certain threshold in war score, the loser can sue for peace or the winner may be able to impose their own peace terms, which may include outright conquest and annexation.
A defining feature of the game is the abstract concept of "Monarch Points" (MP), divided in three categories: Military, Diplomatic and Administrative, and which can be spent to perform various actions. Long-term investment in MPs consist in developing new technologies to advance your Nation, or the discovery of "ideas". Thus, someone playing as England can, for example, invest in various Naval technologies and Expansionist ideas to become a powerful maritime colonial superpower, or playing as Genoa one can develop Trade and diplomatic concepts to enhance its wealth as a merchant nation. MPs can also be spent to short-term necessities, such as increasing the country's stability, constructing new buildings in each province, or even recruiting military leaders. Monarch Points, as the name suggests, depend on the skills of your national leader, with 0-6 scale for each MP category. Historical monarchs represented in the game have varying MP pre-sets (successful ones, such as Napoleon have lots of points, while weaker rulers such as Henry VI tend to be less competent), but as you start the game, the succeeding leaders will have entirely randomized stats. MPs can be increased by hiring specialized advisers or by new ideas.
For an effective management of any nation and its development as a regional or even a world power, the player must take in account several features:
Military
While the game is less focused on warfare than other Paradox games such as Hearts of Iron or March of the Eagles, unless the player picks an extremely isolated country, war is a fundamental aspect of the game. The size of armies and navies depend on your land and naval force limit, on available manpower and on the strength of your economy to maintain standing armies and navies. Manpower not only determines the number of regiments you can recruit, but also on their capacity of recovering losses in battle. Mercenaries can be raised, and do not cost manpower but do cost more "ducats". Regiments consist basically on infantry, cavalry and artillery, while navies can be composed of large, trade, light and transport ships. Battles are affected by a multitude of modifiers, such as the skill of the commanders, terrain conditions and the troops' morale.
The discovery of new technologies and ideas through the game emulate the overall evolution of armies from the Late Medieval men-at-arms companies, through the regimental combined arms of the Modern Era, until the massed conscripted hosts of the Revolutionary period. Even for non-European nations, the military development overall tends to approximate their armies to the Western counterparts, emulating Europe's global predominance during the time period.
Diplomacy
EUIV has an interesting diplomatic component, with a number of available options of interacting with other nations. Monarchies in particular are able to perform dynastic actions, such as royal marriages, which can allow a member of your dynasty to assume rulership in the respective realm. If certain conditions are met, the countries related by a royal marriage can become a personal union if one ruler dies without an heir. If the heir has a weak claim, its possible for the more prestigious side to actively claim the throne. Indeed, if two nations claim the same crown, this in turn results in a succession war. The lesser partner in a Personal Union is effectively a vassal of the major partner, and might be eventually "inherited" – the lesser partner is annexed by the major one. Its possible, albeit more difficult, for a player seeking a "pacifist" campaign, to expand by diplomatic relations, eventually integrating vassalized nations.
Gone is the feature present in previous games of "infamy", which served to contain nations that expand too quickly, replaced by a system of coalitions, formed usually by the neighbors and national rivals of countries that expand aggressively. Coalitions are designed to simulate the historical notion of international "balance of power" such as the military leagues formed by Italian States or the coalitions against Napoleon. Also, reckless annexation of foreign provinces is punished by "overextension", which increases the risk of revolts and destabilize the country, forcing the player to carefully consolidate his conquests before engaging in another expansionist war.

četvrtak, 6. veljače 2014.

Diablo III:Reaper of Souls

Diablo III RoS Cover.jpg
After Diablo's defeat, Tyrael recovers the Black Soulstone that contains the essence of all seven of the Great Evils. Knowing it is too dangerous to leave it in the hands of mortals or angels, he and six Horadrim take the Black Soulstone back to Sanctuary and attempt to seal it away where it can never be found. However, the group is ambushed by Malthael, former Archangel of Wisdom and member of the Angiris Council, who had disappeared after the destruction of the Worldstone twenty years earlier (at the end of Diablo II: Lord of Destruction). Now calling himself the "Angel of Death", Malthael kills all but one of the Horadrim and incapacitates Tyrael, and takes the Black Soulstone in order to end the Eternal Conflict (the war between Heaven and Hell) once and for all by destroying humanity, which Malthael views as a race of demons (in light of their combined angelic/demonic origins).
Tyrael sends the surviving Horadrim to locate the Nephalem (the player character), who had defeated Diablo.


Killzone Shadow fall.

Killzone Shadow Fall Box.jpg
Like its predecessors, Killzone Shadow Fall is a first-person shooter in a science fiction setting. Staple weapons such as the M82 Assault Rifle, stA-52 Assault Rifle, and stA-18 pistol return from the earlier Killzone games. New weapons include the LSR44, a recoil-free, hybrid assault/charge sniper rifle that functions much like a miniaturized rail-gun, and the OWL, an advanced hovering attack drone (used by the Shadow Marshals) that can attack/stun when it is adjacent to an adversary, as well as deploy an instant zip line, protect the player from enemy fire with an energy shield, and hack/scan terminals and enemy alarms to prevent reinforcements from arriving.
While the previous games in the Killzone series portrayed a dark and gritty war-zone with numerous allies by your side at any given time and an overall linear design, Killzone Shadow Fall opts for a more open-ended, stealth-based approach. Levels are much more open than in previous games, allowing for multiple ways/routes to complete objectives. Also in Shadow Fall, for the first half of the campaign, the player is alone in firefights, with the OWL as your only "companion" able to lay down cover fire. During the second half onward, the player is occasionally joined by Echo as an ally, where she is able to snipe enemies marked by the player.
Multiplayer ships with 10 maps, with more on the way. Users are encouraged to create their own custom map presets called "Warzones," which then can be shared with others or promoted by the Killzone community.[5] Classes, abilities and weapons are unlocked from the start. The class system has been simplified to just three: Assault, Scout and Support (with some medic abilities from previous games now subsumed under "Support").[6] The player unlocks skill enhancements based on completing challenges unique to his class.

ponedjeljak, 3. veljače 2014.


Gameplay

Minecraft is an open world game that has no specific goals for the player to accomplish, allowing players a large amount of freedom in choosing how to play the game.[10] However, there is an achievement system.[11] The gameplay by default is first person, but players have the option to play in third person mode.[12] The core gameplay revolves around breaking and placing blocks. The game world is essentially composed of rough 3D objects—mainly cubes—that are arranged in a fixed grid pattern and represent different materials, such as dirt, stone, various ores, water, and tree trunks. While players can move freely across the world, objects and items can only be placed at fixed locations relative to the grid. Players can gather these material blocks and place them elsewhere, thus allowing for various constructions.[13]
At the start of the game, the player is placed on the surface of a procedurally generated and virtually infinite game world.[14] Players can walk across the terrain consisting of plains, mountains, forests, caves, and various water bodies.[14] The world is divided into biomes ranging from deserts to jungles to snowfields.[15][16] The in-game time system follows a day and night cycle, with one full cycle lasting 20 real-time minutes. Throughout the course of the game, players encounter various non-player characters known as mobs, including animals, villagers and hostile creatures.[17] Non-hostile animals—such as cows, pigs, and chickens—spawn during the daytime. The player may hunt them for food and crafting materials. By contrast, hostile mobs—such as large spiders, skeletons, and zombies—spawn during nighttime and in dark places, such as caves.[14] Some Minecraft-unique creatures have been noted by reviewers, such as the Creeper, an exploding creature that sneaks up on the player; and the Enderman, a creature with the ability to teleport and pick up blocks.[18]

A few of the hostile and neutral mobs displayed in Minecraft from left to right: Zombie, Spider, Enderman, Creeper, Skeleton
The game world is procedurally generated as players explore it, using a seed which is obtained from the system clock at the time of world creation unless manually specified by the player.[19][20] Although limits exist on vertical movement both up and down, Minecraft allows for an infinitely large game world to be generated on the horizontal plane, only running into technical problems when extremely distant locations are reached.[nb 1] The game achieves this by splitting the game world data into smaller sections called "chunks", which are only created or loaded into memory when players are nearby.
The game's physics system, in which most solid blocks are unaffected by gravity, has often been described as unrealistic by commentators.[21] Liquids in the game flow from a source block, which can be removed by placing a solid block in its place, or by scooping it into a bucket. Complex systems can be built using primitive mechanical devices, electrical circuits, and logic gates built with an in-game material known as redstone.[22]
Minecraft features two alternate dimensions besides the main world – the Nether and The End.[18] The Nether is a hell-like dimension accessed via player-built portals that contains many unique resources and can be used to travel great distances in the overworld.[23] The End is a barren land in which a boss dragon called the Ender Dragon dwells.[24] Killing the dragon cues the game's ending credits, written by Irish author Julian Gough.[25] Players are then allowed to teleport back to their original spawn point in the overworld, and will receive "The End" achievement. There is also a second boss called "The Wither", which drops materials used to build a placeable beacon that can enhance certain abilities of all nearby players.
The game primarily consists of two game modes: survival and creative. It also has a changeable difficulty system of four levels; the easiest difficulty (peaceful) removes any hostile creatures that spawn.[26]

Amnesia:a machine for pigs rewive

Amnesia: A Machine for Pigs is a survival horror video game developed by The Chinese Room and produced and published by Frictional Games. The game is an indirect sequel to Amnesia: The Dark Descent, developed and produced by Frictional Games. While set in the same universe as the previous game, it features an entirely new cast of characters and time setting. The game became available to pre-order on 16 August 2013, and was released on 10 September 2013.

Plot

The game features several interlocking story lines. Some take place in the past, some in the present, and some are overtly real while some may be imagined. Set in London on New Year's Eve, 1899, Oswald Mandus, a wealthy industrialist and butcher, awakens from a fever that's unknowingly lasted for several months, after returning from a "disastrous" expedition to Mexico. Throughout the game, he hears the voices of his twin children, Edwin and Enoch, calling for him as they lead him through the different areas.
Mandus receives a call on the telephone from "the Engineer," who tells Mandus that Edwin and Enoch have been trapped far below them, in the "Machine." During his descent through the massive factory, Mandus comes into contact with the Manpigs, deformed swine-like monstrosities that patrol the depths he descends through. Further calls from the phones guide him, saying that his children are in imminent danger from the rising floodwaters of the sabotage.
Mandus eventually reactivates the Machine, but is betrayed by the Engineer, who reasserts control of it, unleashing Manpigs out into the streets of London to round up unsuspecting victims to feed itself with. After he returned from his Mexican expedition, Mandus was consumed with obsession over a vision of the future from "the egg," hinted to be an Orb, in which both of his children are killed at the Battle of the Somme. Driven mad by the vision, Mandus decided that he could not allow it to come to pass, and he built the Machine to create a godlike being via mass ritual human sacrifice to save humanity from its own carnage. He then killed Edwin and Enoch himself to spare their fate at the Somme.
Mandus vows to finish what he started by descending once again into the heart of the Machine to destroy it. After destroying crucial parts of it, the Engineer tries to reason with Mandus and says that the world would be better off if the Machine is allowed to consume all of London and then the rest of the populace. Having recently discovered that the Engineer is a split personality, Mandus enters the inner chamber and activates a part of the Machine to sacrifice himself so that the horror can stop.

Characters


Oswald Mandus — The main protagonist of the game. A wealthy British industrialist and explorer, Mandus is portrayed as someone who is obsessed with his work and the industry that surrounds it at the turn of the century. Although Oswald Mandus appears to be an Elitist, he seems very generous towards people, and he even helped the poor children at a local orphanage. Mandus began an expedition to Mexico to discover Aztec ruins. Deep within the ruins, Mandus found an Orb, which cracked into two pieces and eventually rendered him unstable. He returns from his expedition in Mexico in the year 1899 after contracting a fever and loses all memory of the events of the last few months. The calls of his children and rumble of great engines draw him deep into the depths under his house to discover what he has done. Mandus is voiced by Toby Longworth.
Edwin & Enoch — Twin boys who are Mandus' children. Their mother, Lilibeth, died giving birth to them and the two of them were often looked after by a nanny rather than their father, who was too busy with his work. Despite this, Mandus loves them dearly, though part of him blames them for their mother's death. The pair of them are often seen throughout the game in brief glimpses, drawing Mandus further into the darkness where their fate is eventually revealed. Both Edwin & Enoch are voiced by Zak Craig.
The Professor — An associate and worker for the Ministry, the Professor met with Mandus to discuss his plans for the Machine under the guise of it being a meat processing facility that provided food for the poor populace of London. Led into the darkness under false pretenses, Mandus promptly kills him and likely makes him a victim of the Machine. The Professor is voiced by Mark Roper.
The Engineer — A fraction of Mandus' soul, implied to have been given a voice and autonomous power by the Egg (similar in description to The Dark Descent's Orb), the Engineer embodies Mandus' madness and wish to prevent his horrible vision of the 20th century to come to pass. Ruthless in his enacting of taking victims, the Engineer is manipulative to Mandus in order to get what he wants. The Engineer is also voiced by Mark Roper.
The Machine — The titular device, given consciousness by the Engineer. Though its exact function is left to speculation, most notes in the game hint that it takes the bodies of both humans and pigs and combines them into the monsters of the game, whilst also functioning as a meat processing facility. Although the Machine is designed with offices, catwalks, and plenty of small machinery, it seems that the Machine is able to run on its own, requiring the Manpigs for small repairs or menial labours only. The Machine is powered by using the Orb's shards and the heart of Mandus' sons attached to its core.
Manpigs — The monsters of the game. Serving a similar function to the Servant Grunts and Brutes from The Dark Descent, the Manpigs come in a multitude of forms. They cannot be killed and will often hunt for Mandus ruthlessly when he encounters them. Due to the process of their creation, they cause nearby lights to flicker – including Mandus' lantern – and will be drawn to the light if Mandus looks directly at them. The Manpigs come in three variants: Wretch, Engineer, and Tesla.
TeslaPigs — These pig-like creatures were experimented with so much Compound X, which caused them to flicker in and out of reality, and are much more powerful than the Manpigs. They act as a sort of mini-boss.
The Kaernk — The Kaernk returns under the name "Failed Experiments" in this game, behaving like they did in the first game. The only differences here are that they emit electrical sparks, and are much faster than in their previous appearance. It is implied that this version of Kaernk is a result of early experiments in creating the Manpigs (note dated August 1, 1899).

Gameplay

The game is a survival horror game played from a first-person perspective. Players explore the environments using a lantern, with diary entries and notes providing information on the lost memory of the title character. Some elements of The Dark Descent have been removed, while new elements have been added.[ One of the reasons for this is to provide a fresh gameplay experience to veteran players of The Dark Descent. The inventory has been removed, along with the oil and tinderboxes. Most of the puzzles that occur in the game are based on physically interacting with the environment because of this change. The sanity mechanic of the first game has been removed as well, meaning that the darkness and looking at the creatures no longer causes any drawbacks. Health regenerates whenever a player is damaged after a certain period of time.
The game's level design has been touted as "significantly different" from that of The Dark Descent, with larger areas and outdoor environments included. AI was also adjusted to ensure players are unable to predict enemy behavior based on their experiences with the original game. However, the core of the game remains the same as in The Dark Descent, so as not to disappoint fans who want more of what they loved in the original.

Assassin's creed 4:Black Flag rewive


Assassin's Creed IV: Black Flag is a 2013 historical action-adventure open world video game developed by Ubisoft Montreal and published by Ubisoft. It was released worldwide for the PlayStation 3 and Xbox 360 on October 29, 2013; for the Wii U on October 29, 2013 in North America, on November 21, 2013 in Australia, on November 22, 2013 in Europe, and on November 28, 2013 in Japan; for the PlayStation 4 on November 15, 2013 in North America, on November 22, 2013 in Europe, and on November 29, 2013 in Australia; for Microsoft Windows on November 19, 2013 in North America, on November 21, 2013 in Australia, and on November 22, 2013 in Europe; and for the Xbox One on November 22, 2013.
It is the sixth major installment in the Assassin's Creed series, a sequel to 2012's Assassin's Creed III's modern story and a prequel to its historical storyline. The story is set in the early 18th century Caribbean during the Golden Age of Piracy, and follows notorious pirate Edward Kenway, grandfather of Assassin's Creed III protagonist Ratonhnhaké:ton, who stumbles upon the conflict waged by the Assassins and Templars. Unlike previous games, gameplay elements focus more on ship-based exploration in the open world map, while also retaining the series' third-person land-based exploration, melee combat, and stealth system. Multiplayer also returns, albeit with only land-based modes and settings.
Assassin's Creed IV: Black Flag received positive reviews, with critics praising the open world gameplay, side-quests, graphics and naval combat. The story received a mixed response, while criticism fell on aspects of the story missions which were considered repetitive. The game received several awards and nominations, including winning the Spike VGX 2013 award for Best Action Adventure Game.

Gameplay:
The game features three main cities; Havana, Kingston, and Nassau, Bahamas, which reside under Spanish, British and pirate influence, respectively. The game also features 50 other "unique" locations to explore, with a 60/40 balance between land and naval exploration. Assassin's Creed IV has a more open world feel, with missions similar to those found in Assassin's Creed, as well as fewer restrictions for the player. The world opens up sooner in the game, as opposed to Assassin's Creed III, which had very scripted missions and did not give players freedom to explore until the game was well into its first act.The player will encounter jungles, forts, ruins and small villages and the world is being built to allow players much more freedom, such as allowing players to engage, board, and capture passing ships and swimming to nearby beaches in a seamless fashion. In addition, the hunting system has been retained from Assassin's Creed III, allowing the player to hunt on land, and fish in the water.
A new aspect in the game is the ship that the player captains, the Jackdaw. The Jackdaw is upgradeable throughout the game, and is easily accessible to the player when needed. In addition, a new underwater component has been added. The player has access to a spyglass, allowing the examination of distant ships, along with their cargo and strength. It can also help determine if an island still has animals to hunt, treasures to find or high points to reach for synchronization. An updated form of the recruit system introduced in Assassin's Creed: Brotherhood has returned, allowing Edward to recruit crew members. While Kenway's crew will remain loyal to him, and can be promoted to captain acquired ships, they cannot assist in combat or perform long-range assassinations, as in previous games. Ubisoft removed this aspect of the brotherhood system, believing it allowed players to bypass tense and challenging scenarios too easily.
In the present day, at the offices of Abstergo Entertainment — a subsidiary of Abstergo Industries — in Montreal, Quebec, players engage in modern day pirating through the exploring of Abstergo's offices, eavesdropping and hacking, all without combat. As well, various "hacking" games, similar to previous cluster and glyph puzzles, are present, that uncover secrets about Abstergo.
Multiplayer also returns, with new settings and game modes, though it is only land-based.

nedjelja, 2. veljače 2014.

Rockstar Games' present logo. Its design is used, with different color schemes, by all Rockstar Games studios.This is one of the most famous company that produces games
Rockstar Games is a multinational video game developer and publisher based in New York City, owned by Take-Two Interactive following its purchase of British video game publisher BMG Interactive.[1] The publisher are known for the Grand Theft Auto, Max Payne, L.A. Noire, The Warriors, Bully, Manhunt, Midnight Club, State of Emergency, and Red Dead games as well the use of open world, free roaming settings in their games. It comprises studios that have been acquired and renamed as well as others that have been created internally. While many of the studios Take-Two Interactive has acquired have been merged into the Rockstar brand, several other recent ones have retained their previous identities and have become part of the company's 2K Games division. The Rockstar Games label was founded in New York City in 1998[2] by the British video game producers Sam Houser, Dan Houser, Terry Donovan, Jamie King and Gary Foreman.[3]
The main headquarters of Rockstar Games (commonly referred to as Rockstar NYC)[4] is located on Broadway in the SoHo neighborhood of New York City, part of the Take-Two Interactive offices. It is home to the marketing, public relations and product development
Far Cry 3 PAL box art.jpg

Gameplay

Far Cry 3 is a first-person shooter, which also features role-playing game elements including experience points, skill trees, and a crafting system. The player has the ability to take cover behind objects to break enemies' lines of sight and to peek around and over cover and blindfire. The player has the ability to perform silent takedowns by performing melee attacks from above, below, or close behind. The game's narrative director, Jason Vandenberghe, said that the story mode map is around ten times larger than the game's previous installments. Players are given the ability to survey and plan out their attacks with stealth takedown combinations and tag enemies with the camera in order to track their movement once they break the player's line of sight.[11]
Equipment is controlled by a simple system. As missions are completed, new items are unlocked to be purchased or crafted by Jason, using the pelts of various animals found around the island. When scramblers on radio towers are removed, areas of the map are opened and weapons in the shop are made free. As outposts of Vaas' pirate group are attacked and retaken, the vicinity around the outpost becomes safer, it unlocks new side quests for that area.
Skills are collected by gaining experience from completing missions and killing enemies, and are unlocked in three skill trees, which correspond to the Spider, the Heron, and the Shark. Each skill tree upgrades different aspects of Jason's abilities, with the Spider upgrading his stealth takedowns and hunting skills, Shark for assault takedowns and health, with the Heron upgrading his long-range takedowns and mobility. As skills are collected, the tattoo on Jason's forearm grows which is made up of several different tribal designs resembling the three animal skill trees.
The game also includes a variety of side-quests. One such side-quest involves the player hunting the many different wildlife species on the island for upgrading purposes. There are some rare hunts that the player must undertake to reach the highest level hunt upgrades.[12]

GTA IV rewive


Quite like its predecessors, Grand Theft Auto IV allows the player to intervene on a large open world environment. On foot, the player character can walk, run, jump, climb over obstacles and swim, as well as use weapons and perform basic hand-to-hand combat. Players can steal and drive a variety of vehicles, including automobiles, boats, helicopters, and motorcycles. Grand Theft Auto IV takes advantage of Natural Motion's Euphoria engine, which combines artificial intelligence, bio-mechanics and physics to make open, non-linear environments that allow players to explore and choose how they wish to play the game. Although completing most of the storyline missions are necessary to progress through the game and unlock certain content and parts of the city, they are not required, as players can complete them at their own leisure. When not attempting a storyline mission, players can free-roam, giving them the ability to do activities. Some side missions include locating and destroying criminals in the police car database, or participating in street races. The player can also swim, a feature that was introduced in San Andreas, but missing from prior titles.
It is possible to have several active missions running at one time, as some missions run over the course of several days and require the player to wait for further instructions or events. The player can also attempt a variety of optional side missions. Grand Theft Auto IV also contains morality choices at points throughout the game, which alter the storyline appropriately depending on the player's choice. Which of the game's two different endings occurs is determined by one of these choices.