First, second, and third person: definition and examples

Let’s Get Experimental

As the first-person shooter genre became codified into one of gaming’s best known, flourishes of experimentation started to crop up around the edges. Teams began to question the tropes of the genre and ask if they had to have gruff protagonists, deathmatch or even guns.

2007’s Portal is credited for opening the floodgates. Armed with a “weapon” that opens holes in space between one location and another, protagonist Chell must escape a research facility stocked with deadly experiments by flaunting the laws of physics. The sequel added even more elements, and both games sang with smart, snarky humor.

That same year, EA released Mirror’s Edge, which was ostensibly a first-person shooter but one that prioritized movement over gunplay. Yes, protagonist Faith could wield firearms, but the meat of the game was running parkour-like through a massive world of rooftops, pipes and shafts with incredible freedom. It was a cult hit that inspired a 2016 sequel.

One stunning recent example is Superhot, an abstract shooter that takes the frenzied pace of a typical FPS and twists it: time only moves when you do. Stand still and bullets will hang in mid-air, but make one wrong move and they’ll plow right into your face. Each level is a tense ballet of split decisions and polygonal carnage and there’s nothing quite like it on Earth.

Other indie FPS games are going minimal. Devil Daggers keeps players in a single arena and overwhelms them with a tidal wave of demonic enemies, any of which can kill with a single hit. Players are scored simply on how long they can survive, and it’s a tense and unique experience that distills the genre down to its core.

Other interesting FPS experiments include PS3 title The Unfinished Swan, which starts in a completely white space that the player must fill with ink to explore, the abstract Lovely Planet and the hyper-realistic gun simulator Receiver that requires players to painstakingly perform each and every step of loading and prepping their weapons.

Hear The Call

The Call Of Duty franchise started with the World War II game boom of the early 2000s. Published by Activision, the first few installments in the series were competent, realistic infantry simulators that put the focus on AI squadmates. But 2007’s Call Of Duty 4: Modern Warfare marked a turning point for the franchise that would make it one of the most popular on the market.

The game took players into the world of asymmetric warfare, facing off against terrorists and insurgents across the Middle East and Eastern Europe. A potent storyline with some unexpected emotional beats, combined with innovative and responsive multiplayer, made it the year’s best-selling game.

The franchise continues to chug onwards, with recent installments moving it into the future and outfitting soldiers with superhuman movement abilities. It’s ironic that a series that started with realism has become what it has, but that doesn’t stop the games from selling.

Man On Man

Competitive multiplayer was a big part of first-person gaming from the very beginning, but the rise of the national Internet infrastructure made finding people to play with incredibly easy in the late 1990s, especially on college campuses wired with lightning-fast T1 lines.

Epic dropped Unreal Tournament in 1999, one of the first purely multiplayer-focused FPS titles. The skimpy singleplayer was an excuse to train players against bots, but the meat was the online and LAN play. The game was massively successful and inspired others to work on similar projects.

iD’s take was Quake III Arena, released later the same year. Eschewing tight corridors for open arenas optimized for multiplayer, it was a beautifully tuned game with a high skill ceiling and featured an emphasis on fast movement.

In a similar vein was Dynamix’s Starsiege: Tribes, which billed itself as the “world’s fastest shooter.” The game put players in control of armed mechs in huge outdoor environments, and players discovered a movement glitch called “skiing” that enabled them to not lose momentum by timing jumps while descending a hill. Doing that let you jet across the map insanely fast.

Hungry Like The Wolf

We’re almost a thousand words into this and we haven’t even hit Doom yet. Stay calm, buddy. Now’s the time when we meet the guys who would transform the world of first-person shooting forever.

iD Software was founded by John Carmack, John Romero, Tom Hall, Adrian Carmack, all employees of publisher Softdisk. John Carmack’s technical genius enabled the team to wring incredible performance out of the PCs of the day, starting with 1990’s side-scrolling Commander Keen. When Carmack figured out a way to render 3D environments just as quickly as 2D ones, it energized the newborn company to innovate once more.

Carmack developed the concept of raycasting with an earlier title called Catacomb 3D– making the computer only draw what the player could see, rather than the whole world around him – and it unshackled 3D gaming from the world of flight simulators and other niche wonk stuff.

1992 saw the shareware release of iD’s Wolfenstein 3D, the unofficial sequel to classic adventure game Castle Wolfenstein. While that game put players in a 2D elevated view, this new title embedded them right in the skull of Allied spy William “B.J.” Blazkowicz, massacring Krauts inside a Nazi prison. John Romero and Tom Hall pushed the experience to be fast and visceral, keeping players constantly on their toes unlike the slower-paced fare of the time.

The game saw 200,000 copies sold in a year, with publisher Apogee commissioning sequels and even releasing a collection of 800(!) player-made levels for the game. It was a tremendous hit and single-handedly created a new genre.

And then, eighteen months later, there was Doom.

3D Universe

With the advent of improved 3D graphics and detailing, first-person view was introduced in GTA III.

First-person view as seen through the crosshairs of a Sniper Rifle in GTA III.

in two forms, the ability to look around in first person view, and the ability to aim a weapon. This was carried over to Grand Theft Auto Vice City, and later Grand Theft Auto San Andreas (the latter with the exception of free look). The free look ability is triggered on consoles by moving the right analog stick of the controller while unarmed. In the PC versions, the feature is available if the control scheme is set to ‘Classic’, and by default using the Numpad 5, 6, 7, and 8 keys. First-person view is also standard as an available viewpoint when the player is inside a vehicle.

First-person aiming with a gun is crucial, particularly for sniper rifles, allowing the player to accurately aim and shoot at targets from afar, while avoiding the use of an auto-aim. Similarly, certain assault rifles (i.e. the M16/M4 and Ruger) and rocket launchers allow the player to aim in first person view as they hold the aiming button or key. Similarly, the camera introduced in GTA Vice City allows the player to take pictures from a first-person viewpoint. First-person view for assault rifles was eliminated in GTA San Andreas in favor of an over-the-shoulder aiming system.

Summary: What is the First, Second, and Third Person Perspective?

Define first person: The definition of first person is the grammatical category of forms that designate a speaker referring to himself or herself. First person pronouns are I, we, me, us, etc.

Define second person: The definition of second person is the grammatical category of forms that designates the person being addressed. Second person pronouns are you, your, and yours.

Define third person: The definition of third person is the grammatical category of forms designating someone other than the speaker. The pronouns used are he, she, it, they, them, etc.

If this article helped you understand the differences between the three main English points of view, you might find our other article on English grammar terms helpful.

You can see our full list of English grammar terms on our grammar dictionary.

Contents

Console Party

First-person shooters became one of the leading reasons to game on a PC. Sure, the Super Nintendo saw a decent port of Doom, but without networking features the experience was pretty lacking. That didn’t stop some people from trying it, and a very unlikely developer managed to make a console FPS that cemented itself in the pantheon.

Early takes on the concept included 1994’s Battle Frenzy for the Genesis, Metal Head for the Sega 32X and Super 3D Noah’s Ark for the Super Nintendo – that one a Wolfenstein reskin with a Biblical theme that managed to be the only unlicensed SNES game ever released.

Rare was a British company primarily known for their Nintendo titles, including the criminally difficult Battletoads. Over three console generations, they’d proven their value to the big N and were selected with handling a game based on the James Bond license for the Nintendo 64. That game would be Goldeneye, and it would prove that a console-exclusive FPS could play with the big boys.

Goldeneye got over the limitations of the N64 (no online play, for one) with clever technical hacks. Although the game wasn’t terribly impressive graphically, even by the standards of the day, it was smooth as butter and offered a wide selection of maps and weapons.

They followed it up with Perfect Dark, which was an improvement in many ways with better graphics, tighter enemy AI and more multiplayer options. Unfortunately, the N64 simply wasn’t able to handle everything the game wanted to do and framerates suffered – a common problem on the underpowered consoles of the day.

Publisher Acclaim, notable for their investment in licensed titles, dipped a toe in the genre with Turok for the Nintendo 64. It became one of the most successful third-party games on the system, with developer Iguana Software pushing the machine to its limits, as well as challenging Nintendo’s reputation for family-friendly games.

Other first-person shooters on early home systems included the odd Jumping Flash, a Japanese game starring a robot rabbit who could perform massive vertical hops, Kileak: The DNA Initiative and an absolutely dismal South Park game for the PlayStation and the Nintendo 64.

Engine Wars

After iD came to fame with the Doom engine, other software developers saw a path to fame and fortune by creating their own 3D engines that they could reuse and license. Here’s a rundown of some of the most notable.

The “Pie in the Sky” engine was primarily the work of programmer Kevin Stokes, who used it for first-person shooters like Lethal Tender and Terminal Terror. They would then sell the tool at retail as the 3D Game Creation System, which was bought and used by a number of small teams that created games like Red Babe and the surreal hand-drawn Pencil Whipped.

Out of nowhere came a small group of developers from Croatia named “Croteam,” who boiled up their own engine to power Serious Sam, a fast-paced retro-styled run and gun title that boasted massive numbers of enemies and silky-smooth performance.

German developers CryTeam unveiled their CryEngine in 2004’s Far Cry and quickly embraced a reputation as only caring about top of the line computers. They continued to evolve the engine with Crysis and its sequels, which delivered astonishing, near-cinematic realism.

Pushing Polygons

The primary limitation for games built on the Doom engine was its insistence on using sprites for character and object art. They never quite meshed with the primitive polygonal worlds, but computers of the time couldn’t render both environment and inhabitants readily in 3D. Once that changed, things could get very interesting.

iD was once again the developer to lead the way with the 1996 release of Quake. Initially intended to be a 3D brawler inspired by Sega’s Virtua Fighter arcade game, the ambitious title morphed into something the team was more comfortable with – a shooter in a dark medieval world with music by Trent Reznor. Fully 3D environments gave players new movement options, and Quake embraced the concept of “rocket jumping,” using the blowback from your explosive weapons to launch your character high in the air.

There were contenders to the throne, though. In 1998, Epic released Unreal, which was built on their own engine and allowed for a number of features that were incredibly exciting. An editor that allowed for real-time geometry placement and a scripting engine made it a feast for modders, and over the next two decades the Unreal engine would grow into one of the industry’s most reliable pieces of middleware, not just for shooters.

FPS games made using the first version of the Unreal engine include Star Trek: Next Generation: Klingon Honor Guard and the adaptation of Robert Jordan’s Wheel of Time series.

Questions About the First Person

Is our first person? Yes, our is one of the first person pronouns.

Are you coming to our wedding?

Is you first person? No, you is a second person pronoun.

You are a great friend.

Is we first person? Yes, we is a first person pronoun.

  • We are great friends.
  • We polled this group of political observers and activists each week prior to the Iowa caucuses to produce the USA TODAY GOP Power Rankings and went back to them this week to ask who is the best choice for Trump’s running mate. –USA Today

Is my first person? Yes, my is a first person pronoun.

My glasses are broken.

Is they first person? No, they is a third person pronoun.

  • They can’t find parking.
  • For frugal travelers, there are some smart alternatives if they are willing to do a bit of homework. –The New York Times

Is us first person? Yes, us is one of the first person pronouns.

The president congratulated us.

Children Of Doom

Apogee’s Blake Stone: Aliens of GOld had the misfortune of being released one week before Doom, and it was already outdated by the time it hit shelves. It still saw a sequel, Blake Stone: Planet Strike. Both were competent but unexciting takes on a formula that was already growing stale.

The first big wave of shooters followed Doom‘s release, with iD helpfully licensing their engine to other companies. They weren’t worried about being beaten at their own game – a sequel was already underway, and it didn’t do anything to mess with success. Doom 2 made levels bigger and added new monster types, as well as streamlining the game’s multiplayer functionality over dial-up modems. 1996’s Final Doom was

Raven Software’s Heretic modified the Doom engine to let the player look up and down, as well as adding inventory management but didn’t stand out from its progenitor too much. They would release both a sequel, Shadow Of The Serpent Riders, as well as a spin-off series in Hexen. Hexen let players choose from three character classes and access side routes and hub areas that required more exploration and backtracking.

Apogee continued to spend its Wolfenstein money on more FPS games, including 1994’s Rise of the Triad, which let players choose from five different characters with different attributes. It also helped popularize the concept of “gibs,” chunks of meat blasted loose in gory fashion from dying enemies. The game also boasted destructible objects in the environment and some rudimentary physics.

Rogue’s Strife, from 1996, added some light RPG elements to the formula, allowing players to talk to NPCs in the game world and level up. It wasn’t well-received at the time, but helped influence some notable games soon to come.

The Macintosh platform had fewer developers working on it, but at least one legendary FPS landed there in the early years. Bungie’s Pathways Into Darkness, released in 1993, combined Wolfenstein-esque shooting and maze running with an inventory system and a text log of your actions.

The company’s next game, Marathon introduced the ability to wield two weapons, as well as voice chat over local area networks – a big upgrade for multiplayer gaming. This is the first FPS that I can remember playing – the newspaper in Seattle that I worked for right out of high school would have massive all-night Marathon sessions.

1994’s System Shock was an important step forward, pushing for increased immersion and a more interesting narrative. Players were trapped on a derelict space station with a malevolent artificial intelligence hindering their progress. It would inspire multiple sequels, both directly and in the Bioshock franchise, which took significant inspiration from it.

The Duke Nukem series started out as side-scrolling platformers, but with 1996’s Duke Nukem 3D it took the leap into the third dimension. This was the first FPS that really pushed its main character as a star, with the voice of Jon St. John providing wisecracks for Duke to spout as he annihilated piglike aliens.

Creators 3D Realms also launched the Shadow Warrior series, which iterated on the formula with sexual content, improved level geometry and transparent water. Sequels and reboots followed sporadically through the years.

We could fill an entire article with the B-rate rip-offs and Doom-alikes that quickly flooded the market like Gore Galore, H.U.R.L. and William Shatner’s TekWar. None of them added anything of import to the genre – it would be up to iD to do that.

Примеры[править]

  • Собственно, многие шутеры. Ибо стрелять с такой камерой намного проще, чем от третьего лица.
  • РПГ: вид от первого лица зачастую присутствует как альтернативный режим, обычно камера висит над головой персонажа. Более популярен вид от первого лица в гибридах РПГ и шутера — тех экшн-рпг, в которых боёвка стрелковая, а не рукопашная. Исключение — серия The Elder Scrolls, где боёвка всё же больше рубильная, чем стрелково-колдовательная (хотя это зависит от стиля игры конкретного игрока), а режим первого лица считается дефолтным.
  • Гонки и прочие симуляторы: хардкорные игроки всегда играют именно от первого лица, а некоторые любители авиасимов даже строят вокруг себя подобие настоящего боевого кокпита, как у настоящего авиатренажёра, в то время как казуалы любят играть в основном от третьего лица, считая, что так легче и «красивее» (потому что вид «киношный»), а полноценной симуляции предпочитают аркады. Некоторые из игроков, не являющиеся настоящим хардкорщиками, при сохранении вида от первого лица убирают загораживающий часть экрана кокпит, делая это с целью получить максимальный обзор (для сравнения, при виде от третьего лица экран загораживает не кокпит, а сам симулируемый аппарат). В некоторых симуляторах, где симулируется большой боевой корабль с многочисленным экипажем (например, Silent Hunter III и StarTrek: Bridge Commander]) присутствует не «вид из кабины», как в других симуляторах, а вид из глаз капитана корабля, который отдаёт приказы старшим офицерам от первого лица, общаясь с ними.
  • Также такой вид встречается в гибридах стрелялки и квеста, например в Hexen, зачастую относимыми к экшн-адвенча/экшн-квест (относят часто, но не всегда: например, считать ли S.T.A.L.K.E.R. просто шутером с квестами или экшн-квестом — предмет жарких споров).
  • Иногда используется в некоторых играх жанра Survival Horror. Классический пример — лицехват в Aliens vs Predator

    Хотя на самом-то деле вид от первого лица является самым востребованным приёмом во многих современных хоррорах. Потому что камера от первого лица лучше всего справляется с задачей погружения игрока в атмосферу, а для такого жанра это очень важный пункт.

    , который в полной темноте, едва освещаемой тусклым фонариком, может неожиданно напугать, внезапно прыгнув в лицо, когда его не ожидали, так что игрок, упавший от страха вместе со стулом, — обычное дело (для максимального эффекта рекомендуется играть в полной темноте с surround sound и 3D-очках).

  • Есть и совсем уж необычные вещи, но полюбившиеся и запомнившиеся геймерам. К примеру, игра Mirror’s Edge — симулятор, на секундочку, паркура. И тем не менее — от первого лица. Бежать вдвойне веселей, драки вдвойне реалистичней, а падать вдвойне страшней.
  • VR-игры. Ну тут уже без комментариев.

First-Person Point of View

When we talk about ourselves, our opinions, and the things that happen to us, we generally speak in the first person. The biggest clue that a sentence is written in the first person is the use of first-person pronouns. In the first sentence of this paragraph, the pronouns appear in bold text. We, us, our,and ourselves are all first-person pronouns. Specifically, they are plural first-person pronouns. Singular first-person pronouns include I, me, my, mine and myself.

I think I lost my wallet! I can’t find it anywhere! Oh, I could just kick myself!

We could do ourselves a favor and make a reservation for our group.

Many stories and novels are written in the first-person point of view. In this kind of narrative, you are inside a character’s head, watching the story unfold through that character’s eyes.

When I wake up, the other side of the bed is cold.

Suzanne Collins, The Hunger Games

What Are First Person Pronouns?

First person pronouns always refer to the speaker himself. These pronouns are only used when the speaker is making a statement about himself or herself.

First Person Pronoun List:

Here is a list with examples of the first person words we use in writing and speech.

  • I/we (subject, singular/plural)
    • I prefer coffee to hot cocoa. (First person singular)
    • We prefer burgers to pasta. (First person plural)
  • me/us (object, singular/plural)
    • Jacob embarrassed me.
    • Jacob embarrassed us.
  • mine/ours (possessive, singular/plural)
    • The hat is mine.
    • The hat is ours.
  • my/our (possessive, modifying a noun, singular/plural)
    • That is my hat.
    • That is our hat.

Third-Person Point of View

The third-person point of view belongs to the person (or people) being talked about. The third-person pronouns include he, him, his, himself, she, her, hers, herself, it, its, itself, they, them, their, theirs, and themselves.

Tiffany used her prize money from the science fair to buy herself a new microscope.

The concert goers roared their approval when they realized they’d be getting an encore.

You can’t always rely on pronouns to tell you the perspective of a sentence. Not all sentences include pronouns, especially in the third person:

Mike always hated school.

But if you look at this sentence and think “Mike isn’t me,” you can eliminate the first person. You can also think “I’m not talking to Mike,” so that eliminates the second person. You’re left with the third person.

Plenty of stories and novels are written in the third person. In this type of story, a disembodied narrator describes what the characters do and what happens to them. You don’t see directly through a character’s eyes as you do in a first-person narrative, but often the narrator describes the main character’s thoughts and feelings about what’s going on.

Sam Vimes sighed when he heard the scream, but he finished shaving before he did anything about it.

Terry Pratchett, Night Watch

Speaking in the Third Person

Most of the time when people talk about themselves, they speak in the first person. It would certainly be eccentric to talk about yourself in the third person all the time, but you may do it once in a while for comedic effect or to grab someone’s attention.

Tina: Let’s get sushi for lunch. It’s Jeff’s favorite!
Tom: No, Jeff hates sushi. I think he’d rather get burritos.
Jeff: Um, does Jeff get a vote?

Consoles Strike Back

Halo led the way for a first-person shooter renaissance on consoles, as developers finally figured out workable replacements for the traditional keyboard and mouse.

2000 saw the PlayStation 2 launch with an FPS – a first for consoles. TimeSplitters, created by Free Radical – a studio made up of ex-Rare employees who worked on their last-gen shooter – was a critical hit, and the sequel was even better. The introduction of a level editor gave the the game a ton of replayability.

One of the biggest risks in the genre came in 2002, when Nintendo handed over the reigns of their traditionally side-scrolling Metroid series to an American developer, Retro Studios. The resulting GameCube game, Metroid Prime, took the franchise in an exciting direction, emphasizing exploration and movement over shooting willy-nilly. Two sequels followed, with the Switch getting ready to host a third as I write this.

HD Universe

In Grand Theft Auto IV, the player’s camera phone can be used to look around in a first-person view. Like previous iterations in the series, sniper rifles require the player to aim down the scope in first-person, however they can be blind-fired from cover. It also returns as an available view for vehicles.

First-person view is available in Grand Theft Auto Online for PS3 and Xbox 360. However, this feature requires being a passenger of a vehicle. Vehicles such as the Police Riot and the Mule allow first person view when pressing B on Xbox 360 or O on PS3.

Idling in Grand Theft Auto V can cause game to switch to first-person view. The player will be able to randomly look around and also focus view on pedestrians, cars and sometimes random actions, like police chases, reminiscent of GTA San Andreas’ idle camera.

Enhanced Version

This article or section refers to «enhanced version» content in the Xbox One, PlayStation 4, and PC renditions of Grand Theft Auto V and/or Grand Theft Auto Online, that is absent on the Xbox 360 or PlayStation 3 versions.For a complete list of the features of the «enhanced» version of Grand Theft Auto V, please see .

Aiming Down Sights in GTA V.

First-person view has been expanded upon in the enhanced version of Grand Theft Auto V. The game can now be played entirely from first-person, with the addition of depth of field, motion blur, and an Aim Down Sights (ADS) system when firing weapons. Vehicles can be driven from a cockpit perspective with dynamic gauges and enhanced interior textures. Sunglasses and helmets with visors provide a polarizing filtered view. In first-person view, the lens flare effect seen in the game is removed. It can be best noticed when looking at the sun in both first and third-person views.

Team Up

One of the most enduring multiplayer Quake mods is Team Fortress, which was originally released in 1996. The game let players pick one of nine different classes, each of which used their own weaponry and had varying movement speeds, health pools and the like. The focus on cooperation instead of “every man for himself” deathmatch play was immediately popular, and Valve bought the team who made the mod and put them to work on both a conversion for the Half-Life engine, as well as 2007’s Team Fortress 2. That sequel polished every element of the first game and added a cartoony art style that brought it all together into one of the most consistently popular FPS titles of the last decade.

Valve also put together Left 4 Dead, which popularized asymmetric survival-based multiplayer – gamers could either control armed humans fending off the undead or powerful zombies. The game was tuned for cooperative play, with an artificial intelligence “director” that would adjust the pacing to keep things fresh. A sequel followed, and the team went on to create the similar Evolve, which replaced zombies with monsters that gained new abilities over time.

Overwatch is probably the apotheosis of the team-based shooter for the time being, a candy-colored explosion of richly detailed characters with exciting abilities that intersect in all kinds of strategically interesting ways. Developer Blizzard hadn’t done much in the FPS space before this game, but they’ve shown they have what it takes to create a polished, clever take.

The Waiting Game

In the early days, companies pumped out games fast and furious. The pause between Wolfenstein 3D and Doom wasn’t even a year. But as designers got more ambitious and technology got more complex, FPS titles took longer and longer to make. The industry entered a period of long delays and release dates being postponed over and over.

John Romero tried to hop on the narrative wagon with 2000’s much-hyped, much-delayed Daikatana. Originally intended to be completed from start to finish in seven months and released for Christmas 1997, the project already looked dated and had to switch to the Quake II engine midway through development, a task that took over a year in itself. Throw in an E3 demo that ran at 12 frames per second and you got a game that wasn’t worth the wait.

3D Realms intended Prey to be at the cutting edge of technology when they started development in 1995, serving as the linchpin for the company’s own proprietary engine. Unfortunately, they couldn’t finish the job and the game was shelved in 2000, only to be brought out of hibernation and eventually released to solid sales. The 2017 franchise reboot is pretty much unrelated but still very solid.

The king of first-person vaporware for many years was Duke Nukem Forever, which was announced in April of 1997 and finally released in 2011 – a development period of 14 years. During that time, the game shifted engines multiple times and when it came out was pretty harshly savaged by critics, putting the final nail in the franchise.

The only title that FPS gamers have been waiting longer for is Valve’s Half-Life 3, which may never happen in our lifetimes. Valve is notoriously closed-mouthed about internal development projects, and the series hasn’t seen a new game since Episode 2 in 2007.

What Are Second Person Pronouns?

Second person pronouns always refer to the addressees of the speaker himself.

When you are writing, a good way to think about the second person’s point of view is that it addresses the reader (as I just did in that sentence).

Second person pronouns are only used when the speaker is making a statement to the addressee, i.e., to someone.

Second Person Pronoun List:

Here is a list with examples of the second person words we use in writing and speech.

  • you (subject, singular/plural)
  • you (object, singular/plural)
  • yours (possessive, singular/plural)
  • your (possessive, modifying a noun, singular/plural)

Note: In each of these examples, “you” can be an individual (singular) or multiple people (plural).

Trivia

  • In GTA V, the speedometers contradict vehicle speeds stated in-game. For example, the Adder is stated to go 250 mph in game, but the speedometer only reads up to 200 mph, and the car can only reach around 140 mph. This is most likely a developer oversight.
    • These speeds can only be exceeded by the use of cheats, or Franklin’s special ability; however, once the cheat/ability finishes, the speed will dramatically drop.
    • Even digital speedometers (ones that are prominently used on industrial vehicles and vans such as the Burrito) only read up to 200 mph. Since these vehicles cannot normally reach these speeds even with Franklin’s ability, this can be seen with the use of modding the handling line or with other vehicle mods.
  • While playing GTA V in First Person, rotate the camera to the point you can fully see your shadow. Walk a little, then stop. The player’s body will stand in a 60 degree rotation, with the protagonist’s head looking forwards. While stopping the player will move his arms lazy. The «stop walk» animation looks very similar to GTA IV «stop walking» animation, as they both did rotate their body 60 degrees on right and their arms moving freely. Possibly the anims are reused, with some changes.
  • In first person mode and standing still, the player model turns slightly to the right while still looking forward, and holds weapons like pistols in one hand while the left arm is frozen down to the character’s side. This is best seen in sunlight and observing the character’s shadow.
  • While driving in First Person mode, if another character is in the car with you, when you move the camera so that you look at them, they will actually look back at you, even while they are talking.
  • While on foot in First Person, the playable character automatically runs (in a similar fashion to the 3D era games), but while running the player can press shift and the character will start walking normally.
  • In GTA V and Online, the character’s legs would seemingly clip through the steering wheel when driving certain vehicles.
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