It's
all about the American Dream. You start at the bottom, put in effort
and time, and you make it to the top...no matter who you have to kill.
Any stone player can get known and get paid if they take what they want,
and survive the day. And see the next guy lining up to take what's
yours and make it his. That's what makes this country great.
Gamers live the life Rockstar's built for them, 50 million of them,
doing what they want and getting ahead one drive-by, one stolen ride,
one felony at a time. It's a funhouse mirror on our sliding culture,
envisioned by a Scot and a pair of Brits. Imitators come and go. None
come close to
Grand Theft Auto's
excesses, successes, consequences, and stepping outside the lines. The
franchise is big-time. Stocks jump at the mention of its name. So do
giant-killers, lawyers, mothers, and politicians – all stepping up to
take their shot at a game that turned controversy into fame, and then
infamy.
A life of crime ain't easy, baby.
Take the Money and Run
Scotland in the mid-80's didn't exist on gaming's radar, but that didn't stop full-time student
David Jones
from taking a half-done, spare time project – side-scrolling shooter
Menace, written on his Commodore Amiga – into a PC expo to show it
around and get some feedback. He walked out with multiple offers. Jones
picked Psygnosis mostly because at two hundred miles away, the
Liverpool-based publisher was the closest of the bunch.
There weren't any local developers to hire on with, so Jones founded
one to facilitate his "hobby" while finishing up a computer science
degree. DMA Design (for Direct Mind Access) delivered Menace in 1987 and
won praise for its polished gameplay. After a second successful
shooter, Blood Money, hobby shifted to career. DMA started hiring.
A throwaway test animation of tiny men marching to their explosive
doom, created by programmer Mike Dailly, soon inspired DMA's first
powerhouse franchise. Lemmings was a puzzler with a sadistic streak,
selling more units on its first day than Menace and Blood Money ever had
combined. Sequels and dozens of ports occupied DMA for years. Jones and
company settled into the Lemmings business, only dropping two
non-Lemming titles in-between to stay fresh.
Before the pattern fully set in, circumstances nudged Jones to break
all his old habits. Sony bought out Psygnosis, his one and only
publisher, and Commodore's bankruptcy announcement sunk the Amiga, his
primary platform. After completing small but admired
Uniracers
for the SNES, DMA accepted an invite to join Midway, LucasArts and Rare
on Nintendo's content "Dream Team" for the upcoming Ultra 64 console.
Jones had a new home. He went to work on an exclusive launch title,
Body Harvest,
DMA's first 3D effort, and it did things a little differently from
those other Nintendo games. You played an armed and armored soldier in a
free-roaming mission to save humanity from hungry alien carnivores,
able to jump into any vehicle you found. Less fortunate humans, whether
they fell to invaders, careless driving or over-aggressive marksmanship,
died screaming in a haze of 64-bit blood.
It didn't get a pass from Nintendo EAD lead
Shigeru Miyamoto. Mario's creator wanted more puzzles, less gore.
Jones' opinion differed. The aggressively over-the-top gameplay and
open-world environments fit like personally tailored brass knuckles. It
needed
more, not different. Body Harvest fell off Nintendo's
schedule (to be picked up years later by Midway), but DMA was already
moving on a newer, better project. Programming had an engine that
simulated a top-down cityscape, and centering the camera on a moving
object gave it a incredible sense of speed. Jones quickly dreamed up a
cops-and-robbers chase game around that dynamic, set in a living,
breathing city where the player could go anywhere and do anything. Then
he got bold: The player wouldn't be the cop.
The core problem remained. If Nintendo objected to occasionally
splattering the odd civilian, no way would they ever accept the criminal
activities on Jones' mind. He needed a new publisher...somebody willing
to piss a few people off.
It's All In the Game
Sam and
Dan Houser
were the prep school sons of a London jazz club owner, but their
addiction was East Coast rap and America's growing hip-hop movement.
Looking to break in, they took jobs at BMG Music, scouting and signing
British acts to sub-labels and hunting for ways up the ladder. When a
video game division launched in 1993, they jumped to BMG Interactive
with big, big plans. If music had a culture, gaming did, too, and the
Housers – with zero development experience between them – decided that
culture was mad, bad, and dangerous to know. Their product would reflect
the attitude and sell a lifestyle around it.
Unfortunately, game developers didn't get the memo. BMG releases like
Exhumed and Off-World Interceptor Extreme, both for the poorly
performing Sega Saturn, didn't exactly live up to the Housers' vision of
unimaginable coolness.
Then David Jones pitched them a PC game called Race-n-Chase.
The 2D graphics sucked by late-90's standards, but the pure scope of
the thing chumped every other game on the market. You played a petty
thug making a grab for the big time in the criminal underworld, boosting
cars at will and bopping through contract murders, aggravated assaults
and chained collateral damage for handsome rewards. Almost any car could
be stolen, and a Porsche handled differently from a truck. More
importantly, the world responded to your choices, especially the bad
ones. Creating armed mayhem in the streets led to increased police
response as your Wanted level rose, until you were killed or
busted...unless you gave them the greasy slip. If you screwed up a
little, the game didn't end; you had to deal with the problem you
created for yourself. Advancement was all about scoring cash, and you
could do that any way you wanted. Deliver a drug shipment on time. Mug a
few citizens on the street. Mow down Hare Krishna for a fat bonus,
Death Race 2000-style.
All that freedom carried a price. Players could go anywhere in
Liberty City, Vice City or San Andreas, on foot or behind the wheel, and
do – or not do – anything they wanted in totally unexpected ways. DMA
had to plan and execute contingences for emergent gameplay, something
none of them had ever seen, much less coded for. Jones originally
scheduled an 18-month development cycle. It took 30 to finish.
As far as the Housers were concerned, they'd just discovered the New
World. Here was a mature game with a sick sense of humor, something for
anybody who'd outgrown plumbers and Pac-Men and pixelated spaceships.
They instantly signed Race-n-Chase, and immediately changed its name.
Grand Theft Auto roared into town in 1997 on a solid wave of controversy.
British, German and French officials condemned it before a single
unit sold. Brazil banned it outright. There were no aliens, elves,
dragons, ninja or princesses to soften the blow; GTA spooled out in the
real world – or a stylized super-mafia version of it – loaded with 200
missions that encouraged all kinds of antisocial behavior. Losing Johnny
Law usually meant dropping a few badges in your way, sometimes with a
flamethrower. One mission involved car-bombing a police station. And at
any point, a player could simply step out of his stolen vehicle and
start blasting away, challenging the authorities to bring
ever-increasing levels of force to stop the rampage. In Grand Theft
Auto, consequences followed actions. That was half the fun.
Gamers tore in. Non-linear play was old news, but GTA's early sandbox
freedoms easily made backdated graphics acceptable, and if every adult
in the world hated and feared what GTA represented, so much the better.
Finally, BMG Interactive had their hit. Sam and Dan Houser had their
mean streets lifestyle to sell. Critics had their rally point against
the evils of video games.
Repeat Offender
Ports and mission packs followed.
London 1969
became the first expansion made for the PlayStation. Under-the-radar
London 1961 was early downloadable freeware for the PC, and brought
multiplayer deathmatches to the party. Both kept gamers on the streets
as DMA and BMG started work on a true sequel. Nobody wanted off this
ride.
Plans, however, changed.
Corporate buyouts always seemed to follow David Jones around. After
losing Psygnosis to Sony, he took on a Creative Director title and sold
DMA to British publisher Gremlin Interactive, severely complicating
DMA's deal with BMG. Soon after, French publisher Infogrames stepped in
and bought Gremlin. Jones, not happy with that turn, left his company
and his unfinished sequel behind. Development moved forward with his
blessing.
Grand Theft Auto 2
smoothed out the graphics, but to the casual observer it was more of
the same. The real improvements were under the hood: more story, worse
consequences.
The timeline moved from the groovy past to the vague future, from
thinly veiled locales to Anywhere City, added electroguns and vehicular
weaponry, and even gave your sociopath alter ego a name. Claude Speed
had to balance allegiances between three rival gangs; showing any
favoritism automatically meant trouble. Other muggers and carjackers
wandered the streets, making you for just another easy mark. Picking
fights with cops now escalated into SWAT operations and army maneuvers
as tanks converged to end any war you started. Unless you threw them off
the scent with a fast paint job.
Anywhere City felt more alive, more random and unpredictable. Social
commentary crept in with a save system that required hefty donations to
the church. Music was part of GTA1's world, but the sequel benefited
from two-way licensing with Moving Shadow, Apricot Records and others.
Anywhere City's radio stations catered to every taste, carrying a
distinct track list courtesy of the Housers' music
connections...connections that outlasted their association with BMG.
Jones wasn't far out of the picture when BMG Interactive became a
wholly-owned subsidiary of Take-Two Interactive, an American publisher
with expansion high on its priority list. The Brothers Houser relocated
to their own personal Mecca, New York City, and renamed their division
Rockstar Games. Soon after, Take-Two bought DMA from Infogrames, just to
settle out the GTA rights. Ownership came full circle in just a few
months. The Housers took a bigger role on GTA2, starting with a
live-action promo of Claude Speed fencing stolen Zaibatsu drugs all over
town and
rescuing Hare Krishna. Sam produced it, Dan wrote it. Eight minutes of
GTA 2: The Movie,
chopped to ninety seconds, opened the game. It was the first time
they'd gotten so involved in a project. Now they had a taste for it.
The sequel did well, but the top-down graphics stuck out worse than
ever. Gaming went 3D in the mid-90's; GTA 2 released with only three
months left in the 20th Century. Even Lara Croft stole vehicles three
years prior, and it wasn't like she really meant it.
The game was right. They just needed to take it down to street level.
The World and Everything In It
Bringing GTA into the present tense hit its first roadblock when the
DMA crew pulled Body Harvest's 3D code off the shelf and found it'd aged
badly. Building a whole new engine from scratch didn't fit the
schedule. Renting one did.
Instead of licensing a proprietary game engine, they became one of
the first developers to use generic third-party middleware. Renderware
scaled fast. A basic Liberty City was up by summer 2000, and a nameless
anti-hero – only referred to as "Claude" in a few obscure lines of code –
could boost cars and drive around in it. New elements popped in every
month. Weather changed. Day and night marked the time. Some jacked
drivers fought back. Stealing the right car opened up bonus missions.
Multiplayer got a carry-over from London 1961 and was dropped before the
design strayed. DMA's team knew from experience how fast building an
open world environment could go out of control, but a 3D environment
demanded a scope nobody had seen in a game before, and everybody liked
that. They rolled with it, enabling their players to go anywhere they
wanted, do anything they wanted, in any way they wanted. The gameplay
sprawled. Amazingly, the schedule didn't.
Sam Houser took over permanent duty as the series' Executive
Producer. Dan and James Worrall stepped up to write story, cutscenes,
pedestrian quips and (with talk radio staple Lazlow Jones, also the host
on Chatterbox FM) radio dialogue and fake commercials, and filled every
inch with the sharpest satire they could devise. The foundations were
set. GTA came out the other side with an even greater disrespect for
authority than before and a cast of name actors to voice it. Sacred cows
got carved into prime rib on a minute-to-minute basis. Nobody was safe.
Grand Theft Auto III staked out October 2, 2001 as its day to terrify every parent, outrage every politician, and represent what a
real game could do when it didn't hold anything back.
On September 11, the twin towers of the World Trade Center fell to
terrorist attacks, choking Manhattan in dust and uncertainty. Rockstar's
offices were within walking distance of Ground Zero.
Suddenly, there were lines they didn't feel like crossing anymore.
Sam Houser publicly announced GTA III's release would slip three
weeks, then the whole team combed Liberty City –- their thinly veiled
New York – for inappropriate content. LCPD squad cars were repainted to
look less like the NYPD. Aircraft-based missions, a GTA first, were
curtailed. School kids and elderly pedestrians pushing walkers vanished
off the sidewalks. Missions doled out by homeless anarchist Darkel got
the chop; only his ice cream truck-bomb job survived, transferred to El
Burro with the targets switched from cops to rival gangsters.
Also gone: Dismemberments. Arms and legs designed to fly off wounded
NPC models stayed attached instead. Post-9/11, it just looked too
gruesome. The PC port, released seven months later, gave players the
full effect.
The harshest stuff was gone, but GTA III still became the industry
lightning rod...and 2001's top-selling game, with only two months on the
shelves. The revolution was live.
The plot came straight out of a Richard Stark pulp novel. A sweet
bank heist turned into a messy break-up when girlfriend Catalina shot up
your silent protagonist. One lucky escape from prisoner transport
later, "Claude" was back on the Liberty City's dark and gritty streets,
taking jobs from the local organizations to make some scratch and
looking for a little payback on the ex. Yakuza, a designer drug called
SPANK, and sleazy media baron Donald Love all played into your
not-so-noble quest.
Liberty City was the ultimate sandbox playground, so good you could
enjoy the hell out of it without accepting any missions, advancing the
story, or basically doing anything any other game would force a player
to do. You could earn honest money in a stolen taxi, go Vigilante on
some criminals, drag race through the streets or casually mow down
civilians while chilling to the radio beat...for starters. DMA even left
in the old 2D view option for veterans. Nobody used it. GTA III was
about depth.
Rockstar also pushed the sex and violence way past what most were
used to in a game. Players routinely gunned down First Responders trying
to stop them from gunning down civilians. "Claude" got health boosts by
getting it on with a hooker, and enterprising gamers could whack the
chick for an instant refund. After 30 hours, everybody experimented with
the rules and found out there weren't any. By 60 hours, they knew every
side-street, shortcut, and scam that let them get away with murder. If
GTA pushed the envelope by design, gamers figured out fast how to burn
that envelope and spit the ashes in The Man's face.
One year into the PS2's lifespan,
Grand Theft Auto III became
the killer app,
the
must-play crime simulator for anyone mature enough to recognize
outrageous fantasy when they played it. To the morality police, it was a
new low. The game caught a ban in Australia and lawsuits from the likes
of Jack Thompson. Retailers like Wal-Mart finally started carding
anyone buying an M-Rated game. Over ten years later, it remains one of
the best-selling, best-reviewed, most reviled games of all time.
And the trouble was only just starting.
Grand Theft Auto III perfectly translated the anarchy from 2D to 3D
and put it in a living, breathing city like nobody had ever seen. The
scale and variety alone sold it, and they'd sell another exactly like it
just as easy. But Sam and Dan Houser didn't need to repeat themselves,
not with a property this rich, and they weren't tied to silent "Claude"
as their lead, either. Their plan wasn't complicated: same formula,
different flavor, and they didn't have to look far for inspiration.
There were two more towns from the original game to pick over, and radio
station Flashback 95.6's entire GTA III playlist came straight off the
Scarface
soundtrack. They'd already pulled influences from Martin Scorsese and
Francis Ford Coppola. Now it was Brian De Palma and Michael Mann's turn.
With barely a few tweaks to their Renderware engine, DMA Design –
officially redubbed Rockstar North – filled out the sun-drenched
faux-Miami of
Vice City
in record time. Powerboats cut waves through the canals, neon trimmed
the clubs. Motorcycles and some tough-to-control helicopters joined the
list of vehicles available for the taking, every one getting improved
damage models. Players could shoot out tires, bail out of moving cars,
and take advantage of a revamped targeting system that prioritized
troublemakers over civilians. And it wouldn't be Miami without miniguns
and chainsaws in the arsenal. The Housers set their sequel in the
decadent, Reagan-ized 80's, going full-bore on the nostalgia. Buying up
real estate was where the real money happened, and as produced by Lazlow
Jones, the radio dial popped with recognizable Top 40 hits. It was
their best, most eclectic soundtrack yet.
Goodfellas pretty boy
Ray Liotta
signed on to voice Tommy Vercetti, a Liberty City psycho struggling to
pay back the mobsters who staked him after a drug deal went far south.
It didn't take long before Tommy blew off his former employers to create
a criminal empire of his own, with Lance Vance (voiced by Philip
Michael Thomas of
Miami Vice fame) supplying muscle and legal backup provided by Ken Rosenberg, carbon copied off Sean Penn's coked out lawyer from
Carlito's Way. His expert courtroom defenses (
"Tommy Vercetti doesn't even own a gun!")
whenever Tommy got busted were highlights in a game that punched up the
satire in an even deeper shade of dark than before. The Vercetti Gang
pulled bank heists, got incriminating photos of impure politicians,
helped Scottish glam rockers Love Fist with their drug and hooker
shortage, and caused millions in property damage. A few hundred bodies
and betrayals later, Tommy cut the cord with Liberty City in a final
mansion shootout worthy of Tony Montana.
Not to mention a epic slow-speed golf cart chase with Mexican
gangsters at Leafy Links, made more perfect by Radio Espantoso's kicky
Latin jazz.
One year after GTA III,
Grand Theft Auto: Vice City
tapped into the 80's retro vibe sweeping America in 2002 and put the
franchise on a whole new level of popularity...and controversy. Dennis
Hopper and real porn star
Jenna Jameson
voiced a pornographer and his lead actress, people Vercetti did regular
business with in cutscenes that got fairly explicit without actually
showing anything. Prostitutes were still an option for staying healthy.
Violence and cop killing were still inevitable. A year post-release,
Cuban and Haitian groups in Florida pointed at missions that targeted
ethnic gangs and filed lawsuits, claiming racism.
Headed for federal court, Take-Two reissued the game with the
offending dialogue gone before opening arguments were ever heard. They'd
dodged this bullet, but Rockstar was already loading up for another
self-inflicted wound. The biggest yet.
Everyone expected the third GTA to tool around San Andreas by late
2003. Instead, Rockstar North only confirmed the project existed with a
2004 release date, and didn't pass out any other details for months.
When they did, San Andreas was unveiled as an entire state, not a city.
Dan Houser and Worrall were taking the series old-skool gangsta for a
90's ride in NWA's Los Angeles, with detours to San Francisco, the
California badlands and Sin City...four times the space Vice City took
up.
The graphics got an extra coat of paint, but the accent was on making
everything bigger, and then on making things personal. Over 200
vehicles went in – more than double GTA III's count – including harvest
combines, police motorcycles, bicycles, jets, and jetpacks. You could
even jack a train. Hip-hop and different degrees of Rap dominated the
airwaves, leaving room for New Wave, Rock, Country, and Talk Radio. But
the main focus went to playing it RPG...as in both the weapon and the
game genre. Your character had to eat to stay healthy, exercise to stay
fit, and then got tubby or buffed depending on how overboard you went in
either direction. You decided the look and mode of dress; cornrows or
afros, shirts to shoes, hats and tats, blinged out or masked up, and it
all affected how you were treated by the public at large. Respect level
became another attribute. Driving and shooting were skills to build up,
just like stamina and swimming, the new trick for a seven-year-old
franchise. Pedestrian IQs went up, talking their hearts out and running
at the first sign of your trouble. Prostitutes were out of the picture,
but you did have girlfriends to keep happy with dates, dancing and
drive-bys. The latest protagonist had questionable taste in women at
best.
His name was Carl "CJ" Johnson, a menace to society stepping back to
the Los Santos hood after his mother's death, only to find the crack
epidemic had nearly wiped his old gang off the map. Worse, he wasn't two
steps off the plane before dirty cop Tenpenny (voiced by Samuel L.
Jackson) put CJ under his crooked thumb. But that didn't stop Carl and
estranged brother Sweet from representing the Grove Street Families,
bangin' their way to a better tomorrow...until amigos Big Smoke and
Ryder sold them out.
Gangsta non grata in Los Santos, CJ took his game on the
road and found new allies; blind triad Dragon Head "Woosie" Mu, hippie
drug guru The Truth (Peter Fonda), and government spook Mike Toreno
(James Woods). The game even drew a few guest appearances by Catalina,
Claude (officially his name this time) and Ken Rosenberg, among others.
Minor cameos by past degenerates in GTA: Vice City already tied the
games into one shifty universe. Now Houser and Worrall started
establishing a real continuity.
If you wanted to rush through the story,
Grand Theft Auto: San Andreas
was not your game. Before CJ smoked Big Smoke and Tenpenny, he'd see
over 90 missions, plus Pimping bonus missions, Home Invasions, turf wars
to secure territory, rival gang graffiti to tag over, arcade minigames
and all the old side-missions from GTAs past. Sometimes the game seemed
too
big; getting from Point A to Point B could be a long, windy, boring
road. But there wasn't a single load screen from Los Santos to San
Fierro, unless you went indoors. Running out of things to do took real
effort, and that was before the community got involved.
A subcult of GTA modders coded in their own skins and multiplayer
modes for years before San Andreas, with tacit approval from Rockstar.
In June of 2005, eight months into its lifespan, a Dutch modder named
Patrick Wildenborg discovered an unused file in the game code labeled
"Hot Coffee" and released a patch to activate it.
Competition was always a vital part of the GTA design formula.
Houser, Worrall, and Jones constantly strove to one-up the gonzo signage
team for edgy humor, and creatives at all levels planned out ways to
push the franchise half-step past safe. When CJ reached a certain level
with his
girlfriend de jour, she'd invite him in for "coffee,"
and early plans followed up with a sex minigame. Facial expressions,
dialog and animations were all coded before it was dropped in favor of
abbreviated moaning, heard from outside the building. Wildenborg's
patches opened that code up in two modes, one with full nudity, the
other fully interactive, from thrusting and spanking to switching
positions. San Andreas simply didn't go through the same post-9/11
content scrub GTA III did.
Grand Theft Auto had finally gone too far. By accident.
Production halted. The ESRB re-rated the game from M to AO, freezing
sales. A massive recall was issued as top politicians targeted San
Andreas, Rockstar, and the entire gaming industry. Senator Hillary
Clinton famously proposed writing legislation to impose federal
oversight and policing of game sales in the U.S. Neither happened, but a
Congressional vote launched a FTC investigation into Take-Two's
business practices.
Thirty months after Hot Coffee went public, Take-Two settled its last
class-action lawsuit out of court, while a reissued San Andreas became
the best selling game in Sony history...and the franchise's epitaph on
the PlayStation 2.
For years, GTA was Sony's top exclusive, and the "III" series helped
make the PlayStation 2 everybody's first choice in a gaming console, but
the IP did go traveling. Ports to the PC, Dreamcast, Xbox, and Game Boy
Color – though true to David Jones' suspicions, never a Nintendo
console – filtered out months or years after their PlayStation debut. An
original GTA on a non-Sony platform was much more rare.
Grand Theft Auto Advance for the Game Boy Advance released the day
before San Andreas, and brought a few modern side-missions to the old
top-down perspective. The only GTA ever written and developed outside of
a Rockstar setting (by Digital Eclipse, soon to become Backbone
Entertainment of Death Jr. fame) stood as a serviceable prequel to GTA
III, but gave up the music, the variety, and the feel to fit on a GBA
cartridge. Everyone agreed that portable criminal endeavors were better
suited to a PlayStation Portable UMD.
By 2004, Take-Two's aggressive acquisitions policy had put a string
of specialized companies under the Rockstar banner. Rockstar Japan
localized games for Asian markets. Rockstar Lincoln handled QA. Rockstar
Vienna ported console titles developed by Rockstars Toronto and San
Diego, before being shut down without warning and its duties transferred
to Rockstar London. Rockstar Leeds, formerly Mobius Entertainment,
specialized in mobile platforms. Under Rockstar North's direction, they
caught the job of bringing GTA to the PSP.
Two decisions were made. They were taking gamers back to Liberty City
for the first time in four years, and they were dropping Renderware.
Rockstar Leeds built a new game engine in-house, and then rebuilt
Liberty City from the ground up, almost exactly as it appeared in GTA
III. The goal was to put a console GTA on a handheld, with all the cars,
bikes, chatty pedestrians, dark twists, hot music, strange DJs, twisted
cutscenes and 100+ hours of gameplay fans expected, in an open sandbox
world, without draining the PSP's battery in five minutes flat.
Grand Theft Auto: Liberty City Stories
dropped in October 2005, a few weeks late, and it was all in there. All
of it. Plus one thing the console games didn't have: multiplayer.
Liberty City Stories predated GTA III by a few years and told the
heartwarming tale of Toni Ciprini, back in the LC after four years of
lay-low for wasting a made man. His reward? Helping Don Salvatore Leone
(Claude's one-time boss) win a mob war. Missions were largely tailored
to deliver a short hit of violence for the pick-up-and-go mobile gamer,
while six-player races and deathmatches played out across the entire
city, assets intact and framerate kept high.
A 3D
Grand Theft Auto suddenly fit in gamers' pockets, and it kicked ass.
Response was so good, Leeds did it again in 2006.
Grand Theft Auto: Vice City Stories
crammed in even more on a fully optimized engine, and followed Victor
Vance (Lance's brother, gunned down in the first minutes of Vice City)
on his path from straight-arrow army soldier to empowered drug warlord,
rampaging in an attack helicopter. Gameplay centered on empire building,
splicing Vice City's real estate options to San Andreas' turf wars,
then letting players build up their own illegal businesses on their new
property, when they weren't playing
Baywatch in "Beach Patrol" side missions. Victor could even pay a steep bribe to keep his weapons when busted.
But for all the brag of a console-quality crime spree, PS2 ports of
both Stories came off as inferior work, even with extra missions. San
Andreas was the watermark, and neither game could measure up to that,
particularly with the multiplayer features dropped.
A console needed a console-built GTA, and Rockstar had one in the
works. But true to form, it would break rules everybody took for
granted...starting with their oldest, strongest partnership.
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