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THE HISTORY OF GTA | BETA


A LINE IN THE SAND


HERE WE JOIN SAMHouser during the development of GTA III, moments before he realises that the game could well reshuffle the pop culture pecking order


It was a grey day inside Liberty City. Rain poured down on the Callahan Bridge, casting the buildings in a wispy haze. Cars streamed up and down the highway – the buses and the police cars, the sentinels and the patriots. Sam knew just which one he wanted, the blue banshee with the white stripe down the middle. He jogged up beside it, then tapped the triangle button on his controller as he ripped open the door and tossed the driver to the side. “He’s taking my car!” the driver cried, as Sam held down the X button, flooring it. Tapping the rectangular button with his left


pointer finger, he flipped through the stations. There were nine of them now, one for every mood. Click. The subtitle ‘Double Clef FM’ on top of the screen. The strains of opera. Click. Flashback 95.6 with Debbie Harry singing Rush, Rush. Click. Game Radio FM, underground hip hop. Royce rapping “I’m the King.” Sam tapped the X button and accelerated. He wasn’t just playing, he was observing.


This was his world and it had to be perfect. His eyes and ears scanned every detail rushing past him in the game. The hum of the accelerator. The squeal of the tires and little black tire tracks when he took a corner. The splat of pedestrians under the wheel. The way


the hood flew up off the front, exposing the metallically intestinal engine, followed by a terrible stream of smoke.


Something about GTA III just drew a


line in the sand between games and movies, and it felt like this is us taking over now.


Sam Houser, Rockstar The guys at DMA had coded the physics to


let players drive over lampposts, knocking them down to the ground so that nothing would stop their pace. Sam clipped the lampposts like pathetic sprigs, as his wheels jumped a curb for a short-cut through a green, tree-lined park. “I’m an old lady, for Christ’s sake!” shouted a ped as Sam raced by. Once he hit the highway, that’s when he did


it. Tapped the Select button to change the camera view of the action, which the DMA guys had coded for the first time into GTA. Click. First person POV, as if he were strapped on the hood of the car. Click. Third person, overhead looking down on the ride. Click. His favourite, Cinematic mode. It appeared as if the camera were saddled on the lower left side


of the car like a chase from a film. As Sam tore through the town, the camera automatically switched to other cinematic angles, as if some brilliant invisible William Friedkin was directing. “This is the future of moviemaking,” Sam


believed. “Because here’s my set, I can go anywhere and put my camera anywhere. I can do anything again and again and again from any angle I want.” The more he played GTA III, though, the more he felt something inside him change. He was twenty-eight now. A man living his childhood fantasy. Long after he first saw Michael Caine and his mom zooming down the streets in Get Carter, he had been fascinated by action films. Now as a pedestrian flew over the hood of his car, and the sun beamed down in its simulated brilliance, he was the star of his own revolutionarily cinematic game. He wasn’t merely watching a movie, he was inside it – and this realisation made him feel as if he’d never be able to watch a movie the same way again. Games weren’t about one person’s authorial vision. They were stories told by a new generation of creators and players in a language all their own. “To me, as a film nut, there was something about GTA III that just drew a line in the sand between games and movies,” Sam recalled, “ and it felt like this is us taking over now.” 


Always controversial and never one for bowing to media pressure, the GTA series is one of the most influencial of the past 20 years


WANT TO READ MORE? These excerpts are taken from Jacked: The Unauthorised Behind-the-Scenes Story of Grand Theft Auto by David Kushner, available now from publisher Collins for £12.99. www.harpercollins.co.uk


DEVELOP-ONLINE.NET APRIL 2012 | 37


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