The history of geand theft auto

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With GRAND THEFT AUTO VI finally, officially revealed. PC Gamer charts the rise, rise, and rise of one of gaming’s biggest series

Hello doctor? Tiny cars are driving on the bathroom wall again!

1997

Where it all began

The project that became Grand Theft Auto began life as an isometric fighting simulator similar to Syndicate Wars. Too similar, in fact. When Bullfrog made its sci-fi sequel public, GTA’s developer DMA Design changed trajectory, coming up with a plan for a top-down vehicle game called Race ‘n’ Chase.

Race ‘n’ Chase’s design document describes it as “a fun, addictive and fast multiplayer car racing and crashing game”. But the defining lines in the document have little to do with racing. “It will also be possible for players to get out of their car and steal another one,” the document reads. “This will mean controlling a vulnerable pedestrian for a short time. Trying to steal a car may result in an alarm being set off which will, of course, attract the police.” Grand Theft Auto’s top-down blend of 2D sprites and 3D buildings was cutting edge when development started in 1995. But by the time it released in November 1997, the game was visually outdated. Combined with awkward controls, reviews of the game were decidedly mixed. Even DMA’s own developers thought the project was unlikely to succeed, with former DMA dev Colin MacDonald admitting there “wasn’t a lot of confidence” in the game.

But Grand Theft Auto had something that precious few games did in 1997 – a sense of freedom. Yes, you could progress through the game’s linear sequence of missions. But you could also make money by stealing cars and selling them at the local docks, run over pedestrians just for the hell of it, and lead the police on a merry chase. This freedom shone through the game’s rough visuals and controls, propelling Grand Theft Auto to commercial success.

1999

He’s nicked my motor! n 1998, DMA Design’s

I parent company BMG Interactive was acquired by Take Two Interactive, and a new publishing label named Rockstar Games was established under former BMG executive producer Sam Houser. Rockstar’s first project was GTA: London 1969, a period mission pack for Grand Theft Auto developed by Rockstar Canada.

Essentially the same game with a ’60s skin, GTA London received the same criticisms as the original, although it was praised for its soundtrack which captured the vibe of ’60s London. GTA: London also sees Dan Houser’s debut as the series’ chief writer, becoming a much more significant role as the series progressed. The expansion was followed in short order by GTA: London 1961. Set eight years earlier and featuring the same protagonist, 1961 was a PC exclusive release available for fre

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