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Announcement - Valve
The Rockstar Publisher Weekend continues today with great deals on Rockstar titles! From now through Monday* pick up titles up to 80% off!

Today's Daily Deal features the Grand Theft Auto IV up to 80% off!

*All discounts end Monday, March 17th at 10AM Pacific Time.

Shacknews - Alice O'Connor
Following its release on iOS in December, Grand Theft Auto: San Andreas is now out for Android and Kindle doodads too, priced at $6.99. Until phones get powerful enough to run Grand Theft Auto V in another decade, pottering around the city of San Andreas as CJ will have to do.
Shacknews - Steve Watts
As promised, Grand Theft Auto: San Andreas has hit iOS devices today. It's available for $6.99 on iPhone 4s, iPad 2 and later, and Rockstar promises it will be coming soon to Android, Kindle, and Windows Phone.
Shacknews - Andrew Yoon
Well, this was bound to happen eventually. Following the successful release of GTA3 and Vice City, Rockstar Games has announced a mobile port of San Andreas. Coming next month on "select" iOS, Android, Kindle, and Windows devices, the upcoming portable version of the game will include full controller support, including Made for iOS controller capability introduced in iOS 7.
PC Gamer
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title="Permanent Link to GTA 5 PC release: all the evidence so far">GTA 5







Hordes of postmen fill the street, armies of retail staff scurry through their fluorescent aisles, and the world's console-owning population have simultaneously phoned in a variety of minor ailments. Grand Theft Auto V has launched and, by all reports, it's A Big Deal. Unless you own a PC, that is, in which case, it's a Tuesday.



What hope do we have of joining GTA 5's triumvirate of crims and, more importantly, when? Rockstar's sandbox of car chases and petty violence began its life on PC, but without an official announcement, is it safe to assume that we'll ever have a chance to holiday in the latest Los Santos? Let's delve into the murky lake of internet rumour, and fish out any facts we can find.







Leaky Lists



A publisher can use its own roving bands of guerilla PRs to whip employees into a cowed silence. The same isn't true of external partners and retailers. All sorts of GTA 5 info has oozed from the retail counters, from an early look at the map, to copies of the game itself. That may lend credibility to a number of online retail listings for a PC release.



Amazon France kicked things off at the start of the year, by taking taking pre-orders for a boxed PC copy. Then, in May, German retailers sprang to action, with both Amazon Germany and GamesOnly posting their own speculative PC pre-orders. Interestingly, GamesOnly briefly posted early details of the console versions' special edition. They were right on the money.



Does that validate the listings? Not really. Sometimes it's less about responding to information, as it is about anticipating that information. Yes, retailers will often have forewarning of announcements, but that's not the only reason they'd promote an unannounced game. Right now, Amazon UK has a landing page for Grand Theft Auto 5 PC. It quietly exists on their website, collecting the email addresses of potential customers and soaking up lovely SEO points. The need to be in the best position if/when a PC version is announced skews how much we can extrapolate from their actions.







Immoral Code



Here's the most recent piece of 'evidence'. A config file has appeared that, allegedly, was taken from a pirated copy of GTA 5's Xbox 360 version. The XML code makes reference to both PC and Orbis, the PS4's operating system. The full file is up on PasteBin, but here are the relevant PC mentions:



Image source: DualShockers



Config code found within the game? On the surface it seems like a solid lead, but it assumes that every line of every file is created from scratch. It seems more likely that this is a standard template, which would of course contain references to a PC build - along with any other platforms Rockstar might be internally experimenting on. Moreover, the presence of a PC build isn't in and of itself confirmation of a PC release. It's just an indicator that, as with most games, PCs were used as part of the game's development.



That's not to say this discovery is completely without merit. But, as above, there are too many possible caveats for it to be a firm indicator of Rockstar's release strategy.







Unreliable Informant



Last month, Chris Evans, the senior director of investor relations at Nvidia, said the following during an earnings call:



"The PC market is evolving. As entry level laptops face pressure from tablets. Yet sales of specialty PCs like gaming systems and work stations continue to grow. The disparity reflects how consumers use these different classes of PCs. Many consumers look for PC as a general purpose device they can use for browsing, email, social media video. But much of this can be better served by a tablet. In contrast, gamers are preparing their systems for a strong roster of games coming this fall, including blockbuster franchises, such as Call of Duty: Ghosts, Grand Theft Auto V and Assassin’s Creed IV."



The need to prepare driver updates and tailor hardware profiles means that GPU manufacturers like Nvidia can forge strong relationships with developers. If GTA 5 is heading to PC, they'd likely know about it. And here we have a senior director directly linking the game's Autumn release with the need to 'prepare systems'. It seemed like solid intel.



Unfortunately, it wasn't. Nvidia's senior PR manager Bryan Del Rizzo later released a statement, clarifying what Evans said:



“Please note, during our Thursday’s earnings call, our investor relations team provided a list of important games that gamers are looking forward to on PC this fall, and included Grand Theft Auto V on that list. This statement was made with the intent of expressing enthusiasm for the games industry in general, and was not intended to represent specific knowledge possessed by NVIDIA. NVIDIA does not have information on any possible PC version release of Grand Theft Auto or its availability. We deeply regret the error.”



Even if you're the suspicious type, and assume the latter statement was the company covering its tracks, the timetable doesn't make sense. It's too close to today's console release, and too soon for the Rockstar marketing train to leave its station. At best, we can anticipate an announcement before the end of the year. But if the game is coming, it'll be 2014 at the earliest.



On the next page: promising leads, historical trends, and direct information from Rockstar. Why GTA 5 is almost certainly coming to PC.









One Last Job



Back in July, Rockstar Leeds advertised for a new Graphic Programmer. The job description should be of particular interest:



"Rockstar Leeds are currently looking for a talented graphics programmer to help bring our latest titles to the PC platform. Working together with the other Rockstar studios, you will be responsible for maintaining the studio’s uncompromising quality bar, delivering the highest quality PC experience possible."



The phrase "help bring our latest titles to the PC platform" sounds pretty unambiguous. While there's an outside chance it refers to new games from existing series, Rockstar Leeds have form in taking on porting duties on older games. Their last project was was the PC version of LA Noire.



GTA 4, incidentally, was ported by Rockstar Toronto, who also collaborated with Rockstar Vancouver on Max Payne 3 before the two studios were merged. If this new plus-sized Toronto has shifted towards development of new games, Leeds would be the natural choice for heading up the company's PC porting duties. What "latest title" will they be working on? GTA 5 seems the only sensible choice.







Strength in Numbers



While we're making assumptions about Rockstar's internal workings, let's talk about its history. One of the strongest indicators of a post-console PC version is that the GTA series keeps doing them. As T.J. methodically charted, the gap between the launch console and PC release has stayed relatively stable, hovering at just over the 6 month mark. The gap between announcements is less consistent: in fact, it's growing. GTA is trending towards keeping PC - and potentially next-gen console owners - in the dark for longer. It's almost as if delaying the reveal of a more powerful version is a good way of maximising profits across multiple platforms... is what a cynic might say.



There's a chance you spent the entirety of that last paragraph shouting "RED DEAD REDEMPTION" at the screen. Fair enough, the outstanding recreation of the last days of the wild west is unusual among Rockstar titles of similar scope and scale in that it never came to PC. It is, however, the exception rather than the rule. Both LA Noire and Max Payne 3 found their way to us, proving that despite RDR's absence, there's no institutional shift away from the platform within Rockstar.



During a 2011 community Q&A post on Rockstar's Newswire, they hinted at why that particular game didn't cross over, and also used their subsequent PC ports as evidence that "we can finally put to rest any misconceptions that we’ve ‘abandoned the PC platform'." The post went on to state:



"We do know that, yes, there is just one title absent from our PC release plans – that game of course being Red Dead Redemption, and of course we’re well aware that some fans have been asking for it. All we can say is that whenever it is viable (technically, developmentally and business-wise) for us to release a game for PC (or any other particular platform) – we will and we usually do; unfortunately, that is just not the case 100% of the time for all platforms."



Layers of corporate obfuscation aside, it suggests that RDR was held back because of a specific issue with the Rockstar San Diego game. Whether it was technical, developmental, or business-wise-al, none of those factors are likely to apply to the publisher's most successful series from their flagship development team.







Lasting Infamy



While I'm quoting Rockstar, let's take a look at an understated line from CVG's giant interview with Rockstar North president Leslie Benzies on the subject of GTA Online. When asked if there was a definitive end to the game's online portion, he said, "probably not. Because we want it to last forever."



"We'll stop when we've simulated life - and then that will be the end! No, people have to keep going. There should never be an, "Oh, I've reached the end." We've got to have goals, and we've got to have stepping stones, but there should never really be an end."







GTA Online is a persistent, updating, 16-player version of GTA 5. Given that, and Rockstar's stated commitment to make it a lasting experience, why would you restrict it to the tail-end of a console's life-cycle? It seems natural that Rockstar are going to want it to live on in a more stable, long-term environment. Yes, that could apply to next-gen consoles, too. But it's a description that fits the PC like a glove.



Later on in the interview, Benzies states, "we'll get the current gen version out first and see what happens in the future." Which, if nothing else, proves that you don't get to be the president of a major developer without being able to coyly dodge questions about an unannounced release.



There's the evidence, all that remains is how you interpret it. What do you think of GTA 5's PC release chances?
Shacknews - Andrew Yoon

The PC version of Grand Theft Auto 4 is unquestionably the best version of the game. Why? Mods. The still-active modding community has added a number of incredible features to Rockstar's open world. iCEnhancer, for example, makes the game look awfully pretty.

Rockstar has yet to announce a PC version of GTA 5, much to the chagrin of PC gamers everywhere. Of course, the modding community isn't going to sit still. In fact, someone's already working on retrofitting one of the sequel's new features back into Liberty City.

In GTA 5, you'll be able to switch between any of the three main characters at any time, no matter where they are in the city. GTA X Scripting (via Destructoid) is attempting to introduce that feature into GTA 4, by having 1, 2, and 3 hot-keyed to three different playable characters: Niko, Johnny, and Luis--the latter two being the stars of the Episodes from Liberty City DLC expansions.

When not being controlled, the two other characters will "wander around" and even evade the cops. It's an interesting tweak, one that will give PC gamers just the smallest taste of GTA 5.

PC Gamer
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title="Permanent Link to Grand Theft Auto: Vice City Stories gets a PC mod-port">Vice City Stories







Y'know what's cool about PC gaming? Besides the absurd graphics and the pinpoint accuracy afforded to us by our peripherals and, well, everything? It's the fact that even games never intended for PC eventually make their way to us anyway. That's what's happened with the formerly PlayStation-only Vice City Stories, which is today playable by PC folks thanks to a new mod, currently in beta testing.



The mod, codenamed "Blue Hesper," aims to transplant the entire game into a PC install of Grand Theft Auto: San Andreas. They're not quite there yet, but a lot of engine tweaks have been made, and most of the first chapter is available for completion.



The 768 MB of nostalgia-stirrer's now downloadable at ModDB. All you'll need is a clean, modless install of San Andreas on your system. Let us know if you give this a try—I'd like to know how my boy Vic Vance is doing.



PC Gamer
rel="bookmark"
title="Permanent Link to Former GTA dev vowed never to work on a violent game again">Grand Theft Auto: Vice Cities







An emerging theme in the games industry is developers engaging the idea that games may be disproportionately violent or too derivative. Deus Ex creator Warren Spector spoke out about the latter recently, launching off the reveal trailer for the new Wolfenstein: A New Order. Joining the conversation now is Jeremy Pope, a veteran of Rockstar Games and former production manager for Grand Theft Auto 3, Vice City, and Max Payne. In an interview with GamesIndustry International, Pope explains why he will never work on a violent game again.

“I would always kind of defend the games we were making and I was pretty proud of being involved,” he said, “but then when I would visit my grandmother in highly religious Alabama and have to explain what I do for a living, I didn't feel so great about explaining to them that I was a part of 'that game' they've been hearing about."

Pope says his decision to avoid violent games is about working on projects he can "feel a bit better about," but doesn't disparage Rockstar's accomplishments.

"I definitely want to make a point of saying that I actually love Rockstar's games," he said.

In the wide-ranging interview, Pope discusses the perception of games in the mainstream news media and how gaming is so often used as a convenient scapegoat for political topics like gun violence.

“We had the same problem 10 years ago and it still persists today,” Pope says about the NRA blaming games for high-profile gun violence. “We don't really have a great ambassador, if you will… And then you see the NRA has one guy who goes up on a podium and gives a talk, and whether you agree with it or not there is a clear single voice and something to react to.”

Check out the full interview here.
Shacknews - David Craddock

Editor's Note: In part 1 of Grand Theft Auto DNA, we explored how vehicles and driving physics evolved over the GTA series. Today, we discuss the role of sandbox environments like Liberty City and San Andreas.


Playing a Grand Theft Auto game is a lot like observing an ant farm. The AI-controlled citizens of Rockstar North's worlds drive around, obey traffic laws or blow red lights, loiter on the sidewalk to panhandle and gab with friends, and throw fisticuffs after getting into a fender bender at the intersection of Columbus and Jade. I've spent hours in each GTA sandbox just driving around, marveling at how alive each world feels.

When I get tired of people watching, I lift the nearest set of wheels and stir the ants into a tizzy. I make things happen. "I'm fairly certain we didn't make ANY progress on the main story line that entire night," Shacker atom519 said, recalling his first time playing 2001's Grand Theft Auto 3 with a group of friends. "Instead [we] just explored the city in awe while laughing our asses off as we punched random pedestrians for looking at us the wrong way. I vividly remember hearing the phrase 'Wait, you can actually do that?' multiple times from people watching us play."

GTA 3 set the bar for open-world games. That skyscraper off in the distance? You can drive there, climb to the roof, and snipe pedestrians until the boys in blue show up. That hooker working her corner? Pick her up, recharge your health using her oh-so-soothing services, then back over her when she gets out and reclaim your cash. If mowing down pedestrians gnaws at your conscience, you can put in an honest day's work shuttling ants around the city in taxi cabs or steal a black and white and chase down perps.

Players can take a break from rampaging across GTA's virtual cities and watch AI inhabitants go about their routines.

Rockstar's open-world juggernaut permitted players to tackle missions in their own way, too. "There's a mission where you have to kill a mob boss, and it was seriously kicking my ass," explained Shacker and former staff writer Jason Bergman. "So I trailed the guy and learned his pattern. He would get picked up by a limo and taken back to his house. I jacked a semitruck and parked it in front of his house, so the limo couldn't get in there. Then when it stopped, I came screaming down the street in another car, running over his bodyguards when they got out, one after the other. Then I just got out and shot the bastard."

Shacker MamiyaOtaru took a different tack to stage the same hit. "I blocked the entrance with a fire truck and lobbed grenades over it until everything blew up. Then I took off on foot down the cliff and along the beach, heart pounding. Awesome stuff."

In 2008, Rockstar North ushered its flagship series into HD with the release of Grand Theft Auto 4. Sporting breathtaking graphics, physics-powered characters and vehicles, and sharper AI, GTA 4's ant farm felt more like a living, breathing, real world than any GTA setting before it. That realism, so strong you could practically taste the hot dogs you buy from carts on the street, came with a downside.

In San Andreas, riding bicycles was more than just a method of transportation.

Antics like pedaling bicycles fast enough to outrace trains and raiding a military facility to lay your hands on a jetpack no longer fit in with Rockstar's focus on crafting a more mature, lifelike world. Instead, you threw darts, took dates to cabaret shows and out to eat, and went bowling. Other riveting activities included strip clubs and channel surfing on the TV. Odd jobs like stealing specific cars, assassinating NPCs, and vehicle missions returned, but most of them were variants on, or imports of, side missions we've been playing for 12 years. GTA 4 has a pretty face, but comparing its shallow pool of jaunts and junkets to Grand Theft Auto: San Andreas, the benchmark for sandbox fun in the GTA universe, is like saying you prefer your local park to Disney World.

Every action I performed in San Andreas offered incentive to continue performing that function. Sprinting from the cops increased my ability to run greater distances without having to stop and catch my breath. Operating different vehicle types improved my handling of vehicles of that type. Buying properties, a carryover from 2002's Grand Theft Auto: Vice City, generated a limitless income stream, keeping me flush with cash.

Activities in GTA 4 exist just for the sake of making the sandbox feel full. Winning at bowling or darts offers no reward. Hanging with friends and courting the ladies grants access to perks like guns at discounted rates, car bombs, and helicopter rides, but entertaining NPCs so I can retain access to their perks feels more like a chore than a fun time. Rockstar excised the RPG-like stat upgrades from San Andreas, so there was no way to customize my character other than changing my clothes, a purely aesthetic alteration.

In short, Rockstar North chose to preserve its sophisticated world simulator and storyline at the expense of the player's ability to influence her character and the game world.

The logo in the bowling alley was the highlight of GTA 4's bowling minigame.

On September 17, Rockstar North will deliver Grand Theft Auto 5. Last December, Game Informer's cover story revealed that the game world is bigger than San Andreas, GTA 4's Liberty City, and Red Dead Redemption's Wild West combined, with plenty of wiggle room left over. The magazine also divulged details on the rides Rockstar built for its larger-than-ever playground: golf courses, a fully modeled ocean floor for players to explore, new vehicles like ATVs and mountain bikes, bank heists where players can switch perform different roles like sniper and getaway pilot by switching between the three main characters, and hobbies unique to one character or another.

That all sounds great on paper, but it's not enough for side attractions to simply exist. Even though Rockstar will once again prevent players from making changes that would dilute the personalities Rockstar's writers defined for GTA 5's leading men, the developer can still incentivize activities to make them feel worthwhile. Organize golf tournaments with increasingly large pots to encourage us to improve our game on the green, reward us for recovering valuable treasures and spotting exotic creatures under the sea, and escalate bank heists so players go from knocking off local credit unions to bringing down the virtual ant farm's biggest bank, with each job requiring more finesse and offering a larger payday.

GTA 5 promises the largest open world in the series to date.

Jacking cars and raising hell is the bedrock of any GTA game; no one's arguing that. Watching the world burn in GTA 4 was fun despite the dearth of other distractions. I don't mind the emphasis on realism, either. As much as I loved GTA: San Andreas, the game started showing its age a long time ago. The spirit of the game's design, however, is immortal, and remains unchallenged in the GTA series. Call on that spirit. Improve on it. Otherwise, the novelty of running around GTA 5's super-sized ant farm will wear off quicker than I would like.

"I think there is a definite ratio of realism to fun that leaned too hard toward realism in [GTA IV]," said Shacker Rauol Duke. "You kill 50 people on the drive from your place to some girl's apartment, kill 20 more on the way to the bowling alley, and then you have to play a s--t minigame. All the TV shows and radio stuff is great, but I want more stuff [to do] over having a Google Maps-accurate build of some city."

Shacknews - David Craddock

Editor's Note: In part 1 of our Grand Theft Auto DNA, we dissect the driving system in GTA 3, Vice City, San Andreas, and GTA 4 to understand how driving evolved over the course of those series, and how it should work in the upcoming GTA 5.


In August 2001, Sony's PlayStation 2 celebrated its first birthday with little fanfare. More a glorified DVD player than a hot-ticket game machine, the PS2 lacked a system seller, industry jargon for a game so popular that gamers plunked down hundreds of dollars on a console just to experience that one game. Two months later in October, Rockstar North filled the void with Grand Theft Auto 3, an open-world romp where players could hijack cars, splatter pedestrians, treat traffic jams like impromptu destruction derbies, and wage crime sprees.

GTA 3 wrapped its freeform gameplay in a story about gangs and betrayal, but Rockstar knew what gamers really craved. From the moment the introductory cut scene ended, GTA 3 handed players the keys to every automobile in sight and got out of the way. "I remember playing the first Driver game and wishing I could just get out and run around," recalled Shacker soggybagel. "GTA 3 literally blew my mind. It totally sold me on the PS2 and I recall spending hours playing with friends. We'd switch off by basically going on crazy crime sprees and then once we died we'd hand the controller to the next person."

Some vehicles in GTA 3, such as the police cruiser, opened up additional missions.

Released in 2002, Grand Theft Auto: Vice City added new types of luxury cars that fit right in with the golden sunsets and coastal routes tracing the open sea of a faux Miami. The most popular addition, however, was the motorcycle. Unavailable in GTA 3, motorcycles came in a mix of types from scooters the players could apprehend from pizza delivery boys to the high-end PCJ 600 that streaked down highways like purring bullets.

Rockstar crammed over 200 vehicles in 2004's Grand Theft Auto: San Andreas, and with good reason. Featuring not one, not two, but three cities connected by fully traversable countryside, San Andreas let players roam the massive sandbox in monster trucks, low-riders, new public service rides like the street sweeper, bicycles that the player could pedal fast enough to outrace trains, golf karts, stunt planes, airliners, and the jetpack, achievable only after raiding a military lab. Rockstar also added mechanic shops where players could pimp their rides with faster engines, sleeker bodies, and nitrous fuel that shot vehicles forward faster than a speeding bullet.

But numbers aren't really important here. What matters is the role vehicles play in a Grand Theft Auto game, and to pull the camera back even further, the role of travel methods in the increasingly large sandboxes crafted by developers like Sucker Punch, Avalanche Studios, and of course, Rockstar Games. Open-world games are getting bigger, and will continue to increase exponentially because real estate is perhaps the biggest, boldest bullet point in the open-world genre. Bigger cities! Wide-open country! Skies to swim! Oceans to cruise! Go anywhere, do anything, take in more virtual sunsets than you've seen in real life! But if traveling across all those virtual miles isn't fun, there is no game. The game is broken.

Vice City and San Andreas added more vehicles including planes and motorcycles.

Would you play inFamous if Cole McGrath couldn't grind on power lines, levitate using lightning, and climb buildings faster than a speeding Spider-Man? Would you bother maxing out your wanted level and seeing how long you could last in a GTA game before the five-oh, feds, and Uncle Sam struck you down? I wouldn't.

Less than five minutes after stepping into GTA 3's sandbox for the first time, I had carjacked a sweet ride, mowed down dozens of pedestrians, and cranked my wanted level up to three out of five stars. That's all I did for months because driving in the PS2-era GTAs was good, not-so-clean fun. I could feel the difference between a fire truck and a convertible, but most vehicles accelerated at a feather touch and turned on a dime. That's what I wanted. Driving in GTA is about having fun, not out-simulating Gran Turismo.

Grand Theft Auto 4 marked a high-definition overhaul for the series and a greater emphasis on realism when it launched for PlayStation 3, Xbox 360, and PC in 2008. Harnessing the power of the Euphoria engine, Rockstar reimagined Liberty City and imbued it with realistic physics, animation, and artificial intelligence. Fueled by Euphoria, vehicles in GTA 4 handled quite differently. The glossy and aerodynamic Infernus sports car felt snappy while industrial rides like delivery trucks turned like an ocean liner. Every car required precision and care regardless of size. The days of flying through turns doing well over 90 were gone.

GTA 4 looked more realistic than ever, but many players didn't care for the weighty, more realistic driving physics.

My gut reaction to GTA 4's weightier driving was not a positive one. Frustrated, I found a populated sidewalk and thinned it out, cranking my wanted level up to three stars in no time. And that's when driving clicked. Rocketing down the highway with cops on my tail only to tap the handbrake, pull a 180, and leave police cruisers flailing in my rearview demanded my attention and spot-on timing. Failing to juggle speed and precise control ended with the boys in blue catching up and tossing me in the slammer or smashing into a barricade and shooting through my windshield like a stone from a sling. But the high I felt during each chase trumped any high-speed thrills from the GTA games of the last-gen console era, even if I was the one who ended up as road kill.

Shacker DM7 felt the same way, but noted that Euphoria tempted him to approach the game in a manner likely as foreign to most GTA players as it was to me. "I tried to obey all the traffic laws, stopping at lights, not going fast, really tried to play it straight. Then one mission had me running from the cops and during the chase I jumped the curb and hit a fat biker dude and he flew over my hood and over the car. I felt a little bad that I did that."

Driving in GTA 4 remains a polarizing issue. Either players adapted to it, as I did, or they missed the more accessible handling of the PS2 era of GTA. How, then, should Rockstar handle driving in the upcoming Grand Theft Auto 5? Dan Houser, VP of creative over at Rockstar North admitted to Game Informer that cars felt "big and boatlike in GTA 4." The crack team of developers over in Scotland put GTA 4's physics under the knife, and judging by the recent character trailers, vehicles handle equally well in gang-banging, police-chasing mayhem and mild-mannered traffic.

The days of jetpacks are behind us, but that doesn't mean vehicles in GTA 5 can't balance fun and physics.

Of course, those trailers were heavily scripted. To please new fans and entertain gamers who still cling to their favorite PS2 Grand Theft Autos, Rockstar needs to walk the line between Gran Turismo and Project Gotham Racing. Add just enough weight to make every tap of the brakes and tug of the wheel count, while making driving as easy to pick up as it was in the old days.


In part 2 of Grand Theft Auto DNA tomorrow, we discuss the role sandbox environments play in GTA games, and why the city is as big a player as Tommy Vercetti or Niko Belic.

...

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