Grand Theft Auto: San Andreas

Want to Turn San Andreas Into Your Own Private Gotham? There's a Mod For That. Wouldn't it be awesome to be Batman? I mean, without all of the angst, perhaps. And without the years of training. And the constant threat of bodily harm. And the... hmm. Okay, you know what? Forget being Batman. I just want the cool parts of being Batman. The Batmobile and the suit and the jumping and, most especially, the not getting caught.


One Redditor felt the same way. And after an excursion to see The Dark Knight Rises, he came home feeling that Arkham City wasn't quite doing it for him. He needed something a little more... San Andreas. And lo, the newest Batman-themed mod for Grand Theft Auto: San Andreas was born. As the poster explains:


I kinda got obsessed with it over the last week and collected heaps of different Batman mods from all over the internet. It was hard, because most of the projects are dead and the links were all down, but I ended up putting together a pretty fully featured pack, using a mod called "The Dark Knight Begins" as a base.


There are way worse ways to be Batman. And should you happen to have grabbed San Andreas at any point, you can be Batman too. Or you can browse through the full gallery of Batman's annotated adventures in Gotham San Andreas.


The only Batman simulator I'll ever need [Reddit]


Want to Turn San Andreas Into Your Own Private Gotham? There's a Mod For That. Want to Turn San Andreas Into Your Own Private Gotham? There's a Mod For That.


Grand Theft Auto: San Andreas

When Grand Theft Auto Let Iranian Teenagers Do Things They Could Only Dream Of It's a proud part of American mythology that people from all over the world get to come here and pursue their dreams. Navid Khonsari has one of those stories. The Iranian-American used to work at Rockstar Games as cinematic director, where he helped steer the vision on games like The Warriors, Midnight Club II and Bully.


However, for all the best-selling, critically acclaimed games Khonsari worked on, it wasn't until he went back to the Middle East that he really saw the surprising cultural impact of video games.


Khonsari spoke at this week's Games for Change conference about 1979, the real-world political action game that he's making through his iNKstories development studio. That game's set in Iran during the infamous hostage crisis that followed a violent regime change in that country. Part of that game's inspration comes directly from his resume.


During a visit to his homeland six months after Grand Theft Auto: San Andreas was released, Khonsari found himself mobbed by teenagers in the small villager of Gombad after word spread that he'd worked on the PS2 hit.


There's not much retail infrastructure in Iran but that wasn't really an obstacle with regard to getting games. "Iran has no copyright laws," Khonsari explains. "It's all black market. So you can buy a copy of Grand Theft Auto for $1. You can buy anything for $1. And Iranians are hardcore gamers. It's a huge gaming community. What's amazing is that it's not gender-specific. I was talking to girls like 16 years olds who were throwing lines back at me from San Andreas."


It's a given that gamers in Gombad—a small community in Iran's northeast region near the Turkmenistan border—would seize on the opportunity to peer at American culture through the PC version of GTA: SA. But it was the things they enjoyed most that surprised Khonsari.


When Grand Theft Auto Let Iranian Teenagers Do Things They Could Only Dream Of "What was amazing was they weren't necessarily drawn to what the media and the critics always attacked about GTA games. The sex, nudity or the violence… none of that stuff was a big deal to them," he relates. Instead, it was the more mundane parts of San Andreas that resonated.


"They said it was a great venue for them to just listen to music, which is harder for them to do. And they can't just hop into a car and go places, either," he continues. "So they were like, "I just drive around in my car and listen to music. And it's wonderful." They really got into the everyday kind of things you could do in the game, like being able to go and get your hair cut. We put these things in the game because we believe that these are part of our activities in our daily lives. We take for granted that these are part of our activities in our daily lives."


When I mentioned that such a level of personal freedom must seem like a fantasy to players like the ones he met in Gombad, Khonsari agreed. "For them, it's a hyper version of kids who live in the suburbs and what they think the city's like. In this particular situation these guys are going, 'I get to make choices.' And, on top of that, look at the power and strength I have as a woman playing as this character. It's not gender-specific. It's not limited by who I am. It's my journey because I get to control that journey. I might be the shell of this person that I'm playing, which is CJ. But my desire is what's shaping this experience."


"The fact that CJ was black had a huge implication over there, too," offers Khonsari. "Because it wasn't the white character that's being pushed forward. And they're like, "Wow, there's a sense of openness. They've taken their main character and they've made him black. That's amazing."


Khonsari says that his experience in Gombad drove home something he always knew in his gut, which is that games can make foreign countries and cultures feel alive in a way that other mediums can't achieve. I'll have more about how he hopes to do just that for Iran with 1979 tomorrow.


Half-Life 2

Come On, Video Games, Let’s See Some Black People I’m Not Embarrassed By I've never played as a black video game character who's made me feel like he was cool. Worse yet, I've never played a black video game character who made me feel like I was cool. Instead, I've groaned and rolled my eyes at a parade of experiences that continue to tell me video games just don't get black people.


The faces that look like mine that I've encountered in video games have been, at best, too inconsequential to be memorable and offensively tone-deaf at worst. What about Barrett from Final Fantasy VII or Sazh from Final Fantasy XIII, you might ask? Or Cole Train from the Gears of War games? Wait, there's Sheva from Resident Evil 5, right? No, no and no. Too many elements of caricature in each, I'd say, and they're all sidekicks. Their stories aren't the focus of the adventure players go on.


But, hey, it's a given that video games tend to present exaggerated characters. Marcus Fenix isn't like any white guy I've ever met, after all. But he doesn't have to be. For every Marcus Fenix-type grunt hero, you can also get a witty Nathan Drake, a charming Ezio or a regretful John Marston. Enough white characters exist in video games for a variability of approach. That's simply not true of black characters.


In creating Half-Life 2's Alyx Vance, Valve gave players a woman who was feisty and fragile at the same time. Alyx ranks amongst the best black game characters of all time, but she's another sidekick. C.J. from Grand Theft Auto: San Andreas comes closest to this pie-in-the-sky ideal I'm dreaming of. C.J. managed to hold a core contradiction inside of himself—an intense love of family balanced against the violence of thug life—that added depth to his characterization. And while he was the lead of the game he starred in, he was still a gang member. Rockstar found interesting things to do with him but C.J. still comes into being by virtue of another overused stereotype.


Does this stuff matter in video games? Yes. The thing to remember is that beneath all the comforting platitudes about a character's color not mattering lies a sticky web of stereotypes and cheap myths that can still insult and anger people playing a game. Even if I wanted to like Sam B from Dead Island, for example, I'm still running up against the fact that he's a hot-tempered thug rapper.


Stop leaning on this stereotype. Stop creating loud black soldiers who only know how to yell. Stop putting spear-carrying primitives in games.


What I want, basically, is Black Cool. It's a kind of cool that improvises around all the random stereotypes and facile understandings of black people that have accrued over centuries and subverts them. Black Cool says "I know what you might think about me, but I'm going to flip it." Dave Chappelle's comedy is Black Cool. Donald Glover is Black Cool. Aisha Tyler is Black Cool. Marvel Comics's Black Panther character is Black Cool. Their creativity is the energy I want video games to tap into.


Come On, Video Games, Let’s See Some Black People I’m Not Embarrassed By There's a book about it. In the anthology Black Cool: One Thousand Streams of Blackness, author Rebecca Walker assembles a crop of personal essays that talk about how Black Cool manifested in their lives. One of those writers is Mat Johnson, a professor in the University of Houston's creative writing program. Johnson's like me, a lifelong comics-reading, game-loving geek who continues to bump into jarring, awful portrayals of black people in video games.


"I played Dead Island when it came out last year and there's a point when you get the Natives Camp area. I was like, ‘Oh, OK, we're going to have an African-style primitive out here,'" he told me. "The bizarre thing is that the stereotypes you encounter in the games don't even match up timewise with our current culture. That's what's so odd about it. The mainstream culture at large has moved beyond the trope of the black primitive. You can't get away with that kind of thing in a movie."


Johnson's written prose along with graphic novels and when he compares video games' racial awareness to comic and he says "comics had a much more concerted effort to change images of minorities in the work. And part of that was a market-driven concern." There's a difference of scale, too, he continues. "If comics can access another 5,000 or 10,000 in their possible audience, it has a huge impact. Whereas video games have become a mass market phenomenon that have an even bigger scope than movies. So they're not as worried about minority concerns as comics are."


The importance of seeing a face that looks like yours when stepping into a fictional universe can't be overstated. I'm a big Superman fan, but it was DC Comics' Black Lightning that piqued my interest when I was growing up. Every black superhero face I saw growing up was another signpost that said "Hey, you're welcome here. You can be larger-than-life, too." The absence of such characters doesn't make fictional constructs hostile; it makes them indifferent, which can be far worse.


"Another difference with games is that, as a medium, they're about invoking our fears so that we can overcome them," Johnson speculates. "I think that's what happens in both Resident Evil 5 and also Dead Island. They're not just invoking fear of zombies, they are invoking fear of blackness, and offering the gamer an opportunity to challenge their racial fears as well as their other fears. What you're seeing here is a subconscious action. And the reason it becomes clear because it's not in one game, it's in several different games."


Stop creating loud black soldiers who only know how to yell.

"There have been exceptions in games like Left 4 Dead," Johnson observes, "where you have an actual black nerd character in the game." "I honestly think the move away from this going to be generational, when it's so easy to produce a 3D video game that it's the equivalent of shooting a movie today with a digital camera. But, until then, when I see a game that clearly walks right into a racial dead-end, I know I'm seeing a room of developers talking out a story with not one black person, not one Latino person of power in that room. So I think the single biggest thing that many of these companies could do to make sure that they are being representative of the larger culture's ethos, would be to hire in a diverse way."


"It's not a question of [developers and publishers] pushing culture forward," Johnson said. "It's a question of them catching up to mainstream culture. Part of it, I think again, is market success. They haven't had to worry about that at this point, because they're still going to sell a ton of games if the basic gameplay is good. But being better about black characters and characters of other races would make the overall quality better, too."


In other mediums and creative pursuits, there've been the black people who pivoted the conversations, expanded the possibilities and deepened the portrayals about what black people are. In jazz, it was Charlie Parker. In literature, it was Ralph Ellison. In comics, I'd argue that it was Christopher Priest, followed by Dwayne McDuffie. For me, the work of the deceased McDuffie managed to create characters that communicated an easily approachable vein of black cool.


Video games need this kind of paradigm-shifting figure. Not an exec, mind you—sorry, Reggie—but a creative face who steers the ethos of a game. For example, you know what kind of game a Warren Spector or a Jenova Chen is going to deliver. With Spector, it's a game that'll spawn consequences from player action. With Chen, you'll get experiences that try to expand the emotional palette of the video game medium. I want someone to carry that flag for blackness, to tap into it as a well of ideas.


Blackness can be a sort of performance, a lifetime role informed by the ideas of how people see you and how you want to be seen. One thing I've heard over the years is some variation of the colorblind testimonial: "I don't see a black guy when I look at you. I just see you." Well, if you're not seeing a black guy, then you're not seeing all of me. And if you're seeing just a black guy, you're not seeing all of me in that instance either.


I'm not naïve: no one's going to buy a video game because it's less wince-worthy on matters of race or diversity. But, maybe if Black Cool found its way into video games, I wouldn't have to hear the word "nigger" during online multiplayer sessions so much. Or maybe I wouldn't have to listen to characters that sound like 18th-Century minstrels in cyberpunk games.


While I'm sick of video games stumbling around the same ol' stereotypes and being afraid of black lead characters—"they won't sell!," cries the panicked logic— I'm not going to love Starhawk or Prototype 2 more because they have black lead characters. But if Emmett Graves and James Heller tap into some kind of deeper, more surprising portrayal than Standard Gruff Black Guy #29 and feel more human as a result, I'd feel better about the creative possibilities of video games.


Any mode of creativity that wants to be called mature needs to grapple with the sociopolitical issues of its time and place, especially if it wants to hold onto future generations. If it doesn't, then said medium just remains stuck in its own adolescence. When it comes to the examining the realities of how race can be lived in the world, movies, books and TV all do it. I'm not saying video games won't or can't, but damn if it's not a long time coming. Getting black characters who don't make me grit my teeth would be a great sign that video games are growing up.


Grand Theft Auto: San Andreas

Envisioning a World Without Racism With Grand Theft Auto: San AndreasIt might be seven years old, but that doesn't mean commenter Cheese Addict can't find a positive racial statement lurking in the back alleys of Grand Theft Auto: San Andreas. It's never too late to Speak Up on Kotaku.


I've been thinking about racism in the media and racism in games, particularly since I finally started playing Grand Theft Auto: San Andreas (I know, slowpoke.gif). Whenever the media tackles racism, it's always about how someone has to have their preconceptions corrected through some humbling experience, or simply using a racist character to demonstrate that it's wrong. There's also ironic (?) usage of racist stereotypes, like the triads' voices in GTA3. (What the hell are they saying anyways?)


Yet after getting to Zero's first mission, I'm starting to think GTA: SA's character interaction is the best example of how lack of racism can be portrayed: characters from vastly different backgrounds can speak to each other without moderating their slang or tone of speech, they understand each other completely, and make no comments whatsoever about each other's vocabulary, background or speech patterns. They just communicate as human beings.


In real life, two people like CJ and Zero wouldn't be able to talk to each other comfortably without all the racial baggage. It's cool to see what it would be like without it all.


About Speak Up on Kotaku: Our readers have a lot to say, and sometimes what they have to say has nothing to do with the stories we run. That's why we have a forum on Kotaku called Speak Up. That's the place to post anecdotes, photos, game tips and hints, and anything you want to share with Kotaku at large. Every weekday we'll pull one of the best Speak Up posts we can find and highlight it here.
Grand Theft Auto: San Andreas
gta v albert de silva
The GTA V trailer provoked a lot of intrigue here at PC Gamer. Are characters from other GTA games going to make appearences? Will it be a retro setting, or will it, like IV, take place in the modern day? Will there be a poorly optimised PC mission where you have to awkwardly pilot a remote control helicopter into a maze-like building?

One element of the game that’s looking increasingly certain is the lead character, and - more specifically - the voice actor lending his tones to him. According to Eurogamer, Ned Luke’s IMDb page currently lists him as “Albert De Silva” in Grand Theft Auto V, and a tweet from actor Jimmy Taenaka said, “My fellow thespian Ned Luke is the lead voice and profile in the upcoming game by Rockstar Grand Theft Auto 5! Way to go Ned! Wholly Molly!”

Luke certainly looks the part - the nose and jawline match up with the character seen 40 seconds into the trailer. This character is obviously beefy, and approximately matches Luke’s age of 53. He’s looking over the city like he’s conquered it, like he owns it. Is this Albert De Silva?

But something doesn’t add up. GTA’s characters - from III’s Claude to IV’s Nico Bellic - have always been aspirational young men. The plot usually follows the rise-to-power-through-crime arc, but if De Silva is the lead character his rooftop posturing feels like a foregone conclusion - the crucial question at the heart of a GTA story is whether or not the protagonist makes it to the top.

Rockstar could be trying one of two things. GTA V’s story could be told in flashback, which would explain how San Andreas’ CJ shows up without being absolutely ancient, and could tie into Tom's multiple protagonists theory. The exterminator shown immediately afterwards has the same hairline and eyes as the possible De Silva, but he also looks more youthful and less paunchy.



There’s also the possibility that Luke is voicing a different lead, and that his likeness has just been used for an incidental character.

The internet probably has an opinion on this. What is it?
Grand Theft Auto IV Trailer
Grand Theft Auto 5
In a post on their official site, Rockstar say that GTA 5 will be the "largest and most ambitious" title they've developed yet. They also confirm the setting, saying "Grand Theft Auto V focuses on the pursuit of the almighty dollar in a re-imagined, present day Southern California."

GTA 5 will take place in "the city of Los Santos and surrounding hills, countryside and beaches." Just the one city, then. No mention of San Fierro (San Francisco) and Las Venturas (Las Vegas), which featured alongside Los Santos in Grand Theft Auto: San Andreas.

Rockstar say that GTA 5 represents "a bold new direction in open-world freedom," and confirms that there will be online multiplayer.

Those are all the solid facts so far. It's been less than a day since the debut trailer landed, and the rumour mill has already gone into overdrive. Are you looking forward to returning to Los Santos?
Grand Theft Auto IV Trailer
GTA 5 Protagonists
After a lot of excited pointing at mountains and dogs, the PC Gamer office got chatting about the sneaky hints Rockstar have dotted throughout the new GTA 5 trailer.

You've probably noticed the narrator sounds a lot like Ray Liotta, who voiced GTA Vice City's player character Tommy Vercetti. But the greying middle-aged man we see in the footage isn't the only one in player-character situations. There's also a shaven-headed youth in a car chase with the police, and a tattooed black guy running from a cop chopper. And hey, isn't that all three of them together breaking into the jewellery store? Click below for a full size image of the evidence.



Chris Thursten points out that GTA IV used a deal gone wrong to link three characters that you ultimately ended up playing: Niko in the main game, Johnny Klebitz in the Lost and the Damned DLC, and Luis Lopez in the Ballad of Gay Tony. GTA V might give us a choice of three protagonists from the off, each with their own stories, and use this robbery as the flashpoint that links them.

It'd make for a more interesting story structure, and of course it would set them up beautifully for a co-op campaign that ties into the single player.
Grand Theft Auto IV Trailer


 
Grand Theft Auto 5, or GTA 5 (if you're an acronym kind of dude) trailer alert! Sit back and have a little watch.

We mentioned a few Grand Theft Auto 5 rumours earlier today but now, with the benefit of hindsight, you can either mock or bask in the awe of our incredible insight. For some spookily accurate insight, check out what PSM3's Dan Dawkins had to say a few weeks ago.

We'll have a more in-depth analysis of the first Grand Theft Auto trailer on the site as soon as possible. For now, just watch and comment.
Grand Theft Auto IV Trailer
Grand Theft Auto V
Grand Theft Auto V has just been splattered all over the front page of the Rockstar website with a simple declaration. TRAILER: 11.02.11. That was a surprise. Everything we know about the new Grand Theft Auto is contained in that logo. It could be anything. What are you hoping for from GTA V?
Grand Theft Auto IV Trailer

We've seen a teaser of Grand Theft Auto: Vice City imported into Grand Theft Auto IV's visual and physics engine, RAGE. Another mod team is hard at work on the same conversion for Grand Theft Auto: San Andreas.


At work since December, the team hopes to release a public beta this fall. Above is about 20 minutes of footage from what they've built so far, beginning at the Bone County Airport and plane graveyard, flying over San Fierro and the Gant Bridge, touring Las Venturas at night, plunging from atop Mount Chiliad, and much more.


Vehicle conversions and many other details still need work, but if you are intimately familiar with the San Andreas map, this is a mesmerizing trip down memory lane.


The mod's official site is here, and you can read much more about its work in progress, with more videos and screenshots in this thread on GTA Forums (begins at the most recent post.)


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