Kotaku

The Great Grand Theft Auto MegamixOriginally pieced together in 2008 but only released now, this "GTA Mix" by Neal Santos is over 70 minutes of music both from and inspired by the Grand Theft Auto series.


It's a franchise renowned for its excellent use of licensed and home-grown tracks, so yeah, if you're in the mood to party this is pretty great.


In case the embedded player below isn't working, you can check the whole thing out at the link below.


GTA Mix by Neal Santos (TeamWorks NYC, Supreme) [Rockstar]


GRAND THEFT AUTO MIX SUMMER O8 by Nealsantos


Kotaku

How I Scored An Interview with the J.D. Salinger of Games, Sam "Grand Theft Auto" HouserThose damn cable networks that cover games only in terms of violence. Those big ‘consumer' magazines that never review games. They think we don't think. They think we don't read. They think we need to get a life. Well, we have one, and, yeah, it's rich beyond videogames. But it's also made richer because of videogames. That's why, after more than 15 years of covering games, I had to write All Your Base Are Belong to Us, How Fifty Years of Videogames Conquered Pop Culture.


So when I locked myself in my lair for most of the past three years to write, there was one thing I wanted to prove. In All Your Base, I wanted to show how full videogames have made our lives. And I wanted to do that by writing about the many game makers whose passion and knowledge about games goes beyond what you see on the screen when you play.


All of them exude great passion for their work. You can see it in the 89-year-old eyes of Ralph Baer, the maker of the Magnavox Odyssey. Baer dreamed of pretty much all the bells and whistles in games today — back in the 1970s. You can hear it when Ken Levine leans forward and gets gunned up about the pop and literary culture that influenced BioShock, and soon, BioShock Infinite. Heart of Darkness by Joseph Conrad. Devil in the White City by Erik Larson. Dark, literary stuff.


It was my guess that I could find same enthusiasm in Sam Houser, the notoriously press-averse Rockstar games co-founder — if I could ever get past the doors. No one had gotten a really long, incisive interview with Sam, ever. He and his brother Dan are kind of like the J.D. Salinger's of videogames. They really don't need to court the blogs, magazines or TV talk shows. Rockstar's offerings can sell without the constant help of the media industrial complex because there's just so much inspired content in their games.



Ten months before All Your Base was due at Crown, I reached out to Rockstar via email. I heard nothing. Eight emails and two months later, I still heard nothing much. My stomach was in knots. Then, an ex-girlfriend said she had a friend inside. It turned out that she knew a person who had merely done business with Rockstar. While he sent an email, he didn't want to stick his neck out beyond that. Crap! Another dead end! I thought about waiting for Sam at the Rockstar offices entrance. But that thought was brief. I'm no stalker.


I decided to approach Sam and Dan directly. I sent My Life Among The Serial Killers, a book I co-wrote with a brilliant psychiatrist, to both brothers. I said I truly enjoyed the Grand Theft Auto games and that no history would come close to being complete without the Rockstar story. Dan Houser, the estimable head writer of most of Rockstars' games, took the book and letter to their marketing department.


Soon, I had two meetings with this really pleasant, thoughtful woman from Rockstar who got games and understood what I was trying to do. Probably just like you, we both believe great games can be considered popular art, and we talked geek talk about the dialog in GTA series, how surprisingly deep and often funny that writing could be. Like, in Grand Theft Auto IV, I'd have to pull over while driving because the talk radio shows made me laugh so uncontrollably. Good times.


She soon said that Sam indeed wanted to do the interview. I was thrilled. But Rockstar was in crunch time for Red Dead Redemption. Yet the interview was on! And then it was off! Then, it was on! And off. And on. And off, all due to deadlines.


No one around me believed it was going to happen.


People kept saying, let it go. They're stringing you along. Having worked at Sony Online Entertainment during the launch of EverQuest, I knew they weren't jerking me around. That didn't mean I didn't want to hurl each time the interview was postponed.


March, 2010 was the date the manuscript was due at the publisher. That wasn't going to happen. I pleaded with my editor for more time and got the extension. But as April came along, my editor's generally gracious nature began to turn to worry. The book's release date had already been postponed. And then the Rockstar interview was postponed again. I almost began to believe it wouldn't happen. My editor began to tell me to let it go. But I couldn't; in fact, I couldn't sleep at night. I was so close. I kept getting up at 3 a.m. and adding more to pages of questions I had.


Shortly after Red Dead Redemption was released, I got a call asking if I could get to the office in 20 minutes. I said, "But I'm way on the other side of town." Rockstar said, "Get ready. We're sending a car for you in ten minutes." I threw an iPod Touch and my questions into my Heart of Darkness backpack and was out the door.


Twenty minutes later, I sat in a conference room with Rockstar memorabilia around me. I wasn't nervous, well, not too nervous. But I was ready. Sam came in, limping a little from a spill he'd taken while riding his bike. He sported a long, Red Dead Redemption-style beard. The first thing he did was apologize for the long process of getting into Rockstar. He meant it. I could see it in his eyes.


Then Houser said, "Isn't this an amazing time for games? Red Dead Redemption and Super Mario Galaxy 2 are being released at the same time." Sam actually is a Nintendo fan, having worked on a slyly humorous Nintendo 64 game called, "Space Station Silicon Valley."


He sat down on a couch, and I could visibly see that he swallowed hard, kind of a gulp. He was getting ready to talk like he hadn't ever before.


Sam was completely affable, and we discussed everything Rockstar. He talked about how he was torn about moving to New York from London. He talked about the early days of Take-Two and about making ports of middling offerings like Bass Hunter to fund games he really liked. He said that Dan's first writing gig was on a British version of the trivia game, You Don't Know Jack.


He became more serious and talked about 9/11, about the horrors of watching the Twin Towers come down, about changing GTA III because of the tenor of the times, all about Hot Coffee and about dealing with the Feds. He talked about some very dark days, which I detail in the book. Everything was on the table.


And he's no a fan of the many executive level bloodsuckers in the world of games. Houser said, "I've been working in this industry for quite a long time. I think it's getting itself into sticky territory when it thinks only sequels and franchises and brands are what people (care) about. These companies are run by these corporate types while the great, creative things (in games) have only really come from guys going, ‘Well, we're gonna make this because that's what we believe in. So that's what we're going to make.' It doesn't come from people going, ‘Well, this is what our feedback told us, and this is how we've assessed its viability, so this is what you have to make.'


Among the 200 people I spoke with for the book, Sam Houser is the most outwardly passionate game maker I met. Yet he has that same cynical, New York edge that I have, the one that warns, Yeh, everything probably can go wrong, and it's all right to be paranoid about it – as long as you have a glimmer of hope. Like me, and maybe you, too, Houser felt like an outsider in the world. He still does. It was something I hadn't contemplated much before; I had thought that if you had made it big, that black sheep-ness would magically disappear. It was sheer prejudice on my part. But Sam uses that outsider-ness to Rockstar's benefit — to motivate and drive his people to make better games.


Hours and hours went by. It was like this Vulcan mind meld. We talked about punk rock, blue-eyed soul, books, traveling, being on the road, and, mostly, games. I spoke with Sam twice more for two hours with follow up questions. Some people have said, "Dude, you've drunk the Rockstar Kool-Aid." Others have said, "Watch out. They're going to turn on you." I'm not a fanboy; I ask tough questions and write with a critical eye. But I am a videogame fan, just like you. And one thing about Rockstar; they're never going to turn on their fans.


If you're a fan or a games journalist, I hope you get to meet Sam and the other game makers at Rockstar somewhere down the line. For now, you've got what I've written in All Your Base Are Belong to Us. I really hope you'll check out the book to read those intense Rockstar chapters (and about the ups and downs of all the genius game changers). In the meantime, be loud and proud, gamers. To paraphrase National Book Award winner Patti Smith at her punk rock best, At heart, you're a video gamer. And you have no guilt.


How I Scored An Interview with the J.D. Salinger of Games, Sam "Grand Theft Auto" HouserHarold Goldberg is the author of All Your Base Are Belong to Us, How Fifty Years of Videogames Conquered Pop Culture. He will read from the book at The Strand Bookstore, 828 Broadway in Manhattan, on April 7th at 7 p.m.


Illustration of Rockstar's Sam Houser by Gizmodo Illustrator Sam Spratt. Become a fan of his Facebook Artist's Page and follow Sam on Twitter


Kotaku

Why Hasn't Rockstar Made A Grand Theft Auto Movie Yet?The makers of Grand Theft Auto, Red Dead Redemption and the upcoming L.A. Noire haven't hopped on the "transmedia" bandwagon yet, meaning they haven't tapped their best known franchises for movies, television shows or comic books. Why not?


Rockstar co-founder Dan Houser tells the Hollywood Reporter, bluntly, that "Virtually all movies made from games are awful, while many games made from movies are also pretty horrible."


"If you feel the property has something about it that is universal or could work in another medium, and it is not simply about making easy money, then that is something worthwhile," Houser says. "Too often, however, the aim appears to be to cash-in on the success of a particular game, book, pop singer, website, etc., and that usually produces mediocre results."


The game developer's L.A. Noire will make a special appearance at the upcoming Tribeca Film Festival, but don't assume that's a sign they want to shift from games to film. Houser says that the company has "explored" movie deals, but hasn't bit... yet.


"If we were to attempt to make a movie, we would like to make it ourselves," Houser says, "or at least work in collaboration with the best talent, so at least if it is bad, we can know we failed on our own terms."


Rockstar Games' Dan Houser on 'L.A. Noire's' Selection by the Tribeca Film Festival [THR]


Kotaku

There are many wonderful things that a Hollywood filmmaker could borrow from Grand Theft Auto, including better police chases and user-controlled soundtracks, but the director of this weekend's Jake Gyllenhaal movie Source Code is snatching something else.


Here's filmmaker Duncan Jones talking to the Columbus Dispatch:


There's this infamous video game, Grand Theft Auto, where, if you're driving a car at high speed and jump out of the car and go rolling down the street, the camera stays with you. [Note from Kotaku: presumably similar to what happens in the GTA IV clip above.] It doesn't cut. I wanted to do that but actually do it with my actor.


So he leaps off the train, hits the ground and tumbles into a bloody heap at the end of it — with no cuts. It's a combination of live-action stunt work and special effects.


I hadn't seen that before, and I wanted to be the first.


We haven't seen Source Code, so we can't confirm the movie's GTA-ness. If you see the movie this weekend, let us know. And let us know if Jake re-spawns at a hospital, without his guns, a half-day later.


Filmmaker shaped by classic sci-fi [Columbus Dispatch]


Grand Theft Auto IV Trailer - contact@rockpapershotgun.com (Alec Meer)

Let’s face it – the next GTA game, rumours of which currently have consoleland all a-flutter, ever arriving on PC is pretty unlikely. Red Dead Redemption never made it this way (something I rue enormously), there’s no news of LA Noire doing it either, and Rockstar probably weren’t super-happy about the scathing reaction to the belated, bloatware-afflicted PC version of GTA IV. Bah. Bah, I said.

Still, we can at least have things the console fun-toys cannot: such as the series’ neon-lit finest hour, Vice City, recreated in the rather meatier GTA IV engine.
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Grand Theft Auto: San Andreas

A private Take-Two casting call is advertising for an actor to portray James Pedeaston - a character from Grand Theft Auto IV and Grand Theft Auto: San Andreas.


Until now, Take-Two casting calls only a had a theoretical link to the Grand Theft Auto series.


The suggestion is, of course, that the game Take-Two is casting for is Grand Theft Auto V.


Pedeaston, "a man-boy love activist who just got released from an Indonesian prison", is between 40 and 45 years old.


Pedeaston hosted the WCTR radio show that can be heard in GTA: San Andreas. In GTAIV, Pedeaston is arrested by Indonesian police for suspected child molesting.


The other characters being cast alongside Pedeaston are Matthew, Jose, Samatha and Anthony.


Matthew, "a liberal young male who believes in a conspiracy made by republicans to undermine America" is between 18 and 25 years old.


Jose, "a white creepy man who thinks that technology is a poison against the wilderness" is between 30 and 40 years old.


And Anthony, "a young, fast-talking boy fighting for the right of young boys to drink alcohol and have sex" is between 10 and 15 years old.

Evidence for Grand Theft Auto V has been mounting fast. Should Rockstar be preparing an announcement, there will be no better place for it than super-show E3 in June.

Grand Theft Auto IV Trailer

The amazing mash up that blended Grand Theft Auto's cinematic violence with Super Mario Bros. lore, The Brothers Mario, has spawned a sequel. This time, in The Brothers Mario 2, the fight goes to Donkey Kong Country.


The Brothers Mario 2: Kong Country pits a more streetwise and strapped Mario, Luigi, Toad and Yoshi against Candy, Cranky, Diddy and Funky in a vicious war for Mushroom Kingdom territorial control. The references are increasingly thick in this sequel, with a few more cameos that aren't worth spoiling here.


The machinima has even spawned a theme song, Rawn's "Do The Mario," which you can actually purchase via iTunes if Nintendo inspired hip-hop is your cup of tea.


Watch the Country Club's latest smart Grand Theft Auto IV machinima and see how many Nintendo gags you can spot.


Brothers Mario 2: Kong Country [YouTube]


Grand Theft Auto IV Trailer

Can you handle more than thirteen crazy minutes of Grand Theft Auto IV police chases, with Niko Bellic and his cousin Roman fleeing from cop cars, armored vehicles and police helicopters? Test your machinimatic endurance skills with "Hard Charger: Wide Open."


Written and directed by L.J. Carantan, "Hard Charger" is stuffed with thrills, spills, jumps, stunts and dozens of maimed pedestrians, not to mention cop car carnage that could rival The Blues Brothers. Give it a few minutes, then give it a few minutes more, because things start getting really hairy around the eight minute mark.


GTA IV - HARD CHARGER: WIDE OPEN [YouTube via Reddit]


Grand Theft Auto: Vice City

It's Grand Theft Auto: Vice City (In 2011) In 2011, the protagonist of 1980s crime saga Grand Theft Auto: Vice City, Tommy Vercetti, would be 55.


Full image below:


It's Grand Theft Auto: Vice City (In 2011)


GTA: Vice City 2011 [Patrick Brown Thanks, Morris!]


Rock, Paper, Shotgun - contact@rockpapershotgun.com (John Walker)

Mike Dailly, one of the key men behind Lemmings and Grand Theft Auto, has just posted the design documents for the original GTA on his Flickr pages. Race’n'Chase, as it was originally intended to be called, began life on the 25th January 1995 in a design doc authored by K. R. Hamilton. The version posted is 1.05, from 22nd March, explaining how the multiplayer racing game would perhaps also feature a cops and robbers mode. And it makes for excellent reading.

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