Grand Theft Auto III (GTA III) is an action computer and video game developed by DMA Design, published by Rockstar Games in October 2001 for the PlayStation 2 video game console, May 2002 for Windows-based personal computers (PCs), and in November 2003 for the Xbox video game console. A part of the Grand Theft Auto (GTA) series, it is preceeded by Grand Theft Auto 2 (GTA2) and succeeded by Vice City (Vice City). GTA III is also the first in the series to be released on the PlayStation 2.
The game centers on a nameless criminal who was betrayed by his girlfriend in a bank heist, and is required to work his way up the crime ladder of the city, before confronting her and eventually taking his revenge. Like its predecessors, GTA III implements sandbox-like gameplay, where the player is given the freedom to perform various activities in a large city, such as completing missions, exploring the city, committing criminal acts, or completing side missions.
The game concept and gameplay, coupled with the use of a three dimensional game engine for the first time in the series contributed to GTA III
Throughout the story, the protagonist and player character is never named (though he is referred to by several in game characters as "Fido" or "The Kid"). However, he is implied to be "Claude" in a brief cameo in the series' later game San Andreas (San Andreas); because of this name he is theorized to be "Claude Speed" from Grand Theft Auto 2. The player character is also a silent protagonist, never uttering a single word.
The player character is double-crossed by his partner/girlfriend, Catalina, during a bank robbery and sent to jail. While he is being transferred, an attack on the police convoy aimed at kidnapping an unrelated prisoner sets him free.
The player character then takes on work as a local thug and rises in power as he works for multiple rival crime gangs, a corrupt police officer and a media mogul. In the process, Maria, the mistress of a local Mafia boss, begins to show a liking to him, and saves him from a Mafia death trap, while remaining close to him throughout the storyline. Eventually, his exploits attract the attention of Catalina, now backed by a strong gang, resulting in the kidnapping of Maria. This gives him the opportunity to face Catalina once more, which results in a large firefight and Catalina's death. Maria was rescued, but was suggestively killed by the player character at the end of the storyline, when Maria, overly excited, would not stop talking to him.
GTA III's storyline borrows themes from famous films, television programs and pop culture. The Godfather, Carlito's Way, The Sopranos and Goodfellas are the main influence in the game's story.
The storyline, while not as integral with the game as its sequels, depicts the character development of several individuals and bosses, through cut scenes before the start of each mission, as the player progresses though the game. Most of the characters encountered center around corruption, crime and a fictional drug called "SPANK", which is a growing menace in the city.
With the success of Grand Theft Auto III and its sequels, several of these characters or their relatives reappear in future GTA titles with major or minor roles, and their personal background expanded, particularly Leone Mafia don Salvatore Leone, media mogul Donald Love, Phil, the One-Armed Bandit, 8-Ball and Catalina.
The voice cast for the game's characters features several established celebrities. Notable voice actors include Frank Vincent, Michael Madsen, Michael Rapaport, Joe Pantoliano, Debi Mazar, Kyle MacLachlan, and rapper Guru.
The core gameplay of Grand Theft Auto III combines elements of a third-person shooter and a driving game, as its previous revisions, Grand Theft Auto (GTA1) and Grand Theft Auto 2 (GTA2). On foot, the player's character is capable of walking, sprinting and jumping (but is incapable of swimming), as well as utilizing weaponries and basic hand to hand combat; he is also capable of driving a variety of vehicles. Multiplayer modes from previous Grand Theft Auto titles were also dropped, favoring single player gameplay only. (However, Multi Theft Auto, a user-made mod, enable players to play GTA III online against each other.)
The gameplay mechanics of GTA III have largely remain unchanged. The player character is left in a large and open environment, free to perform storyline-based missions, side quests (Vigilante, Paramedic and Taxi missions, etc.) or other activities to his liking. Completion of missions would award the player character with cash, minor rewards, or new neighborhoods and districts in Liberty City open to the player's exploration. Law enforcement is still represented in six levels, which include policemen (represented by the Liberty City Police Department), SWAT teams, FBI agents and soldiers, all of whom will react to criminal acts committed by the player character; methods of evading them are also the same as GTA1 and GTA2. Vehicles in GTA III (with the addition of watercrafts and a fixed-wing aircraft) are still relatively diverse, while some are based on real-life models. Criminal offenses, such as carjacking, murder and theft are as permissive as it has in GTA III's predecessors.
The interface of the game has been significantly overhauled. Instead of a player-centered compass, navigation is now handled by a separate mini-map that also displays a map of the city and key locations (safe houses and contact points) or targets. Armor and health levels are now indicated in numbers, and a 24-hour clock is added. Gang behavior is no longer dictated by "respect" meters used in GTA2; instead, the player character's progress through the story affects his view in the "eyes" of gang members. As the player completes missions for different gangs, rival gang members will come to recognize the character and subsequently shoot on sight.
Once a player character collapses from their injuries or is arrested, he is immediately transported to a local hospital or police station, respectively, at the expense of losing all weapons in hand and an amount of money for "medical expenses" or "bribes". This is similar to previous GTA games, however here the player character is essentially offered unlimited "lives", as opposed to a limited number of lives in GTA1 and GTA2. Thus, this allows the player character to "die" as many times as he pleases, and renders it impossible to indefinitely lose in the game.
Storyline-based missions are now activated by entering marked contact points, represented by colored halos. A new inclusion into GTA III's storyline is the use of cut scenes, which are triggered after entering a contact point, or during certain missions. The cut scenes exist for multiple purposes: as a visual narration of the storyline, as a formal directives of a mission, and as a visual assessment of a scene and objective.
During gameplay, mission updates and messages are relayed through text-based instructions given in the form of on-screen subtitles, or on a few occasions, the player character's pager (a featured introduced in GTA1). GTA III also includes one-time tutorial directives to familiarize the player with the game's controls and features.
Unlike previous GTA games, the amount of money in the player's possession is no longer a requirement to unlock new areas in GTA III. Instead, the completion of missions and unfolding of the game's story are now responsible for this role. Additionally, the player is allowed to return to all unlocked areas of the city via transportation links. However, as new areas open up, access to other, previously accessible areas become more dangerous or less accessible once the player has fulfilled those areas' purposes, due to hostilities from enemy gangs.
As are previous GTA games, GTA IIIs gameplay is considerably non-linear. While the game does include a linear set of missions (shaking down a local business for "protection money", clearing the streets of drug dealers, or assassinating leaders of rival gangs, for example) and completing them in order to advance in the ranks of his current gang, many of these aspects are not mandatory to be performed. Alternately, it is possible to ignore the main missions and play side missions, and the player may choose to explore the city, stealing cars, running over pedestrians, and avoiding (or opposing) the police. If the player acquires a taxicab, he can pick up designated non-player characters as fares and drop them off at different parts of the city for cash payments; obtaining an ambulance allows the player to pick up injured non-player characters and drive them to the hospital for a cash reward. Fire fighting and vigilante police missions are similarly available. Thanks to the open-ended game design, the player's character has a degree of freedom in his actions that, although heavily inspired by Rockstar North's (then DMA Design) earlier Nintendo 64 game Body Harvest, was groundbreaking in 2001 and has only been surpassed by the game's sequels.
Similar it predecessors, money is partly crucial in GTA III, as it may be used to purchase weapons and body armor, recolor a vehicle the player in order to evade the police, and allow the player to access two missions (pay for bomb equipment and ransom). The player character primarily obtains money through missions, although side missions also grant the player cash award. Given that side mission are level-based, they actually begin providing small amounts of money and gradually increase the amount as the player continues to progresses through these missions. Depending on the side-mission, combo bonus cash are also awarded for completing several successful levels in a row.
The ability made common in GTA III's predecessors to receive cash rewards by simply committing petty crime has been downgraded in GTA III, encompassing only car ramming, vehicle destruction and pedestrian killing.
The selection of weapons provided in the game consists of firearms and explosives, with the addition of two forms of mêlée attacks (hand to hand combat and baseball bat). The weapons themselves are largely similar to the selection of weapons from GTA1 and GTA2, such as the pistol, the machine gun (which has been expanded to include an Uzi submachine gun, an AK-47 rifle and an M16 rifle in Grand Theft Auto III), the rocket launcher and the flamethrower from GTA1, and the shotgun and thrown weapons (Molotov cocktails and grenades) from GTA2. The porting of the GTA III into a three dimensional environment also allowed for the inclusion of the sniper rifle and first-person aiming using the M-16 rifle and rocket launcher. In addition, it becomes possible in the game to perform drive-by shooting using the Uzi. The inclusion of magazine-based weapons also introduces the need to reload weapons after a chamber of their ammunition is depleted. Weapons may be purchased from local firearms dealers and businesses, retrieved for free from certain dead gang members, mission-specific characters and law enforcers, or picked up in certain spots in the city.
The varied nature of the weapons is prevalent in play; in addition to the severity of damage that each weapon may inflict on an individual or objects, certain weapons, while wielded, may restrict movement when carried or when fired, while other weapons create wider splash damage, especially those utilizing fire or explosives, placing the player at risk of injuring themselves while using such weapons.
The console versions of the game allowed the player to auto-aim with the push of a button, holding human targets at gun point using most firearms, with the exception of first person aiming for the sniper rifle, M-16 and rocket launcher, which are controlled by the analog stick as the player presses the same autoaim button. Because the PC version allows the player to aim targets with a mouse, the autoaim system was removed. This control difference is also seen in the console and PC ports of Vice City and San Andreas.
GTA III is capable of simulating a large, active city, with three populated and different neighborhoods. Passing vehicles and pedestrians are not merely cosmetic parts of the environment, but actually play a significant role in gameplay. Cars can be smashed or stolen, and citizens can be beaten up, robbed, run over, or shot, allowing the player to extract money and/or weapons. Medical worker in ambulances arrive to revive certain dead murder victims and fire fighters in fire engines arrive to put out fires. The game is also noted for the emergent behavior of its non-player characters. Pedestrians sometimes get into fights, and car accidents between non-player vehicles may occur on their own; there are even other carjackers in the city. The city also undergoes a 24-hour time cycle, which allows for both day and night time periods, as well as cycling weather, including overcasts, rain and heavy fog.
One of the game's subtler inclusions was a variety of radio stations (part of the official soundtrack). The stations feature music specially written for the game (as well as many songs originating from the first two GTAs), but also includes licensed music, some of which were excerpts of several actual music albums; this combination differs from those of the game's predecessors, which featured entirely original soundtracks. One of the stations was a full-length talk show, and many of the callers were actually characters from the story missions, often demonstrating the same views and eccentricities that had become apparent to the player during the missions.
Each station featured various commercials at intervals. These ads often referred to their advertisers' official websites, such as Petsovernight.com. All of these sites actually existed; they were set up to tie in with the game. However, although looking very much like genuine online stores, all links to purchase or order the products actually led to Rockstargames.com. The radio ads also gave out their official phone numbers which were also (apparently) registered by Rockstar; however in this case curious gamers only found an answer phone at the other end.
The environment in game is primarily displayed through the use of level of detail (LOD). LOD is applied in game by allowing only areas directly surrounding the player to display objects in higher polygon counts (notably, larger objects such as vehicles, buildings and terrain) or minor props (i.e. street furniture); areas far from the player are displayed with lower polygons and need not include minor props or vehicles, assuming that the player will not be able to notice such details under conventional means. As such, LODs aid GTA III in displaying a large environment with a further draw distance, while ensuring that the game's performance remains optimum. When traveling within an island in the city, the game would consistently swap models of varied detail as the player moves from one area to another. However, as the player travels into another island, the game is required to load detailed models files of the entire destination island while also loading low detailed models for the islands the player is moving away from, requiring substantially more processing time; in the process, the game pauses gameplay and displays a "Welcome to..." screen for a short amount of time, before gameplay can resume.
As is the environment, vehicles and pedestrians are depicted in full three dimensional models, compared to flat top-down sprites in previous games. Both vehicles and pedestrians are constructed from individual polygon parts with a central "core" (the wheels, engine, chassis and body of vehicles, and the torso of pedestrians). The damage system of vehicles consists of representing the minor vehicle parts (doors, frontal quarter panels and bumpers) as undamaged, damaged or missing, based on the types of collisions detected on the vehicle; the core of each vehicle, on the other hand, remains visually unchanged despite heavy damage. As pedestrians in GTA III are made out of six separate polygon parts (four limbs, a head and a torso), it is possible to detach the limbs of a pedestrian or effectively "popping" the head of the pedestrian (through heavy firearms or explosives). This feature is evident in the PC version, but was not included by default in the PlayStation 2 version (although it could be enabled via a "nasty limbs" cheat code. Though there are no on-screen confirmation when entered successfully like other cheat codes, the cheat is still activated).
As the game runs in a 24 hour cycle and includes changing weather, the game's graphics engine is also required to simulate day and night periods, as well as weather effects for each time of the day. For specific times of the day and weathers, colored shadings would, alongside the static grey shading, gradually appear and disappear on all elements. In addition, overcast, rain and fog would also decrease draw distance in varied degrees, decreasing as its begins to take effect and increasing as the weather abates. As with most visual effects such as fire and smoke, weather effects such as rain drops and close-proximity fog are represented by sprites. The color of the sky and clouds would also correspond to the current time and weather. Other effects include occasional lightning in rains, a rainbow after a rain and the sun, which moves from the northeast of the city in the morning to the southwest in the evening.
The game was the first in the series to use motion blurring (dubbed "Trails" in the PC version of the game), semi-transparently rendering the last in game video frame to the current frame. The feature was also included in the PC version of the game, but could be toggled on and off.
Prior to the 2001 release of the final game, several modifications were made on Grand Theft Auto III. The changes were apparent as several promotional materials had previously displayed features that would be absent in the final version of the game. While cuts and changes are frequent during game development, the changes in GTA III were of interesting discussion as they were made around the time when the September 11, 2001 attacks occurred; this led some gamers to speculate that at least some of the changes were motivated by the attacks. Although little was disclosed about the types of changes to be made and when they were conducted, Sam Houser, the president of Rockstar Games (based in Manhattan, New York City), was quoted September 19, 2001 in mentioning a review would to be undergone for GTA III, in addition to confirming the delay of the game's release by three weeks (the original, rough release date was suggested by Houser to be on October 2):
The most evident change in the game was of the police cars' paint scheme; the new color scheme of the LCPD is modeled in a panda-like black-and-white design similar to the LAPD, while the old color scheme of blue with white stripes (seen in previews and the manual map) resembles that of the NYPD. Pre-release screenshots in the game's official website depicting police cars had also undergone modifications, around a week after the attacks. The NYPD-like paint scheme would eventually be reintroduced in Liberty City Stories, but uses black instead of NYPD's blue color.
Another cut is that of Darkel *," target="_blank" >an in-game character, for the final version of the game. Mentioned in several early video game publications and websites, Darkel was to be a revolutionary urchin who vowed to bring down the city's economy. One mission involved stealing an ice cream van, using it to attract pedestrians, then blowing it up (this mission would eventually be given by El Burro instead in the final version of game to kill a group of gang members). Darkel was also originally expected to give out Rampage-like missions and even had his voice recorded for this part.[http://www.imdb.com/title/tt0100263/ Bill Fiore at The Internet Movie Database. URL accessed on May 13, 2006. Rockstar later decided that they would like to go back to the original system of giving out rampages as featured in Grand Theft Auto and Grand Theft Auto 2. Although Darkel and his missions were removed indefinitely, the character remains listed in the manual's credits, as well as having a character texture retained in the game's data files.
Although often rumored, no airplane missions were altered or changed in the wake of 9/11, as there were no missions to remove. The Dodo airplane, the only aircraft in the game, was also a point of discussion; the wings of the vehicle were significantly shortened and, although possible to fly continuously around Liberty City, the Dodo was considerably difficult to control, and a full winged version could be seen flying around the city.
Other changes included stopping the selection of certain character models when using cheat codes in (the generic South Asian cab driver, for example) and removing the aforementioned ability to blow limbs off non-player characters in the PlayStation 2 version of GTA III.
Two years following the initial PlayStation 2 release of Grand Theft Auto III, versions for the personal computer (PC) and Xbox had been made available. GTA III is particularly notable for being the first game in the series to be originally released for the console; previous Grand Theft Auto titles began as PC versions, before they were ported to consoles and handheld consoles. Following GTA III, PlayStation 2 GTA games generally followed GTA III release pattern, in which the PC port is released within seven to eight months after the PlayStation 2's release.GTA III
The PC version of the game, released on May 21, 2002, has been criticized for performance problems, especially in light of the much smoother performance of Grand Theft Auto: Vice City. This was due to technical issues; the game engine rendered everything within the draw distance, even things hidden behind buildings or trees, whereas Vice City only rendered what could actually be seen. The PC version does, however, support higher screen resolutions and a custom option for MP3s playback in cars.
The Xbox version was initially supposed to be released in spring 2002 but it was shelved when Sony signed an agreement with Take-Two Interactive (Rockstar Games' parent company), making the GTA series a PlayStation 2 exclusive until November 2004. However, the agreement was amended in 2003 and the Grand Theft Auto: Double Pack containing both GTA III and Vice City was released for PS2 and Xbox in December 2003. The Xbox version of the Double Pack has improved audio, polygon models, and reflections over the PC and PS2 versions of the game. The Double Pack was not released for the PC. On November 2005, GTA III was re-released again for the Xbox, this time bundled with Vice City and San Andreas (San Andreas) in a trilogy compilation, dubbed Grand Theft Auto: The Trilogy. There were no new changes, and the set retained Double Pack's graphical improvements for GTA III and Vice City. A Nintendo GameCube port of GTA III was also planned to be released alongside the Xbox version, but was cancelled for unknown reasons.
Two handheld titles based on GTA III have also been released. Grand Theft Auto Advance was initially intended as a Game Boy Advance port of GTA III, but has since introduced a new storyline set in Liberty City, roughly one year before the events in GTA III. Liberty City Stories was released for the PlayStation Portable, which is also set in the same location as GTA III, but takes place in 1998, three years before the events in GTA III.
Upon its release, Grand Theft Auto III (GTA III) unexpectedly emerged as a smash hit at its initial States dollar|US$" target="_blank" >*49.95 price and became the #1 selling video game of 2001 in the United States. Later discounted to $19.95 as part of Sony's "Greatest Hits" program, it continued to sell well and went on to become the second best-selling video game of 2002, behind only its sequel, Vice City (Vice City). This was a remarkable achievement in an industry where most games experience strong drops in sales despite price drops, as gamers have a strong tendency to purchase only the "next new thing". GTA III continued to enjoy strong sales as part of the Xbox Double Pack, even though it was two years old when the Double Pack hit shelves in December 2003. The Double Pack
GTA III was the first game in the series to feature a deep storyline with high quality voice acting and navigable three dimensional graphics. All of this is seamlessly integrated in the realistic setting of a (dysfunctional) urban environment which parodies a real-life city. Although multiplayer was discarded, it had a minimal impact as the many major improvements won legions of fans over to a series which formerly enjoyed a cult following. Also notable is that GTA III was the first in the series to be released on video game consoles before the PC, citing the growing size of the console market. As a result of these shrewd moves, the Grand Theft Auto (GTA) series was now a blockbuster franchise. Most subsequent games in the series have followed the GTA III formula and have been best-selling and critically-acclaimed (and controversial) as a result, with the release of four additional GTA sequels, all of which are set in GTA III
The game was touted as revolutionary by several game review websites and publications, and received such rewards as Game of the Year from GameSpot, GameSpy, and Cheat Code Central, and Best Action Game of 2001 by IGN, receiving an average of about 95% from the review websites and publications.
Aside from its violence (see Controversy), there was criticism, often for the "lack of criticism" that surrounded the Grand Theft Auto series after the launch of Grand Theft Auto III. In other words, GTA III and especially subsequent GTA games following the GTA III formula were so sure to be critically acclaimed blockbusters that they were not seriously scrutinized (most flaws were downplayed) during early reviews. Alternatively, many reviewers were biased in favor of the GTA series. While GTA III's sequels undoubtedly improved on many aspects of gameplay, many technical glitches were also carried over.
Some examples were the "ugliness" and simplicity of GTA III characters and objects which became especially noticeable if the main character was walking around instead of driving. Such graphics are similar on the level of Half-Life (1998) and subpar to Quake III (1999), but this was rarely criticized and GTA III and its sequels routinely received higher graphics scores than other smaller-scaled yet better-looking games.
There were also serious recurring problems such as clipping (when characters and objects get "half-stuck" in walls and the ground), and another bug which caused vehicles to often disappear without warning. The response to the dynamic living city environment was mixed; there were few cars or pedestrians on screen, short view distances and "disappearing" cars, and very short-term street damage. AI for NPCs is relatively poor compared to modern shooters (such as Half-Life). The designers compensated for the lack of AI with scripted sequences and careful placement of enemies to raise the difficulty of the missions, but this also gave them low replay value. Many of these issues were not fixed in Vice City.
Part of GTA III's technical problems was due to the need to accommodate the relatively underpowered PlayStation 2 (compared to the Xbox, GameCube, PC and even Dreamcast in certain respects). Also, it was widely believed that GTA III lacked the vast development resources of its sequels, since it was considered a risky gamble at the time.
Grand Theft Auto III is controversial because of its violent and sexual content, and it generated moral panic upon its release. For examples of video game violence, many TV news channels often show a play session of GTA III where the main character is gunning down pedestrians and blowing up police cars. The player is rewarded with cash for various illegal and immoral actions: one allegation, frequently cited in the press, was that in the game, players could carjack a car, pick up a prostitute, have (implied) sex with the prostitute, and then kill her and steal her money *. This action, while permitted ("sex" restores the player's health, up to 125% of its normal maximum), is never actually required. In addition, all in-game crimes incurs the wrath of the police, and it is also possible to play without committing the aforementioned criminal acts. Various critics hypothesized that if children were to play the game, they might acquire sociopathic attitudes toward others. Several minors arrested for car theft in the United States claimed their motivation was derived from playing the game.
It was because of GTA III that the Wal-Mart chain of retail stores announced that, for games rated "M" by the ESRB, its stores would begin checking the identification of purchasers who appeared to be under 17.
After its initial release in Australia, the game was banned for a period and a censored version of the game was to be released in its place. A key reason why this course of action was taken was that Rockstar did not submit GTA III to the Office of Film and Literature Classification (OFLC), the body that, among other things, rates videogames according to their content in Australia. Lacking a suitable R18+ rating (the highest rating being MA15+), the game was "Refused Classification" and banned for sale because it was felt that the game was unsuitable for an audience older than 15, but younger than 18. Australia still does not have an R rating for videogames like it does for movies.
Interestingly, while the sequel Grand Theft Auto: Vice City was censored by the OFLC, the next sequel Grand Theft Auto: San Andreas was not, despite featuring more "mature" content (although, later, San Andreas was once given a Refused Classification rating amid the "Hot Coffee" controversy), leading many to conclude that the only reason the game was banned in the first place was that the OFLC was angry at Rockstar for not submitting the game for review. Among other things, the censored version removed the ability to pick up prostitutes and gore; however it was later found that the uncensored version was also playable by changing the computer's time zone to that of the United States.
On October 20, 2003, the families of Aaron Hamel and Kimberly Bede, two young people shot by teens William and Josh Buckner (who in statements to investigators claimed their actions were inspired by GTA III) filed a US$246 million lawsuit against publishers Rockstar Games and Take-Two Interactive Software, retailer Wal-Mart, and PlayStation 2 manufacturer Sony Computer Entertainment America. Rockstar and its parent company, Take-Two, filed for dismissal of the lawsuit, stating in U.S. District Court on October 29, 2003 that the "ideas and concepts as well as the 'purported psychological effects' on the Buckners are protected by the First Amendment's free-speech clause." The lawyer of the victims, Jack Thompson, denied that and is trying to get the lawsuit moved into a state court and actioned under Tennessee's consumer protection act. The lawsuit is still pending as of the end of 2004. For similar reasons, a lawsuit has erupted over Vice City.
2001 computer and video games | 2003 computer and video games | Banned computer and video games | Cancelled Game Boy Advance games | Controversial computer and video games | Grand Theft Auto III | PlayStation 2 games | Third-person shooters | Vehicular combat games | Windows games | Xbox games
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