Grand Theft Auto Chicago: Carjackings Surge To Decade HighsAccording to the, a surge in carjackings in Chicago has led to the highest number of car thefts in more than a decade, terrifying residents who are often traumatized about the explosion in homicides and shootings over the past two years.Law enforcement and crime specialists mostly attribute the surge, which is also evident in Baltimore, Milwaukee, and St. Louis, on “repeat offenders, many of them juveniles who use the cars to commit other crimes or to brag about on social media,” said.“You’ll have one of them post that they got a Lexus, and then the other responds and say he stole a Mercedes,” said St. Louis Metropolitan Police Department Maj.
Kenneth Kegel. “It is almost like a game, where they want to one up each other.”In Chicago, the total number of carjackings have exploded over the last year, from 700 in 2016 to 950 in 2017, which has reached the highest level of car thefts not seen in more than a decade. Chicago Mayor Rahm Emanuel, Police Superintendent Eddie Johnson, and state lawmakers addressed the skyrocketing trend in carjackings at a news conference on Sunday. Emanuel said the state law must strengthen to combat against carjackers.Today I stood with, state and local lawmakers to call for stronger legislation and announce new technology to combat auto theft, strengthen public safety & empower victims. More:— Mayor Rahm Emanuel (@ChicagosMayor)“Our mission is clear: we want to prevent carjackings and cars from being stolen to strengthen community safety,” Emanuel said. “As a challenge facing communities across the state, we are seeking to use the laws better and more effectively to give victims a better chance to get justice in court.”Emanuel and Johnson also announced that police vehicles will soon be equipped with license plate scanner technology in hopes to catch more stolen vehicles.“Public safety cannot be a responsibility left in the hands of law enforcement alone and we need to address the problems we face from every angle to create an effective culture of accountability for violent offenders,” Johnson said. Chicago police blame the surge on lax punishment for juvenile offenders and light punishments for motor crimes in the state.
Chicago’s largest police union also cites a pursuit policy that is more restrictive than in other cities, prohibiting officers from chasing a vehicle being driven erratically for fear of injuring bystanders. Police cite one instance last year where a brother and sister team, both juveniles, were arrested three times in the same week for possession of a stolen vehicle. One of the three teenagers who attempted to carjack the retired officer earlier this month was arrested again less than 48 hours later with another stolen vehicle and a loaded semiautomatic firearm.“These guys are career criminals, they are repeat offenders,” said Fred Waller, chief of patrol at the Chicago police department.
“If they are not held accountable, what deterrent is there to not do it again?”.
July 4, 1776The ( USA), more commonly known as the United States ( U.S.) or America, is a federal constitutional republic situated mostly in central North America. Its 48 contiguous states and, the capital district, rests between the and, bordered by to the north and to the south.
The state of is in the northwest of the continent, with Canada to the east and to the west across the. The state of is an archipelago in the mid-Pacific. The country also possesses several territories in the Pacific and Caribbean such as. Contents The United States in Grand Theft Auto MainIn the universe, most of the locations in the games are based on cities and states found in the real-life USA.
is based on and is one of the three settings of and the main setting of,. It also makes a minor appearance in and. is based on the city of and the located in South Florida. It is one of the three settings in Grand Theft Auto 1 and the main setting in Grand Theft Auto: Vice City and.
takes different inspirations depending of the universe:. The from the is based on. It is one of the three setings in Grand Theft Auto 1. The from the is inspired by the real-life states of and, comprised of fictional cities based on real cities in those states, these are: (Los Angeles), (San Francisco) and (Las Vegas).
The from the is closely based on real-life Southern California and is comprised of two main counties:. It is the main setting of and. The is based on the state of and is located to the west of Liberty City. Although the two states are completely independent from one another, is known by many as being part of Liberty City's metropolitan area. It is part of the main setting of Grand Theft Auto IV. The is based on and is the minor setting in Grand Theft Auto V, in the and in the mission.LocationsThe State of San Andreas, which contains three large cities and rural areas with small towns between, is located in the American Southwest, considering it has large deserts.
The 3D Universe's is located somewhere in the Northeast, since it snowed in the mission in and the player must fly eastwards to get there. The rendition of is in Liberty City State, also located on the East Coast. Note that the 3D Universe and HD Universe do not follow the same canon.Vice City is located in the South of the United States. Unlike the other cities featured in-game, Vice City is the only known fictional city to be located in a real-life state, as various characters refer to the city as being located in Florida.In all the games (excluding GTA V), the cities are always located on several islands connected by bridges.
They appear to be isolated islands in the middle of the sea, but this is due to game limitations. Rockstar Games have stated that they avoid placing unreachable pieces of land within the games to keep the complete feel to the game. There are multiple islands, and every game except GTA V starts with certain bridges blocked, restricting the player from exploring the entire city at the start of the game. There is always a story why the bridges are shut, sometimes relative to the location of the game; for example, the bridges in Vice City are shut due to hurricane warnings, while in HD-era Liberty City, they are blocked due to to terrorist threats, and bridges in San Andreas are blocked because of a major earthquake and Frank Tenpenny warning Carl that he couldn't leave the town. These restrictions are lifted as the story progresses, with the earlier reason for them being closed having passed, unlocking new parts of the city/state for the player to explore.SecondaryOther cities are mentioned as well and some of them are the main settings of other videogames:. is a town in, and is where the game takes place, apparently as a bridge between the.
GTA IV contains references to Bully, as Bully contains references to 3D Universe. is an industrial possibly based in Alderney State or Liberty State, and is where the game takes place. It takes place in the 3D Universe. There are references to Manhunt in GTA III during a news segment on the radio saying that Carcer City is not too far from Liberty City. It is unknown whether, and are in the same universe, as there are no references to indicate this, but nothing to contradict it either; however, the real states of New York and California are mentioned in the game, so all three regions may be in a different universe.
However, (small town which featured in GTA V) has a street named, a reference to a desert location in Red Dead Redemption. There is also a car hire business named, a reference to the Nuevo Paraiso town of Escalera.
Also in GTA Online, you can pick or a descendant of the aforementioned to be your father. During the mission in, refers to as being under the age of consent in, thus confirming the State of Utah's existence in the GTA universe. Tony also refers as stated in a article: ' If I wanted to go to bed at 8 pm everyday, I would go to Ohio. Not that there's anything wrong with Ohio. I just used it as an example'.
In a GTA IV commercial for the in-game movie, California was mentioned.PoliticiansThroughout the GTA games, numerous United States politicians are mentioned, including presidents, congressmen, governors, and mayors. These include both fictional and real-life individuals. Fictional U.S. Politicians are used to parody several real-life individuals as well as the U.S. And local governments.3D Universe. Presidents. John F.
Kennedy (1961-1963) - In GTA San Andreas, set in 1992, mentions John F. Kennedy and his assassination. (1981-1989) - Mentioned on the radio and his photo is an Easter egg in GTA Vice City. (2001-2009) - The article 'The W Comes To Town' shows George W. Bush having just been elected president at the time of GTA III, entirely canon with real-life events. Congressmen. (?-1986) - A fictional right-wing Florida congressman appearing in GTA Vice City whose name and mannerisms are based on George H.W.
Bush, voices his intention to run for president, although he fails after his affair with porn star becomes public (all of this happening in 1986). Said affair became a very public spectacle, even across the country in San Andreas where photos of Shrub and Suxxx are seen on Carl Johnson's wall. Mayors. (?-1998) - Liberty City Mayor. (1998-?) - Liberty City Mayor.HD Universe.
Presidents. Thomas Jefferson (1801-1809) - Thomas Jefferson and Alexander Hamilton mentioned in GTA IV in TV program.
Abraham Lincoln (1861-1865) - Abraham Lincoln and his assassin John Wilkes Booth are mentioned on the GTA V website. (Unknown) - Presumably based on George H.W. He became a senator after serving as president. (Unknown-present) - A parody of former president mentioned in both GTA IV and GTA V.
Mayors. (2001-2009) - Liberty City Mayor.
(CBS) — Car thieves have been taking cars from affluent neighborhoods.
. WW: 15 May 2014Mode(s)Grand Theft Auto III is an developed by and published.
It was released in October 2001 for the, in May 2002 for, and in October 2003 for the. An enhanced version of the game was released on in 2011, for the game's tenth anniversary. It is the fifth title in the, and the first main entry since 1999's.Set within the fictional Liberty City, based on, the game follows after he is left for dead and quickly becomes entangled in a world of gangs, crime and corruption. The game is played from a and its world is navigated on foot or by vehicle. The design lets players freely roam the three islands of Liberty City. Development was shared between DMA Design, based in, and Rockstar, based in. Much of the development work involved transforming popular elements from the Grand Theft Auto series into a fully 3D world for the first time.
The game was delayed following the to allow the team to change references and gameplay deemed inappropriate.Upon release, Grand Theft Auto III received critical acclaim, with praise particularly directed at its concept and gameplay. However, the game also generated controversy, with criticism directed at its depictions of violence and sex. It became the of 2001, and has sold over 14.5 million copies since. Considered by many critics as one of the most significant titles of the, and one of the, it won a number of year-end accolades, including awards from several. Since its release, it has received to many different gaming platforms. Its successor, was released in October 2002. Players can freely roam the game's world and have the ability to use weapons to accomplish tasks.Grand Theft Auto III is an played from a.
Players complete missions—linear scenarios with set objectives—to progress through the story. It is possible to have several active missions running at one time, as some missions require players to wait for further instructions or events. Outside of missions, players can the game's, and have the ability to complete optional side missions.
Liberty City is composed of three boroughs: Portland, Staunton Island, and Shoreside Vale; the latter two areas become unlocked as the story progresses.Players may run, jump or use vehicles to navigate the game's world. In combat, can be used as assistance against enemies. Should players take damage, their health meter can be fully regenerated through the use of health pick-ups.
Can be used to absorb gunshots and explosive damage, but is used up in the process. When health is entirely depleted, gameplay stops, and players at the nearest hospital, at the expense of losing armour and an amount of money.If players commit crimes while playing, the game's law enforcement agencies may respond as indicated by a ' meter in the (HUD). On the meter, the displayed stars indicate the current wanted level (for example, at the maximum six-star level, efforts by law enforcement to incapacitate players become very aggressive). Law enforcement officers will search for players who leave the wanted vicinity. The wanted meter enters a mode and eventually recedes when players are hidden from the officers' line of sight.The game lets players control the criminal.
During the story, Claude meets various new characters from gangs. As players complete missions for different gangs, fellow gang members will often defend players, while rival gang members will recognise players and subsequently shoot on sight. While free roaming the game world, players may engage in activities such as a minigame, a activity, a paramedic service and a service. Completion of these activities grants players with context-specific rewards; for example, completing the vigilante mission allows players to police after committing a crime. Combat in Grand Theft Auto III was reworked to allow players to perform by viewing sideways in a car.Players use attacks, firearms and explosives to fight enemies.
The firearms include weapons such as the, an and a. The game's three-dimension environment allows a while aiming with the, and the.
In addition, the game's combat was reworked to allow players to commit by facing sideways in a vehicle. The game gives players a wide variety of weapon options—they can be purchased from local, found on the ground, retrieved from dead enemies, or found around the city. Plot In 2001, While robbing a bank in Liberty City, criminal is shot and betrayed by his girlfriend and accomplice Catalina (Cynthia Farrell), who escapes with an unnamed Colombian gangster.
Claude survives but is arrested and sentenced to ten years in prison. While being transported in a prison van, Claude and fellow prisoner 8-Ball are inadvertently freed after an attack on the police convoy by Colombian men to retrieve the elderly third prisoner. 8-Ball later introduces Claude to the Leone crime family; Sex Club 7 owner Luigi Goterelli , Don Salvatore Leone , his Capo , and the Don's son Joey Leone. During work for the family, Claude finds himself fighting the Colombians, led by Catalina and the Colombian man, in proliferating a new drug, SPANK.
After destroying the Colombians' ship, Salvatore attempts to have Claude killed with a booby-trapped car, but Salvatore's Maria , who Claude was instructed to drive around for one mission and who has taken a liking to him, saves him just in time. She admits that, during a fight with Salvatore, she told him about having an affair with Claude. Together with her friend Asuka Kasen (Lianna Pai), they flee Portland for Staunton Island.Claude begins working for the city's under Asuka, who has Claude assassinate Salvatore. This cuts off all of Claude's ties with the Leone family, who are now against him. Claude's work leads him to allying himself with other criminal sources, such as corrupt police detective Ray Machowski , an enemy of the Cartel. Claude later saves him from and the by helping him flee to Vice City. Claude also meets charismatic media mogul Donald Love , who maintains a huge media front.
In an effort to start a war between the Yakuza and Cartel to lower real estate prices, Claude and Love organise the death of Asuka's brother Kenji Kasen (Les Mau) and blame the Cartel. Later, Love asks Claude to rescue the elderly man kidnapped by the Cartel. While on an errand, Claude finally confronts Catalina, who narrowly escapes.
Asuka abducts Catalina's partner Miguel (Al Espinosa), believing him to have knowledge of her brother's death.With the war with the Cartel intensifying, Asuka and Maria learn of Claude's history with Catalina and order him to attack many Cartel operations. Eventually, his exploits attract the attention of Catalina. As a result, the Cartel kidnap Maria, murder Asuka and Miguel, and demand Claude to pay a $500,000 ransom in exchange for Maria's release. When Claude confronts Catalina, she attempts to have him killed, but he escapes. In the resulting firefight, Catalina attempts to flee in a helicopter and makes a final attempt on Claude's life.
After killing the remaining Cartel members and rescuing Maria, Claude shoots down the helicopter, effectively killing Catalina. As they are leaving the scene, Maria complains to Claude about the kidnapping, particularly the state of her appearance. During the credits, a gunshot is heard, and Maria's voice is silenced. Development The core development team of Grand Theft Auto III consisted of about 23 people at in, who worked closely with publisher in.
By early 2001, the team had designed the city, cars, and some weapons. An mode was initially planned for the game, but was ultimately dropped due to time and resource limitations. Producer described Grand Theft Auto III as a 'crime simulation game'. When porting the game to, the team delayed it from the PlayStation 2 release in order to ensure quality, citing issues with the simultaneous platform release of previous Grand Theft Auto games. Open world design.
Grand Theft Auto III is the first game in the series to use a view model, positioning the closer to the player character.Grand Theft Auto III is considered to be the first 3D game in the series, using '. When designing the game, the development team expanded upon concepts introduced in the previous games. Benzies stated that the intention was to recreate the 'freedom and diversity' of the previous games in a 'living, breathing 3D world', using the power of the to do so. The console's ability to use, an improvement over the 's limit to, allowed the team to store more data, such as animations, music and environments. Despite this, the team found it difficult to fit the game into the PlayStation 2's 32 megabytes of, due to the scale. The game's size also created difficulties for the testers, due to the variety of options.
Benzies felt that creating a living city was the 'underlying principle' of the game's concept during development. Executive producer felt that the game's 3D element allowed the 'chemistry of the team to come together perfectly for the first time'.A major difficulty the team encountered was converting all game elements into a fully 3D world, including the sound and radio stations, as well as designing and voicing the non-player characters, due to the amount that existed within the open world; producer said that there was about 8,000 lines of recorded dialogue in the game, while audio programmer Raymond Usher estimated about 18,000. The basic technical elements of the game began to work together in mid-2000, with a carjacking mechanic prototype and stable model.
Streaming was initially intended to be reserved for music and map geometry, but other elements were eventually included when it became apparent to the team as more data was entered.When designing the game world, the team initially created a 'hybrid city', which producer describes as 'a post industrial slash generic' city. Upon developing within this game world, the team realised that basing the design on a real location meant 'you have a lot of things you can say about it'. As a result, the team redesigned Liberty City, which had been previously featured in (1997), basing it loosely on.
The city is broken into three islands: an industrial section representing and, a commercial centre resembling, and suburbs similar to. The islands unlock as the story progresses; the team wanted players to 'start out feeling poor and work to being richer'. Dan Houser describes Liberty City as a 'hybrid of a generic American city', including, New York,. He felt that the parallel realism of the world allowed the team to make more social commentary than previously.
Sam Houser cited films and shows like (1995) and (1999–2007) as inspiration for the setting, and wanted to emulate them in the game. He also cited the influence of, and the film (1990), describing Grand Theft Auto III as 'a cross between a gangster movie and an RPG'. Story and characters The team developed the story and design simultaneously.
'We use the story to expose the mechanics, and we use the mechanics to tell the story,' said Dan Houser. Houser found it difficult to create the narrative, as the game is so strongly focused on player freedom. He wanted the story to be more nuanced and interesting than the generic 'rise and fall and rise again of a superhero bad guy'. The game's script was also focused on mission objectives, attempting to implement high amounts of interactivity. Houser felt that each mission is 'its own short story', and part of an 'overarching story'. Houser and co-writer James Worrall drew influence from mob films, and the mafiosi featured in films. When writing the story, Houser and Worrall regularly met with the designers, and filled a room with to reconstruct the story components to shape the game.Many of the game characters were animated using, filmed at a rented studio at the, though this was limited by technical restraints.
The character movement was also treated as being cinematic, though limited heavily inhibited this. Animating entering and driving cars proved to be difficult for the team, due to the variety of vehicle designs. 'It involved chaining together dozens of different animations and altering key frames in code,' recalled software engineer. The team used varying camera angles when animating the game's cutscenes, in order to evoke different emotions. For the voice acting, the team wanted 'natural, subtle performances', which proved difficult as many of the actors 'had in their head the idea that because video games are animated their performances needed to be animated', explained motion capture director.
The game's playable protagonist is unnamed in the game, and his name is not officially revealed as until his appearance in (2004). He is a, never speaking throughout his appearances. The team decided to make Claude silent primarily because it 'did not seem like a major issue', due to the other challenges faced during development, and also partly to allow players to identify with the character, as the character will be who the players want him to be. Sound design Grand Theft Auto III features about three-and-a-half hours of in-game radio material. For the music, the team sought a broad diversity, to recreate the real sensation of skipping through radio stations, reflecting the culture invoked by the game. The team used the talk radio stations to add character to the city, and provide a 'unique take on American life'; Sam Houser described it as 'a very iconoclastic look at America'.
The team used real to portray those on the radio. In doing so, the team wrote unusual dialogue for the DJs, seeking the effect of 'high production values and absurd content'.
Music director Craig Conner assembled the assets of the radio station—music, advertisements, DJ dialogue, station imaging. Cuts, changes, and the 9/11 effect. — Terry Donovan, Rockstar managing director, IGN, 19 September 2001Prior to the initial release, several modifications were made to the game. While changes are frequent during, the changes in Grand Theft Auto III were noted to be around the time of the, which led to speculation that some changes were motivated by the attacks. On 19 September 2001, Rockstar delayed the game's release by three weeks, citing the attacks as an influencing factor in the delay.
'Everyone had someone who had an uncle or brother who was impacted by the attack', said, then-president of distributor.One of the changes made shortly after 9/11 was the colour scheme of the; the original colour scheme of blue with white stripes specifically resembled that of the. It was changed to black-and-white designs common among several police departments in the United States, such as. Other changes include altering the flight path of a plane to avoid appearing to fly into or behind a skyscraper, removing a mission referencing terrorists, as well as some changes to pedestrian dialogue and talk radio.Another cut to the game is the character of Darkel, a revolutionary urchin who vowed to bring down the city's economy. When references to Darkel were found in the game's code, speculation arose that the character was related to 9/11, however Dan Houser explained that the character had been cut 'months before release'.
There are also reports and previews stating that the game featured school children as pedestrians prior to release, although Rockstar has dismissed such rumours as 'nonsense'.Rockstar stated that the game was 'about 1% different' after 9/11, and that the biggest change was the cover art. They felt that the original cover, which was ultimately released as the cover in Europe, felt 'too raw' after 9/11, and was changed into what became the 'signature style' of the series. Sam Houser claims that the cover was designed in an evening, and was instantly preferred over the original cover. The cover was inspired by the movie posters for 1960s films, such as (1968). Critical reception Initial release PlayStation 2 version receptionAggregate scoreAggregatorScore97/100Review scoresPublicationScoreA+8/1010/109.5/10A5/59.6/1094/1009.6/10Grand Theft Auto III was released to critical acclaim. Calculated an score of 97 of out 100, indicating 'universal acclaim', based on 56 reviews.
It is the sixth-highest rated game on Metacritic, tied with a number of others. Reviewers liked the game's sound, gameplay, and open world design, though some criticism was directed at the controls. Tom Bramwell of called Grand Theft Auto III 'a luscious, sprawling epic', and named it 'the most innovative, outlandish, brilliant video game'. 's described the game as 'an incredible experience that shouldn't be missed by anyone'; 's Doug Perry named it 'one of the best titles of the year, on PlayStation 2, or on any system'.Many reviewers found the 3D graphics a welcome change from the 2D of the previous games. GameSpot's Gerstmann particularly praised the character and vehicle models, and the overall texture quality of the city. 's Andrei Alupului found the graphics 'really rather impressive', describing the car models as 'greatly improved' over those in.
Eurogamer's Bramwell considered the graphics 'generally pleasant to look at', but considered it inferior to games like. Justin Leeper of described game world as 'stunning in scope and detail', and Perry of IGN found it to be 'on a scale that's truly epic'.
's Ben Silverman called the city a 'technological marvel. That captures the essence of gritty city life in amazing detail'.IGN's Perry considered the game's sound 'unbelievably and meticulously delivered', particularly praising the soundtrack, voice acting and sound design, stating that it was 'really approached as if it were done for a movie'. Eurogamer's Bramwell echoed similar remarks, describing the city sounds as 'perfect' and the soundtrack as 'monstrous'. The sound was described as 'terrific' by GameSpot's Gerstmann and Game Revolution's Silverman, and appreciated the subtlety of the in-game radio stations. 's Scott Alan Marriott named the music 'the true star' of the game.Reviewers considered the style of the game's missions to be a welcoming departure from those in previous games. 1UP.com described the missions as 'wonderfully creative', while appreciated the diversity. IGN's Perry similarly appreciated the variety and scale of the missions, and praised the amount of available side missions.
GameSpy's Alupului described the game's story as 'well-paced' and 'coherent', featuring plot elements akin to a. GameSpot's Gerstmann found the missions entertaining and challenging, but noted that exploring the game world also offers 'a great deal of fun' to players.Reactions to the game's controls were mixed. Alupului of GameSpy found the game 'controls beautifully', both while driving and on-foot. Game Revolution's Silverman identified the control issues as the game's only flaw, although praised the responsiveness of the driving mechanics. Matt Helgeson of Game Informer similarly described the driving as 'great', but noted 'clunky' combat. 's Four-Eyed Dragon found the cars simple to manoeuvre.
Described the game's combat as 'an awkward system that stymies play'. 1UP.com noted particular flaws in the targeting system, explaining that it 'often focuses on the wrong guy'. Microsoft Windows version Windows version receptionAggregate scoreAggregatorScore93/100Review scoresPublicationScore9.5/109.3/1094/1009.4/1092%4/5When Grand Theft Auto III was released to Microsoft Windows in May 2002, it received similar critical acclaim.
Metacritic calculated an average score of 93 out of 100, indicating 'universal acclaim', based on 20 reviews. It was the highest-rated Windows game on Metacritic in 2002. Reviewers liked the visual enhancements and control improvements, but criticised the port for its demanding system requirements.The in-game features and controls in the port were generally well received. IGN's Tal Blevins praised the higher precision of the mouse controls, finding the aiming mechanic more precise. GameSpot's also commended the mouse controls, but disapproved the replay system, particularly due to the lack of options with timing and camera controls.
's Andrew Bub appreciated the addition of a custom radio station, as well as the availability of custom skins. Daniel Morris of praised the gameplay tweaks provided by the port, but criticised the lack of major additional features, such as an overhead map of the in-game city.The port's visuals received a positive response from reviewers.
GameSpot's Wolpaw praised the port's reworked textures, but criticised the frequent, and the advanced system requirements. IGN's Blevins similarly criticised the necessity of an advanced system for stable play, but ultimately felt that the port looks 'a bit nicer' than the original game. GameSpy's Sal Accardo felt that the port 'looks much sharper' than the PlayStation 2 version, though noted some 'choppy' animations. Extended Play 's Bub mentioned that the advanced settings resulted in slowdown. Game Informer 's Matt Helgeson noticed little difference between the visuals of the original and the port. Mobile version Mobile version receptionAggregate scoreAggregatorScore80/100Review scoresPublicationScore7/105/107/107.5/109/10When Grand Theft Auto III was released to mobile devices in December 2011, it received generally positive reviews.
Metacritic calculated an average score of 80 out of 100, based on 26 reviews. Reviewers liked the enhanced visuals, but criticism was directed at the touchscreen controls.The port's visuals were well received. IGN's Peter Eykemans commended the smoother textures, especially condensed on a mobile screen, while 's noted improvements in the character and vehicle models.
Mark Walton of GameSpot wrote that the game runs well on high-end devices like the and, but noticed significant and texture issues on the. 's Mark Brown identified the game's short draw distance leading to sudden popup, although still found that the models and textures 'have been given a tune-up' in the port.The touchscreen controls received a mixed response.
Eurogamer's Dan Whitehead appreciated the driving mechanics, but felt that moving on-foot is 'a flaky way of navigating' the world, and criticised the 'clumsy' shooting mechanics as most of the guns cannot be manually targeted. IGN's Eykemans felt that the controls 'make half the experience frustrating', and Destructoid's Sterling described them as 'by far the biggest barrier toward enjoying' the port.
Brown of Pocket Gamer found that the touchscreen 'hasn't hindered the game too drastically', commending simple movement and 'effortless' driving mechanics. Some critics identified better controls upon the use of external gamepads, but felt that they hinder the game's portability.
Commercial performance Sales Grand Theft Auto III was the highest-selling game of 2001 in the United States, selling over two million units by February 2002. The game was also the second best-selling game of 2002, behind only its sequel. Take-Two stock significantly increased following the game's launch, and the game was included in PlayStation's selection. In the United States, the game had sold 5.35 million units by June 2004, and 6.55 million units by December 2007. The computer version accounted for 420,000 sales and $16.9 million in earnings by August 2006 in the United States. It was the country's 34th best-selling computer game between January 2000 and August 2006. In Japan, Grand Theft Auto III sold about 120,000 copies in its first week, and roughly 300,000 by December 2003.
The number rose above 350,000 copies by January 2008. The game earned a 'Diamond' award in the United Kingdom, indicating over one million sales; it was the first game to achieve this milestone in the region. By March 2008, the game had sold 14.5 million units worldwide.
Accolades Grand Theft Auto III received multiple nominations and awards from. It was awarded at the, and from GameSpot and GameSpy. It was named the Best PlayStation 2 Game by Game Revolution, GameSpot, GameSpy and IGN. It also won Best Action Game from Game Revolution, GameSpot and IGN, Most Innovative from GameSpot, as well as Excellence in Game Design at the Game Developers Choice Awards.
GameSpy also awarded the game Most Offensive, Best Use of Radio, and tied for Best Artificial Intelligence. Controversies Prior to and since the release of Grand Theft Auto III, the game generated several controversies. Awarded Grand Theft Auto III with Most Offensive Game of the Year, calling it 'absolutely reprehensible'. They wrote that the game rewards players for 'causing mayhem' and 'killing innocent people by the dozen', ultimately questioning its appropriateness within the industry.
The notoriety of Grand Theft Auto III resulted in 's decision to check the identification of purchasers who appeared to be under the age of 17, when purchasing mature titles. In an essay, assistant professor Shira Chess identified the lack of conclusion to player violence, due to the ability to respawn upon death or incarceration, and found that it denies the 'reality of mortality and simultaneously forces it on players'.
When speaking about the game's depiction of violence, producer Leslie Benzies claims that is intended as comedic, and that the game is 'not meant to be taken seriously'. Producer Dan Houser stated that the team was conscious of the offence that the game would attract, but 'never marketed it in a way that exploited that'.The game allows players to participate in sexual activities with prostitutes, and murder them to reclaim the payment.
This was met with widespread controversy. The game also received controversy for its depiction of crime, and allowing violence against police officers. Psychologist of the stated that the game 'glamorizes antisocial and criminal activity', and that 'the purpose of the game is to perpetrate crime'.
In response, writer Owen Good wrote that the game does not reward players for 'proficiency at crime, no matter how much it is accused of doing so'. Joanna Weiss of noted the 'adrenaline' that players feel when committing crimes in the game, excusing the game's violence due to its mature classification. The spoke out against the game in January 2002, asking Rockstar and Take-Two to withdraw the game from sale as it 'encourages violence and the degradation of women'. Of wrote that the activities within the game 'crossed the line into bad taste'.Grand Theft Auto III was initially released in Australia with an MA15+ classification.
After re-reviewing the game, the (OFLC), due to its depiction of sexual content and violence to prostitutes. This prompted distributor Take-Two Interactive to appeal to the OFLC, who reaffirmed the banned status on 11 December 2001, after reanalysing the game and seeking the professional opinion of a forensic psychologist. This prompted Take-Two to recall the game in Australia, and Rockstar to make appropriate changes to the game; a modified version was re-released with an MA15+ classification in January 2002, removing all instances of sexual acts with prostitutes.On 25 June 2003, teenage stepbrothers William and Josh Buckner shot and killed Aaron Hamel and Kimberly Bede. In statements to investigators, the perpretators claimed their actions were inspired by Grand Theft Auto III.
In response, on 20 October 2003, the families of Hamel and Bede filed a US$246 million lawsuit against Rockstar Games, Take-Two Interactive,. Rockstar and Take-Two filed for dismissal of the lawsuit, stating in on 29 October 2003 that the 'ideas and concepts', and the 'purported psychological effects' of the perpetrators, are protected by the 's free-speech clause., the lawyer representing the victims, denied Rockstar's claims, and attempted to move the lawsuit into a state court for consideration under Tennessee's consumer protection act.
Legacy Grand Theft Auto III has been frequently included among the. In 2007, called Grand Theft Auto III the most important video game of all time, explaining that the 'game's open-ended gameplay elements have revolutionized the way all video games are made'. Similarly, IGN ranked the game among the Top 10 Most Influential Games, and GameSpot listed among the greatest games of all time.
In 2009, Game Informer wrote that Grand Theft Auto III 'changed the gaming landscape forever with its immersive open world sandbox', and in 2016 named it 'the most important game of the decade'. Named it one of the greatest video games of all time in November 2012 and August 2016.Grand Theft Auto III is considered to have a leading role in the popularisation of, inspiring those such as (2003–05), (2006–present) and (2007).
The term ' is frequently used to describe subsequent video games released with similar open-ended gameplay as Grand Theft Auto III. While previous video games used open world design, including earlier Grand Theft Auto games, Grand Theft Auto III took this gameplay foundation and expanded it into a 3D world, offering an unprecedented variety of minigames and side-missions. Due to the greater success of the game over its predecessors, it is credited with popularising the open-world genre; Dan Houser felt that the game made it 'one of the most vibrant genres today'.The game also led the trend of mature video games; Dan Houser felt that it allowed other developers to create violent shooters., president of the, described Grand Theft Auto III as the 'lightning rod for the violence-in-games debate'. 's Roger Hargreaves wrote that it 'emboldened a whole new wave of games that were. Fixated with violence, gang culture'. Greg Ford of felt that the game allowed the medium to handle mature subject matter in a more serious manner than previously perceived, and noted the improvement of video game classification as a result of the game's controversy.Following the game's success, Rockstar developed further titles in the series. Vice City and San Andreas are set in their titular locations in 1986 and 1992, respectively.
(2004) is set in Liberty City roughly one year before the events of Grand Theft Auto III. (2005) takes place three years before the events of Grand Theft Auto III in the same rendition of Liberty City. A completely redesigned version of the city was later used in (2008), (2009), (2009) and (2009). Ports and remakes Grand Theft Auto III was released on 21 May 2002 for, supporting higher screen resolutions and draw distance, and featuring more detailed textures.
A release was planned, but later cancelled. For its release on the in December 2003, Grand Theft Auto III was bundled with its sequel Vice City in a compilation titled Grand Theft Auto: Double Pack. The Xbox port features custom soundtrack support as well as improved audio, and reflections over the previous ports. Double Pack was later bundled with San Andreas in a compilation titled, released in October 2005. The Trilogy was also released for on 12 November 2010. For the game's tenth anniversary in December 2011, War Drum Studios ported Grand Theft Auto III to several and devices. The port is almost identical to the Windows version of the game, in addition to enhanced textures and models and touchscreen controls.
A version of Grand Theft Auto III was released on 25 September 2012 via the. The original PlayStation 2 version of the game was released for the, as a title, on 5 December 2015.
In 2012, a community under the name RAGE Classic Team released the map of Grand Theft Auto III ported over to, named Grand Theft Auto III: RAGE Classic. All post-PlayStation 2 releases were released under the studio's new name,. Ported to Xbox. 10 Year Anniversary Edition developed by War Drum Studios.
The sound of a gunshot, and the silencing of Maria's voice, has led to speculation that Claude fired the shot to kill Maria or just to silence her. Rockstar has refused to confirm this. Grand Theft Auto III shares its status as fifth-highest rated game on Metacritic with, (Dreamcast version),.
The games that are rated higher than Grand Theft Auto III are, (PlayStation version) and.References. 28 April 2008. Archived from on 21 December 2015. Retrieved 21 December 2015. Sinclair, Brendan (11 May 2006). From the original on 21 December 2015.
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Grand Theft Auto 5
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(3 April 2012). 'The Top 200 Games of All Time'. (200): 44–79. December 2009.External links Wikiquote has quotations related to:.
on.
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Please use spoiler tags accordingly, see below on how to use them.Post Spoilers in this format X Kills Y!(/spoiler)It will show up like this:Posting a video?Here is the deal with videos in this sub. Self promotion of your own youtube channel is not allowed, use facebook. If you are posting a general video we allow it, it will be automatically removed and you will get a fun comment, message the mods, it will be reviewed and maybe approved.
Sorry if you hate this rule, but we are done with the youtube spam hereWant to play with others?. If there's a problem with your or some other submission send aWant to chat GTA?- LA Noire sub- GTA V sub- Show off what you got- GTA San Andreas Multiplayer- Developments from Rockstar- Join a crew for GTA V!- Subreddit dedicated to GTA Online!- Subreddit dedicated to non-GTA-related gifs that end with the GTA WASTED effect NEW- The various misfortunes and situations that pedestrians in GTA get involved in NEW. Chicago native here. I would love to see GTA go to Chicago, but the city is more than gangs.
Yes, gangs are a huge problem, but it would be an interest story outside of that. Very well known political corruption. Systemic law enforcement corruption (this isn't a dig at police as a whole. Just a fact).
Thhheeennn you can get to the gangs.Honestly, before GTA 5 came out, I heard they were floating the idea of doing a Chicagoland based GTA, known as Heists of the Great Lakes. It would've been interest to see them use the various metro areas to make the universe expansive outside of the Big 3.
I've never been to Chicago, but I imagine the basic structure is very similar to New York City? So it's just a dense city with lots of tall buildings?I think this is why Rockstar sticks with their three mainstays.
NYC, LA (and other California areas) and Miami. They each look quite different from each other and have a very different feel.So as cool as it would be for them to branch out and try different cities/areas, they'd need to find somewhere that has a drastically different feel. While I think Rockstar could do a better job of a completely fictional city, I disagree.
Having a landscape/culture reference is what makes the GTA cities feel so alive to me.While I enjoyed the SR games, the problems I had with them was that they were so generic. The main character is a 'create your own' nobody, not an actual character. The cities felt very uninspired.And while it may seem to get stale that Rockstar visits the same cities over and over, I feel they do an amazing job re-inventing the cities in the different generations.So yeah, you're entitled to your opinion, but I completely disagree. While I enjoyed the SR games, the problems I had with them was that they were so generic. The main character is a 'create your own' nobody, not an actual character.
The cities felt very uninspired.I haven't played Saint's Row, tbh, but the argument that Volition failed, therefore the premise doesn't work, is not a good one to me. This is R. we're talking about. I'm gonna go out on a limb here and use The Simpson's' Springfield as an example.
Granted, it's not a video game it's a television show, but then again, most of GTA's narrative charm is in the cutscenes. Springfield is a completely fictional city brimming with life thanks in part to genius writers and classic characters. GTA3's Liberty City was the most detached game from reality, as a result I think R. created a unique world. When I think of the beginning of GTA3, breaking out of the prison van, getting into a car and HEAD radio blasting over the air waves, I'm thinking this could only happen in GTA3. Similarly to the way the world feels in 80's themed Vice City. When I get into a car in GTA IV's Liberty City and turn on some of the awful radio stations that are reflective of New York City, it's just not the same.
Gta Grand Theft Auto Chicago
Don't get me wrong, it was nice to visit a psychotic version of New York, but you even said it yourself. If not LA, NY or Miami, where are they gonna go? Not too many cities in the world that have the traits required for GTA.
Apparently, you don’t live in any of the cities in GTA, you have no idea what it’s like going home to escape reality just to open the door on your television screen and walk right back into it.Also, just because GTA satirizes America doesn’t mean the cities have to be near-replicas. What, GTA can’t have gangs in a fictional city? The Simpsons has Fat Tony and Springfield is an entirely fictional city and it’s still funny as shit (or used to be). You’re telling me GTA can’t poke fun at Rush Limbaugh without being set in New York.
The Simpsons satirizes celebrities all the time. Family Guy takes place in a fictional city in Rhode Island. Family Guy is not known for satirizing RI. And before your dumb ass asks why I’m comparing TV shows to a video game it’s because the humor in GTA has little to no connection to it’s location. A lot of the themes in GTA are universal; drug dealing, murder, stealing, Michael’s wife cheating on him, Trevor having Mommy issues, Jimmy being a wigger, Lester being a pedophile poster child, these are all universal themes. You clearly lack imagination and have no idea what you’re talking about. Basing locations on real cities is practical and probably time and cost effective, definitely, but is not necessary nor is it the best way to do it.