Friday, 2 May 2025
GRAND THEFT AUTO VI delayed to May 2026, as was foretold in the ancient texts
Tuesday, 5 December 2023
Rockstar unveils the first trailer for GRAND THEFT AUTO VI
Sunday, 18 September 2022
Biggest video game leak for 20 years sees GRAND THEFT AUTO VI and DIABLO IV secrets unveiled
Wednesday, 6 July 2022
Rockstar shelves GTA4 and RED DEAD REDEMPTION remakes
Thursday, 7 April 2022
Rockstar and Remedy to collaborate on MAX PAYNE remakes
Friday, 4 February 2022
Rockstar confirm a new GRAND THEFT AUTO game is on its way
Tuesday, 18 May 2021
Next-gen GRAND THEFT AUTO V port arriving in November
Rockstar have confirmed they are launching a new version of Grand Theft Auto V - including mega-popular multiplayer component Grand Theft Auto Online - this November.
The new version of the game is launching for PlayStation 5 and Xbox Series X. It's assumed the game's improvements will also make their way over to the PC version of the game, though that's not yet confirmed. The games will have hugely upgraded graphics, lighting and textures, and some other refinements. Rockstar is also launching a stand-alone version of Grand Theft Auto Online as a PS5 exclusive for three months, which will then be available on other platforms in the spring of 2022.
Fans have been anxiously awaiting news of a new Rockstar game. Their last title, Red Dead Redemption 2, will be four years old by the time GTA5's next gen port hits shelves, and Grand Theft Auto V itself will be eight years old. We know Rockstar are working on Grand Theft Auto VI and that parent company Take Two are planning a major, GTA-level release in financial year 2023-24, but it's not yet confirmed what form that will take (and obviously delays are possible).
Grand Theft Auto V is the second biggest-selling video game of all time, with over 140 million copies sold (and closing in rapidly on Minecraft, the current title-holder with 200 million games sold). No doubt the new version will dramatically boost those sales. The next-gen version of the game hits shelves on 11 November 2021.
Tuesday, 9 March 2021
GRAND THEFT AUTO and RED DEAD REDEMPTION publishers planning a major release in late 2023
Monday, 22 February 2021
Wertzone Classics: Grand Theft Auto - San Andreas
Wednesday, 17 February 2021
Grand Theft Auto: Vice City
Sunday, 14 February 2021
Happy 30th Anniversary to LEMMINGS
Grand Theft Auto III
Liberty City, 2001. A young man takes part in a bank robbery, is betrayed by his girlfriend and is sent to jail. Escaping from the prison van when another prisoner is busted out, he lays low in the Portland district of the city, doing jobs for the Mafia and building a reputation for getting work done, whilst he plots his revenge.
Released in October 2001, Grand Theft Auto III has been occasionally described as the most important video game ever made. It wasn't the first open-world game - Elite, at least, had that locked down in 1984 - and it wasn't the first game that allowed you to steal cars and commit crimes - see the top-down, 2D Grand Theft Auto (1997), its two expansions and first sequel - but it was the first game that combined the two elements with a 3D viewpoint to create the first open-world action game set in a city, with an eye to accessibility for the masses. Alongside The Elder Scrolls III: Morrowind, released the following year, GTA3 set the scene for today's dominant genre of video games.
Being - somehow - twenty years old, GTA3 is still somewhat embryonic in its presentation of open-world gameplay and storytelling. The story is minimalist to the point of almost non-existence. There are very, very short cutscenes at the start of the game and before each mission, your character never speaks (making his motivations inscrutable) and doesn't even have a name ("Claude" was a retcon introduced in GTA: San Andreas three years later). This is weird and occasionally confusing, but also refreshing: later GTA and Red Dead Redemption games fell a little bit too much in love with their cutscenes, with it taking longer and longer to actually get into the action. GTA3's brisk pace is refreshing in comparison. You can play the entire game from start to finish in well under 20 hours, less than half of San Andreas or GTA4's playtime and less than a third of Red Dead Redemption 2, although if you decide to hunt down every secret package and stunt jump, without looking online, it might take a bit longer than that.
Liberty City v2.0* feels quite small these days. Not tiny, but definitely on the smaller side of things. This isn't completely a bad thing, and it's certainly possible to learn your way around the entire city by heart, something that is flat-out impossible in modern open world games where the city is gigantic but you never have reason to visit 75% of it. The small size of the city also alleviates some problems in UI and presentation. There isn't a discrete map screen, only your minimap in the corner, and the game only places dots showing the direction to your target, not the optimal route. On occasion you'll be thundering towards your destination with a tight time limit only to realise with horror that it's on the other side of a major river and you have to double back to find a bridge or tunnel. There's also no automated saving, at all, and certainly no automatic saving before missions: if you fail a mission you have to manually drive back to the trigger point. A much smaller city makes all of these problems far less aggravating than if it was as big as cities in later games in the series.
As with most open world games, you have the option of pursuing several goals at once. You usually have one or more missions available and can also jump in a taxi, police car, fire engine or ambulance to make extra money. It is possible to shut down questlines if you are asked in one mission to kill the mission-giver of another, which is realistic but can also be somewhat annoying if you're trying to 100% the game, so you have to be careful to make sure you're not about to make parts of the game's story inaccessible. The game also throws repeatable missions at you, usually racing of one kind or another.
Some missions also require combat, although not as much as you'd think. This is a good thing because combat in the game is weak. Shooting is unsatisfying and the mouse controls are fairly twitchy and sensitive, making precise shooting difficult. Fortunately the game is fairly forgiving about accuracy outside of using things like sniper rifles (and scoped weapons are much easier to use than the standard ones).
The amount of content for the game was impressive back in 2001, although no great shakes these days. That does lead to a key question: is there any reason to play Grand Theft Auto III in 2021, beyond nostalgia? Certainly from a historic point of view, it's interesting to mess around in for a few hours, and I think people will be surprised to see what a game that's twenty years old was capable of, such as rideable subways and surface trains (which are missing from some of the later games in the series). The car handling is also surprisingly solid, better than some recent games (cough), the soundtrack remains quite decent, the satirical radio humour is (if anything) even more relevant today and what voice acting there is, is excellent.
Grand Theft Auto III (***½) is an important historical artefact of a video game, and has aged better than I was expecting. I wouldn't necessarily to recommend it as anyone's first open-world game today, but perhaps if you're a deeply invested fan of Grand Theft Auto V, it'll be worth going back to check out where series really got going. The game is available now for PC, Android and Apple devices, and of course on PlayStation 2 and X-Box (the original) if you still have one working (or for later consoles via compatibility mode).
Technical Note: For this replay of GTA3 I used Qualcom's "Definitive Edition" mod. This is a simple mod that makes the game work in widescreen at modern resolution and improves textures without changing the original aesthetics or intent of the game. This also removes a few outstanding bugs from the original version of the game (such as the famous one where running down a slope occasionally throws you hundreds of feet through the air, usually with fatal results). Obviously this is only works on the PC version of the game. It should be noted that GTA3 really dislikes multi-monitor setups and you have to disable your secondary monitors before launching the game if you want to play it properly.
* Liberty City v1.0 appears in Grand Theft Auto (1997); Liberty City v3.0 is the primary setting for Grand Theft Auto IV (2008) and its expansions The Lost and the Damned and The Ballad of Gay Tony (both 2009). Liberty City v2.0 also appears in Grand Theft Auto: Liberty City Stories (2006).
Thursday, 16 April 2020
Rockstar only "early in development" on GRAND THEFT AUTO VI
DMA Design released the first game in the series, Grand Theft Auto, in 1997 as a 2D, top-down shooter and racing game. They were taken over by Take Two Interactive and rebranded as Rockstar Games under the leadership of the Houser brohers, Dan and Sam. They hit the big time in 2001 with the release of Grand Theft Auto III, which marked the move of the series into full 3D, with an enormous open-world city to explore and various storylines to get involved in. It was followed by Grand Theft Auto: Vice City (2002), San Andreas (2004), Grand Theft Auto IV (2008) and Grand Theft Auto V and Grand Theft Auto Online (both 2013), along with a large number of spin-offs and expansions.
Rockstar have made numerous other games, including Red Dead Redemption (2010), LA Noire (2011), Max Payne 3 (2012) and Red Dead Redemption 2 (2018). However, as an enormous company with multiple studios in multiple countries, it was assumed that work had already been underway for some time on what is presumed to be Grand Theft Auto VI and the game might be ready for release in the next couple of years. This appears not to be the case, due to the workload for Red Dead Redemption 2 being immense and requiring all studios to be all hands on deck for several years, with more than two thousand people having worked on the game.
Grand Theft Auto V is by some metrics the most popular single video game and also the single most popular entertainment media product ever released (barring books), with sales of over 120 million. The game's enormous popularity has been bolstered by the release of remastered editions and a constant stream of new content for Grand Theft Auto Online (which is included with all copies of GTAV). Rockstar's apparently reluctance to work on a sequel in that light is surprising, although fans have noted that their steady monetisation of expansions and new material for GTA Online makes getting a sequel less of a priority.
GTA fans have been joined in solidarity by fans of the Elder Scrolls fantasy roleplaying series from Bethesda Studios. The last single-player game in the series was Skyrim, released in 2011 and selling over 40 million copies since then. An online spin-off was published in 2014 but Bethesda have otherwise focused on other games, shipping Fallout 4 in 2015 and multiplayer shooter Fallout 76 in 2018. They are currently working on a new IP, Starfield, which is expected for release in 2021 or 2022. Some early development work and prototyping has been done on Elder Scrolls VI, but full-time production will not begin until Starfield ships. For that reason, it is unlikely that it will be published this side of 2025.
Work on Grand Theft Auto VI (or whatever it ends up being called) is at least underway, with the game likely targeting a 2024-25 release window at this point.
Tuesday, 17 March 2020
Red Dead Redemption 2
For twenty years, Rockstar Games have pursued their vision of creating the perfect game. To them, that game would take place in an open but reactive world affording the player immense freedom to go wherever they want and do whatever they want, with other characters reacting realistically, whilst there also being a rich, in-depth and gripping narrative to follow. The perfect Rockstar game would be a title that combines the freedom and responsiveness of the best roleplaying games with the best cinematic action that Hollywood has to offer and everything tied together with incredible production values.
Red Dead Redemption 2 isn't the perfect Rockstar game but that's not for want of trying. It's a game that is jaw-dropping in looks, ambition and its narrative and thematic goals, which looks at the weaknesses of previous Rockstar titles and tries to solve them whilst building on the areas where they have always been strong. Most tellingly, for a company that was always previously proud to set the agenda, the game has cleverly sampled the strong DNA of other open-world, epic titles like Skyrim and The Witcher 3: Wild Hunt, borrowing ideas and mechanics to strengthen its own identity.
As with almost every Rockstar game since Grand Theft Auto III (2001), Red Dead Redemption 2 is set in an expansive open world where you can travel at will (apart from a few locked-off areas which open up later on) and do what you want. Playing Arthur Morgan, a trusted lieutenant in the Van der Linde Gang, you can follow the game's main storyline, a sprawling and labyrinthine story of betrayal, murder, mayhem and camaraderie, or a titanic number of optional activities. These range from hunting and fishing to roaming the landscape looking for people in trouble to help (or rob), to truly oddball tasks like helping a palaeontologist find dinosaur bones and helping an odd stranger find mystical rock carvings.
Along the way, you meet a colossal number of characters and earn the enmity of dozens of enemies. The main story is - easily - Rockstar's best to date, severely restricting the satirical humour of the Grand Theft Auto series in favour of a more authentic tone. That's not to say that Red Dead Redemption 2 lacks humour, but a few outliers aside (like a storyline following a Nikolai Tesla lookalike's quest to harness lightning for a scientific project), it's a more grounded and genuine sense of humour rather than wacky hijinks. The story is rooted in characters, with Arthur able to interact with all of the other members of the twenty-strong Van der Linde Gang (including women and children). All of the characters are painted in at least something approaching depth, and its interesting to see how minor, almost background character features (like Mary-Beth's love of writing) come back later and develop over the course of the game. The game also features some of Rockstar's best female characters to date, such as the gunslinger and eventual bounty hunter Sadie Adler, an area where they have traditionally struggled in the past. Arthur himself is probably the most three-dimensional protagonist the studio have ever developed, with more richness and depth to him than all three of Grand Theft Auto V's playable characters combined.
The story muses on the theme of the dying West and the impact that has on the nascent American Dream. Dutch himself is a proto-libertarian, decrying government interference in the affairs of the little man, although he's also something of a hypocrite, ruling his gang with kindness and charisma until someone disagrees with him, when an uglier side emerges. Arthur is loyal to Dutch beyond a fault for looking out for him for twenty years, but as the game continues and the gang's fortunes vary, he begins to question his own path. In terms of theme and tone none of this is new to Rockstar, but they've never executed it with this much richness and panache before. You may be able to see almost every story beat coming before it does, but that doesn't stop it being immensely enjoyable to unfold.
The more serious tone helps, but also so does the tonal variation. Red Dead Redemption 2 feels like it's trying to be every kind of Western ever made, from the gritty realism of Unforgiven to the sprawling, literary observations of Deadwood to the pulp fun of the spaghetti Western era, as well as (in an intriguing, mostly self-contained storyline) a possibly Waltons-influenced home-building story, and to its credit it pulls off most of these shifts in narrative quite well.
The world the game unfolds in is also astonishing. It's huge, incorporating five fictional American states based on Colorado, Louisiana, New Mexico, Texas and Mississippi, and its biomes range from midge-infested bayous to snow-capped mountains to verdant woodlands and dry, open deserts. The game walls off a full third or more of its extent until you've pretty much completed the entire main story and half of the "epilogue" section, which is by itself longer than most games in their entirety. You can explore this world on foot, on horseback or by steam train. Boats are available although, in a surprisingly cheap move from Rockstar, they tend to sink the second you think about heading beyond the map's borders, to the point where they're a liability to use. It feels like Rockstar could have taken a less artificial approach here in keeping players within the game world (especially since sinking more than a few yards from shore is a death sentence).
The world is also packed with detail, to a degree that borders on the insane. The game generates wild animals, from birds to rabbits to mongoose and crocodiles, around you based on the terrain and then has them emit their correct noises. Fire your gun and the forest goes silent because the game has told every animal in the vicinity to go silent or run away. The level of detail extends to the human characters, every single one of whom you can talk to (although most have little to say).
The favoured way of getting anywhere is by horse, and to Rockstar's credit they have gone to some lengths to make these more than just 19th Century motorbikes. You can bond with your horse by treating it well and looking after it, which leads to bonuses like being able to summon your horse to your side over great distances and use it to store your increasingly massive arsenal of weapons and equipment. As your bond increases, your horse becomes tougher and less likely to die, which is good because this is a major hassle.
Combat is one of the game's cornerstones, although it is perhaps somewhat less prevalent than in other Rockstar games. Combat is largely unchanged from Grand Theft Auto V, in that it is serviceable and more than a little easy, especially given the addition of a "Dead Eye" mode which slows down time in fights. Rockstar's commitment to realism means that headshots will kill everyone with one hit, even with the weakest weapons in the game, which makes fighting (especially on the PC version, with its mouse-driven precision aiming) distinctly unchallenging.
The game's biggest weaknesses are threefold. The first is technical. Whilst playing Red Dead Redemption 2 on PC, I had more than a dozen crashes to desktop. These were spread over a period of some 70 hours (about 62 hours completing the main story and most side-missions, and another eight or so of optional activities) but it was still rather annoying. The second is that the UI is so cumbersome and unwieldy as to be aggravating. Selecting absolutely anything through the radial menu system is awkward and the inability to bind commands straight to keys (so you just hit a single shortcut key to set up camp rather than going through two separate menus first) is frustrating. The game's commitment to realism also strays too far into pedantry. More than once I jumped off my horse to run into battle to find I only had a weak pistol on me because I hadn't pre-selected two other weapons whilst still on my horse. More annoying was when I did pre-select these weapons but the pre-mission cut scene somehow made the game forget this, leaving me under-armed for the task at hand.
The biggest problem remains Rockstar's key weakness, which has impacted on all of their games going back to the 1990s: an inability to allow players to play missions how they see fit. Rockstar have created this immense, beautiful world and given the player the freedom to do what they want in it, but the second a mission starts the player's choices are removed and they are forced, on pain of insta-fail, to do the mission exactly how Rockstar want them to do it. The game has a nice stealth system which you almost never get to use, because most missions devolve into full-on gunfights in a cut scene beforehand. In some missions you are even given a specific weapon to use, sometimes causing you to lose the one you pre-selected (most annoying when my top-line sniper rifle was lost because another character forced me to use an inferior sniper rifle for the exact same mission). Ludonarrative dissonance - the gap between the game's story and the player's actions - has always been a bit of an issue in Rockstar games but the jokey tone of the GTA series has always overcome it. Here, in this grimmer and grittier world, it's more jarring than ever before.
Ultimately the lack of player agency in missions or in how they can affect the story makes Red Dead Redemption 2 less of an enjoyable sandbox than its peers. RDR2 gives it much more of a run for a money than I expected, but ultimately The Witcher 3 emerges victorious as the superior open-world game for its greater embracing of player freedom. The clunky interface, constant cut scene interference in the story and technical problems also contribute to occasionally make RDR2 more of a chore than it should be. But its unsurpassed graphical beauty, rich soundtrack, compelling and memorable characters and its remarkable sense of place and atmosphere cannot be faulted.
Red Dead Redemption 2 (****½) isn't the perfect game that Rockstar have been striving to make for twenty years, but it's far closer than they've ever reached before and, despite a myriad number of aggravating faults, it's an impressive and compelling game experience. It is available now on PC, X-Box One and PlayStation 4.
Wednesday, 5 February 2020
Dan Houser quits Rockstar Games
Dan and his brother Sam joined BMG Interactive in 1996 and were instrumental in signing up a game developed by Scottish developers DMA Design called Race 'n' Chase. The game was published in 1997 as Grand Theft Auto and became an instant hit. In 1998 BMG was absorbed by Take Two and the Housers moved to New York, where they founded Rockstar Games as a subsidiary. Rockstar absorbed DMA Design and rebranded it as part of the Rockstar family.
Dan took personal charge of the Grand Theft Auto franchise in 1999 by working on Grand Theft Auto 1969 as a producer/writer and Grand Theft Auto II as a writer. He was instrumental in the decision to go 3D on the franchise and took the lead as head writer and producer on Grand Theft Auto III. Released in 2001 on the PlayStation 2, GTA3 became one of the biggest success stories in gaming history. He subsequently worked as lead writer and producer on Vice City (2002), San Andreas (2004), Grand Theft Auto IV (2008) and Grand Theft Auto V/Grand Theft Auto Online (2013), the last of which is - by some metrics - the single most successful piece of entertainment media ever produced.
Houser also worked on many of Rockstar's other games, including Bully (2006), Red Dead Redemption (2010), L.A. Noire (2011) and Max Payne 3 (2012). His last credit was for Red Dead Redemption 2 (2018).
Houser was seen as an integral and vital part of the Rockstar company and ethos, in particular its focus on dialogue, characterisation and taking an increasing movie-like approach to production values and structure. At the start of almost every Rockstar project, Houser would go off by himself and write a several-hundred-page-long script which nailed down most of the game's story and focus before pre-production had barely begun. Although many other writers would expand on the initial script, Houser's initial work was seen as instrumental in setting up the project.
Houser's departure comes at a time when Rockstar are continuing to bathe in critical acclaim and commercial success from both Grand Theft Auto V (which is continuing to sell hundreds of thousands of copies a month seven years after release) and Red Dead Redemption 2. However, there has also been growing fan discontent over the non-appearance of promised single-player expansions for GTAV, a lack of news about GTAVI and the heavy monetisation focus of the Grand Theft Auto Online experience, leading some to wonder if Take Two are planning an online-only future for the GTA series which would make Houser's position less relevant.
So far Rockstar have not announced a successor, nor is it known what Houser's future plans are. His brother Sam remains in place as President of Rockstar Games.
Friday, 4 October 2019
Red Dead Redemption 2 to hit PC in November as an Epic Store exclusive! (for a month)
The game has sold over 25 million copies on X-Box One and PlayStation 4, with the PC version expected to add significantly more impressive graphics and more varied control options, as well as more missions and activities. Red Dead Online, the game's multiplayer component, will also be included.