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Kamis, 24 Maret 2016

Conflict Vietnam

Conflict: Vietnam is the third installment in the Conflict series of video games for the PlayStation 2, Xbox and Microsoft Windows.

Gameplay

A third person shooter, Conflict: Vietnam has the player taking control of a squad of four 101st Airborne Division soldiers on the eve of the Tet Offensive in 1968.
Multiplayer allows four players to each control two of the squad's four men and take on Viet Cong members and North Vietnamese forces.

Plot

Conflict: Vietnam opens in 1968, just days before the Tet Offensive begins, as 19-year-old Private Harold Kahler is introduced to his squadmates on a Huey gunship while heading to "Ghost Town" a 101st Airborne Division base in South Vietnam. Twenty-eight-year-old Staff Sergeant Frank "Ragman" Wier is the leader, highly familiar with the Vietnam War from two previous tours of duty. Corporals Bruce "Junior" Lesh and Will "Hoss" Schafer comprise the rest of the squad. Hoss is the squad's adrenaline-junkie machine gunner, while Junior, the squad sniper, is counting the final days of his tour. The 1968 Tet Offensive occurs just after Kahler's first combat patrol, and he and the rest of Ragman's squad soon find themselves cut off behind enemy lines after the helicopters deploying them on a night patrol are shot down.
Over the course of the next several days, the squad battles through miles of unknown jungle filled with hostile NVA and VC and escaping a napalm strike they meet up with "The Chief", commander of a Navy PBR. The Chief is alone prior to meeting up with Wier's squad, having dropped some Green Berets off up river where he "saw some strange shit up there". After fighting their way through a VC-fortified area called 'Charlie's Point', the men discover the Chief has been killed and soon meet up with a group of Montagnards. After retrieving a sacred statue and releasing several village prisoners for the leader of the village, the squad uses a radio gained as a reward to call for a helicopter extraction from the 1st Air Cav, being landed in a base under siege. After fighting off a heavy VC and NVA assault, the squad is praised by an overjoyed Major Wallace, who promises all of them commendations for their bravery. A dying VC throws a grenade into the bunker as the Major speaks, however, knocking them out, and the five men are taken prisoner. Major Wallace is killed when the men are forced to play Russian roulette.
After escaping from the VC POW camp, Ragman's squad fights their way through the jungle and meets Sergeant Stone of the Australian SAS and his squad. The two sergeants lead their men through a series of VC tunnels that the SAS were ordered to destroy. They succeed, and Stone and Wier part on good terms. Meeting up with a USMC jeep, the squad joins up with a column of trucks and tanks headed for Hue. After battling through the war-torn city and destroying numerous NVA T-34's with an M48 Patton tank, the squad mounts up in a 101st Airborne Huey. The helicopter is shot down by a RPG while attempting to destroy NVA SAM's and HAWK radars in the area, and the squad fights their way to and assaults The Citadel, taking the fortress and eliminating its garrison, including a handful of tanks and the commanding general.
A closing cinematic, narrated by Kahler, tells what happens to each of his squadmates and himself after their tour. Hoss signs on for another tour, Kahler later hearing from a drunk CIA agent that he is fighting in Cambodia, forever going wherever he can find the thrill of combat. Junior finally goes home, but meets an unjust fate after he joins the Black Panther Party and is killed in a shootout with the FBI. Ragman comes home to an empty house and a pile of divorce papers, and moves to live in the Rocky Mountains with his dog, Ho Chi Minh, having found a well-deserved peace. Kahler goes home, raising a family and becoming a respected doctor, his expertise in dealing with gunshot wounds being all-too-needed in cities torn by violence and civil unrest.

Reception

The game was generally well received, gaining positive reviews in a number of gaming magazines including a score of 91% in 'Gamesmaster'.
GameSpot gave the PS2 version of Conflict: Vietnam a 6.1 stating it as "A solidly average game whose few original ideas are compromised by screwy controls, some pacing problems, and a punishing save-game system".

External links

Mortal Kombat

Mortal Kombat is a video game franchise originally developed by Midway Games' Chicago studio in 1992. Following Midway's bankruptcy, the Mortal Kombat development team was acquired by Warner Bros. and turned into NetherRealm Studios. Warner Bros. Interactive Entertainment currently owns the rights of the franchise and rebooted it in 2011.
The development of the first game was originally based on an idea that Ed Boon and John Tobias had of making a video game starring Jean-Claude Van Damme, but as that idea fell through, a fantasy-themed fighting game titled Mortal Kombat was created instead. The original game has spawned many sequels and has been spun off into several action-adventure games, films (animated and live-action with its own sequel), and television series (animated and live-action). Other spin-offs include comic book series, a card game and a live-action tour. Along with Capcom's Street Fighter and Bandai Namco's Tekken, Mortal Kombat has become one of the most successful fighting franchises in the history of video games.
The series is known for high levels of bloody violence, including, most notably, its Fatalities (finishing moves, requiring a sequence of button inputs to perform). The Fatalities, in part, led to the creation of the ESRB video game rating system. The series name itself is also known for using the letter "K" in place of "C" for the hard C sound, thus intentionally misspelling the word "combat", as well as other words with the hard C sound within later games in the series. Early games in the series were especially noted for its realistic digitized sprites (which differentiated it from its contemporaries' hand-drawn sprites) and an extensive use of palette swapping to create new characters.

Gameplay

Further information: Fighting game
Mortal Kombat II arcade cabinet's gameplay control board
The original three games and their updates, Mortal Kombat, Mortal Kombat II, Mortal Kombat 3, Ultimate Mortal Kombat 3 and Mortal Kombat Trilogy, were styled in a 2D fighting fashion. The first two of them were played in the arcades with a joystick and five buttons: high punch, low punch, high kick, low kick, and block. Mortal Kombat 3 and its updates added a sixth "run" button.[1] Characters in the early Mortal Kombat games play virtually identically to one another, with the only major differences being their special moves.[2] Through the 1990s, the developer and publisher Midway Games would keep their single styled fighting moves with four attack buttons for a different array of punches and kicks and blocks. Mortal Kombat: Deadly Alliance changed this by differentiating characters normal moves and even giving them multiple fighting styles. Beginning in Deadly Alliance and until Mortal Kombat: Deception, the characters would have three fighting styles per character: two unarmed styles, and one weapon style.[3] Few exceptions to this arose in Mortal Kombat: Armageddon, such as monster-like boss characters like Moloch and Onaga who would have only one fighting style.[4] While most of the styles used in the series are based on real martial arts, some are entirely fictitious.[5] Goro's fighting styles, for example, are designed to take advantage of the fact that he has four arms. For Armageddon, fighting styles were reduced to a maximum of two per character (generally one hand-to-hand combat style and one weapon style) due to the sheer number of playable characters.[4] Mortal Kombat vs. DC Universe dropped the multiple fighting style trend altogether in favor of giving each character a much wider variety of special moves,[6] but some characters still use multiple fighting styles.[7] 2011's Mortal Kombat returned to a single 2D fighting plane although characters are rendered in 3D;[8] unlike previous MK games, each of four buttons on the game controller represents an attack linked to a corresponding limb.
According to Mortal Kombat co-creator Ed Boon, "since the beginning, one of the things that's separated us from other fighting games is the crazy moves we've put in it, like fireballs and all the magic moves, so to speak."[9] When asked if Capcom's Street Fighter series would ever do a crossover game with Mortal Kombat, Street Fighter producer Yoshinori Ono called Mortal Kombat a very different serious game from Street Fighter fun silly fantasy style.[10][11] Capcom's senior director of communications compared Street Fighter and Mortal Kombat by asking if the interviewer preferred the "precision and depth" of Street Fighter or the "gore and comedy" of Mortal Kombat; he also stated that the Street Fighter and Mortal Kombat rivalry was considered similar to the Coke and Pepsi rivalry in the 1990s.[12] Senior producer of Mortal Kombat vs. DC Universe, Hans Lo, himself also called Street Fighter "a little more cartoonic fantasy" in comparison to Mortal Kombat.[13] In 2013, Boon named the hypothetical "MKvsSF" as his dream crossover game.[14] In 2014, Boon said his team has remained in touch with Capcom, but no one could resolve the incompatibility problem of Mortal Kombat being much more brutal than Street Fighter.[15]
Mortal Kombat: Deception and Mortal Kombat: Armageddon feature "Konquest", a free-roaming action-adventure mode that significantly expanded on the single-player experience. Both games also include distinct minigame modes such "Chess Kombat", an action-strategy game similar to Archon. Two other bonus minigames, "Puzzle Kombat" inspired by Puzzle Fighter and "Motor Kombat" inspired by Mario Kart, feature super deformed versions of Mortal Kombat characters.[1] The games also contain various unlockable content and hidden "cheats".[16]

Finishing moves

Kung Lao's "Buzzsaw-on-the-Ground" being performed on Mileena in 2011's Mortal Kombat. NetherRealm Studios' Ed Boon described it as possibly the most painful-looking finishing move in the series yet[17] and promised these in the next game to be more extreme than ever[18]
I think [Mortal Kombat] represents the difference in philosophy. [....] So in Street Fighter when you're playing it's the moment to moment gameplay that should be the best, whether you win or lose doesn't really matter. Whereas in Mortal Kombat the fighting and playing is just a pathway to get to the result – it's the Fatality you want to see and you almost want to skip the fighting bit and get to the Fatality because that is the result.[19]
Street Fighter producer Yoshinori Ono
A defining and best-known feature of the Mortal Kombat series is its finishing move system called Fatality. An original idea behind it was to give gamers a free hit at the end of the fight.[1] The basic Fatalities are finishing moves that allow the victorious characters to end a match in a special way by murdering their defeated, defenseless opponents in a gruesome manner, usually in the predefined ways exclusive for the given character. The only exception from this is Mortal Kombat: Armageddon, which instead features the Kreate-A-Fatality, allowing the players to perform their own Fatalities by conducting a series of violent moves chosen from a pool that is common for all characters.[1][20]
Other finishing moves in the various Mortal Kombat games include Animalities (introduced in Mortal Kombat 3) turning a victor into an animal to violently finish off the opponent;[21] Brutality (introduced in Ultimate Mortal Kombat 3) which is bashing an opponent into pieces with a long combo of hits; and Stage Fatalities/Death Traps (introduced in the original Mortal Kombat Pit Stage, and later made more difficult in Mortal Kombat II by requiring specific and different button sequences to be pressed) utilizing parts of certain stages to execute a lethal finishing move. Mortal Kombat: Deception added the Hara-Kiri, a self-Fatality allowing the losers to engage in a suicide-based finishing move (enabling a possible race between both players to see if the winning player can finish off the losing player before the losing character can kill himself or herself first).[1][22]
There are also some non-violent finishing moves in the series. Friendship moves, introduced in Mortal Kombat II and involving displays of friendship towards the enemy, instead of killing,[23] were made as a comical response to the attention the series gathered due to its violent content.[1] A Fatality similar to Friendship is Babality, also introduced in MKII and turning the opponent into a baby.[23] Mortal Kombat 3 saw Mercy, where the victor restores a minimal amount of the opponent's health bar and the fight then resumes; performing Mercy first is required to enable Animality.[21]

Plot

The series takes place in a fictional universe consisting of eighteen surviving realms which, according to in-game backstories, were created by the Elder Gods. The Mortal Kombat: Deception manual described six of the realms as: "Earthrealm, home to such legendary heroes as Liu Kang, Kung Lao, Sonya Blade, Johnny Cage, and Jax, and also under the protection of the Thunder God Raiden; Netherrealm, the fiery depths of which are inhospitable to all but the most vile, a realm of demons and shadowy warriors such as Quan Chi and Noob Saibot; Outworld, a realm of constant strife which Emperor Shao Kahn claims as his own; Seido, The Realm of Order, whose inhabitants prize structure and order above all else; The Realm of Chaos, whose inhabitants do not abide by any rules whatsoever, and where constant turmoil and change are worshipped; and Edenia, which is known for its beauty, artistic expression, and the longevity of its inhabitants."[24][25] The Elder Gods decreed that the denizens of one realm could only conquer another realm by defeating the defending realm's greatest warriors in ten consecutive Mortal Kombat tournaments.
The first Mortal Kombat game takes place in Earthrealm (Earth) where seven different warriors with their own reasons for entering participated in the tournament with the eventual prize being the continued freedom of their realm, threatened with a takeover by Outworld. Among the established warriors were Liu Kang, Johnny Cage and Sonya Blade. With the help of the Thunder God Raiden, the Earthrealm warriors were victorious and Liu Kang became the new champion of Mortal Kombat.[26] In Mortal Kombat II, unable to deal with his minion Shang Tsung's failure, Outworld Emperor Shao Kahn lures the Earthrealm warriors to the Outworld where the Earthrealm warriors eventually defeat Shao Kahn. By the time of Mortal Kombat 3, Shao Kahn revives Edenia's (now a part of his Outworld domain) former queen Sindel in Earthrealm, combining it with Outworld as well. He then attempts to invade Earthrealm but is ultimately defeated by the Earthrealm warriors again. After Kahn's defeat, Edenia was freed from Kahn's grasp and returned to a peaceful realm, ruled by Princess Kitana. The following game, Mortal Kombat 4, features the former elder god Shinnok attempting to conquer the realms and attempting to kill the thunder god Raiden. However, he is also defeated by the Earthrealm warriors.
In Mortal Kombat: Deadly Alliance, the evil sorcerers Quan Chi and Shang Tsung join forces to conquer the realms. By Mortal Kombat: Deception, after several fights, the sorcerers emerge victorious having killed most of Earthrealms' warriors until Raiden steps forth to oppose them. The Dragon King Onaga, who had been freed by Reptile at the end of Mortal Kombat: Deadly Alliance,[27] had deceived Shujinko into searching for six pieces of Kamidogu,[25] the source of Onaga's power. Onaga then confronted the alliance of Raiden, Shang Tsung, and Quan Chi and thus obtained Quan Chi's amulet,[28] the final piece of his power. Only a few warriors remained to combat against the Dragon King and his forces. Shujinko eventually triumphed over the Dragon King and removed his threat to the Mortal Kombat universe.[29]
In Mortal Kombat: Armageddon the catastrophe known as Armageddon starts. Centuries before the first Mortal Kombat, Queen Delia foretold the realms would be destroyed because the power of all warriors from all the realms would rise to such greatness it would overwhelm and destabilize the realms, triggering an all-destructive chain of events. King Argus had his sons, Taven, and Daegon, put into incubation who would one day be awakened to save the realms from Armageddon by defeating a firespawn known as Blaze. In the end, however, Shao Kahn is the one who defeats Blaze, causing Armageddon.[30]
In Mortal Kombat (2011), it is revealed that the battle between the warriors of the six realms culminated into only two survivors: Shao Kahn and Raiden. Badly beaten, Raiden had only one last move he could make to prevent Shao Kahn from claiming the power of Blaze. He sends last-ditch visions of the entire course of the Mortal Kombat timeline to himself in the past right before the tenth Mortal Kombat tournament (first game). This transfer of information to his former self causes a rift in time, causing a new "reboot" timeline to be introduced that splits off from the original Armageddon timeline, with a new outcome of Mortal Kombat history to be written. But this story leads to even worse unforeseen events. It ends with many of the main game characters dying at the hands of Queen Sindel and Raiden accidentally killing Liu Kang in self-defense. Eventually, the Elder Gods aid Raiden in killing Shao Kahn and saving Earthrealm. But as the scene goes on it is later revealed that this was all a plan by Lord Shinnok and Quan Chi.
Mortal Kombat X sees Shinnok and Quan Chi enacting their plan, leading an army of undead revenants of those that were killed in Shao Kahn's invasion against the realms. A team of warriors led by Raiden, Johnny Cage, and Sonya Blade oppose Shinnok, and in the ensuing battle, Shinnok is imprisoned, Quan Chi escapes, and various warriors are resurrected and freed from Shinnok's thrall. Twenty-five years later, Quan Chi resurfaces and allies himself with the insect-like D'Vorah in manipulating events that lead to Shinnok's release. Though Quan Chi is killed by a vengeful Scorpion in the process, Shinnok resumes his assault against the realms. After a grueling, protracted battle, Shinnok is defeated by Cassandra Cage representing the next generation of Earthrealm's warriors. With both Quan Chi and Shinnok gone, the undead revenants of Liu Kang and Kitana assume control of the Netherrealm and Lord Raiden now protects the Earthrealm not defensively but offensively with the help of the remaining revenants.

Characters

The series features scores of player characters (64 as of 2012[31]), including Baraka, Cassie Cage, Cyrax, Ermac, Goro, Jade, Jax Briggs, Johnny Cage, Kabal, Kano, Kenshi, Kitana, Kung Lao, Kurtis Stryker, Liu Kang, Mileena, Motaro, Nightwolf, Noob Saibot, Quan Chi, Raiden, Rain, Reptile, Scorpion, Sektor, Shang Tsung, Shao Kahn, Sheeva, Shinnok, Sindel, Smoke, Sonya Blade, and Sub-Zero. Among them are Earth's humans and cyborgs, good and evil deities, and denizens of Outworld and other realms. There are also some guest and crossover characters, such as several DC Universe heroes and villains, as well as Freddy Krueger from A Nightmare on Elm Street, Kratos from God of War, the Predator from Predator, and Jason Voorhees from Friday the 13th, Alien (Xenomorph) from "Alien"

Development history

Origins

Mortal Kombat started development in 1991 with only four people: Ed Boon, John Tobias, John Vogel and Dan Forden.[32] In 2009, Boon said: "The first Mortal Kombat game was 4 guys, literally, one programmer, myself (Boon), two graphics guys (Tobias and Vogel), and a sound guy (Forden) was the entire team, literally."[33] Originally, Boon and Tobias were approached to create a video game adaptation of the 1992 film Universal Soldier[34] starring martial arts film actor Jean-Claude Van Damme, with a digitized version of the action star fighting villains.[35] Intending to make a game "a lot more hard edge, a little bit more serious, a little bit more like Enter the Dragon or Bloodsport" than Street Fighter II silly cartoon fantasy style,[36] Boon and Tobias decided to continue their project even after the deal to use the Bloodsport license fell through.[37] One of their own characters, Johnny Cage, became "a spoof on the whole Van Damme situation."[34]
Mortal Kombat didn't rely on just good looks and gore for its success. Although the intense gore was a great way to attract attention, Mortal Kombat offered another side – an often-overlooked side – that kept people coming back for more: its storyline, including the uniquely different kind of gameplay as far as the fighting system within itself.[38]
John Tobias said that his inspirations for the game's story and characters came from the Chinese mythology and some of the stories and rumored events about the Shaolin monks.[34] Regarding the film Big Trouble in Little China, Tobias wrote that although this movie "kind of Americanized my obsession for supernatural kung fu films from China, it was not my biggest influence. My biggest influences came from Tsui Hark films -- Zu Warriors & The Swordsman. We had to get them from bootleggers in Chicago's Chinatown."[39] Tobias' writing and artistic input on the series ended in 1997. Fifteen years later, he said: "I knew exactly what I was going to do with a future story. A few years ago I [wrote] a sort of sequel to the first MK film and an advancement to the game's mythological roots. The goal was to not runaway from what came before with a retelling, but to move the themes forward. I did it for fun as an exercise in screenwriting, but it felt good to get that out of my system."[40]
Ed Boon recalled that for six out of the eight months while they were in production of the original Mortal Kombat, "nobody could come up with a name nobody didn't hate." Some of the names suggested included "Kumite", "Dragon Attack", "Death Blow" and just "Fatality". Someone had written down "combat" on the drawing board for the names in Boon's office and then someone wrote a K over the C, according to Boon, "just to be kind of weird." Steve Ritchie, a pinball designer at that time, was sitting in Boon's office and saw the word "Kombat" and said to Boon, 'Why don't you name it Mortal Kombat?' and that name "just stuck."[41] Since then, the series uses the letter "K" in place of "C" for various words containing the hard C sound. According to Boon, during the MK games' development they usually spell the words correctly and only "korrect it" when one of the developers points out they should do it.[42]

Graphics

Screenshot of a fight between Johnny Cage and Raiden (played by Daniel Pesina and Carlos Pesina) in 1992's game
The characters of the original Mortal Kombat and its initial sequels were created using digitized sprites mostly based on filmed actors, as opposed to drawn graphics.[43] Early Mortal Kombat games were known for their extensive use of palette swap, a practice of re-coloring certain sprites to appear as different characters which was used for the ninja characters. In fact, many of the most popular characters have originated as simple palette swaps.[44] In the very first game, the male ninja fighters were essentially the same character; only the colors of their attire, fighting stance, and special techniques indicated the difference.[44] Later games added other ninjas based on the same model, as well as several female ninja color swap characters initially also using just one base model (beginning with Kitana in Mortal Kombat II). All of them gradually became very different characters in the following installments of the series.
Mortal Kombat 4 brought the series into 3D, replacing the digitized fighters of previous games with polygon models. The team switched from digitized actors to motion capture technology.[45]

Hidden kontent

Mortal Kombat included secret characters, secret games, and other Easter eggs. For example, Mortal Kombat 3 includes a hidden game of Galaga[21] and there is a hidden game of Pong in Mortal Kombat II.[46] Many extras in the series have only been accessible through very challenging, demanding, and sometimes coincidental requirements. The Sega Mega Drive/Genesis versions contains some unique eggs, such as "Fergality".[47] The Sega Mega-CD version also contained an additional code (known as the "Dad's Code"), which changed the names of the fighters to that of characters from the classic comedy series Dad's Army.[48] Popular characters of Reptile and Jade were originally introduced as hidden enemies, becoming playable after returning in subsequent games.
Some Easter eggs originated from in-jokes between members of the development team. One example is "Toasty", which found its way into the game in the form of a small image of sound designer Dan Forden, who would appear in the corner of the screen during gameplay (after performing an uppercut) and yell the phrase "Toasty!" This egg was also the key to unlocking the hidden character Smoke when it happened in the Portal stage.[46] In Mortal Kombat 4, Forden would say "Toasty! 3D!" after Scorpion did his burn Fatality, a reference to the fact that it is the first 3D game of the series.[49] "Toasty!" is also found in Mortal Kombat: Shaolin Monks, appearing randomly after the character pulls off a chain of hits, though the picture of Forden was removed for that title,[50] but brought back for the 2011 Mortal Kombat game.
Yet another private joke was the hidden character Noob Saibot, who has appeared in various versions of the game starting with Mortal Kombat II. The character's name derived from two of the series' creators' surnames, Ed Boon and John Tobias, spelled backwards.[51] In addition, a counter for ERMACS on the game's audits screen (ERMACS being short for error macros), was generally considered by some players to be a reference to a hidden character. The development team decided to turn the rumor into reality, introducing Ermac in Ultimate Mortal Kombat 3 as an unlockable secret character.[52][53] The character Mokap, introduced in Mortal Kombat: Deadly Alliance, is a tribute to Carlos Pesina, who played Raiden in MK and MKII and has served as a motion capture actor for subsequent titles in the series.[54]

Counter Strike

Counter-Strike (also known has Half-Life: Counter-Strike) is a first-person shooter video game developed by Valve Corporation. It was initially developed and released as a Half-Life modification by Minh "Gooseman" Le and Jess "Cliffe" Cliffe in 1999, before Le and Cliffe were hired and the game's intellectual property acquired. Counter-Strike was first released by Valve on the Microsoft Windows platform in 2000. The game later spawned a franchise, and is the first installment in the Counter-Strike series. Several remakes and Ports of Counter-Strike have been released on the Xbox console, as well as OS X and Linux. It is sometimes referred to as Counter-Strike 1.6 to distinguish it from other titles of the series, 1.6 being the final major software update the game received.
Set in various locations around the globe, players assume the roles of members of combating teams of the governmental counter-terrorist forces and various terrorist militants opposing them. During each round of gameplay, the two teams are tasked with defeating the other by the means of either achieving the map's objectives, or else eliminating all of the enemy combatants. Each player may customize their arsenal of weapons and accessories at the beginning of every match, with currency being earned after the end of each round.

Gameplay

The player is standing in the terrorist starting zone of de_dust using a CV-47 (AK-47).
Counter-Strike is a first-person shooter game in which players join either the terrorist team, the counter-terrorist team, or become spectators. Each team attempts to complete their mission objective and/or eliminate the opposing team. Each round starts with the two teams spawning simultaneously.
The objectives vary depending on the type of map, and these are the most usual ones:
  • Bomb defusal: The terrorists must carry a bomb, plant it on one of the designated spots and protect it from being disarmed by the counter-terrorists before it explodes to win. The counter-terrorists win if the time runs out with no conclusion.
  • Hostage rescue: The counter-terrorists must rescue a group of hostages held by the terrorists to win. The terrorists win if the time runs out with no conclusion.
  • VIP escort: One of the counter-terrorists is chosen to act as a VIP and the team must escort this player to a designated spot on the map to win the game. The terrorists win if the VIP is killed or if the time runs out with no conclusion.
A player can choose to play as one of eight different default character models (four for each side, although Counter-Strike: Condition Zero added two extra models, bringing the total to ten). Players are generally given a few seconds before the round begins (known as "freeze time") to prepare and buy equipment, during which they cannot attack or move. They can return to the buy area within a set amount of time to buy more equipment (some custom maps included neutral "buy zones" that could be used by both teams). Once the round has ended, surviving players retain their equipment for use in the next round; players who were killed begin the next round with the basic default starting equipment.
Standard monetary bonuses are awarded for winning a round, losing a round, killing an enemy, being the first to instruct a hostage to follow, rescuing a hostage, planting the bomb (Terrorist) or defusing the bomb (Counter-Terrorist).
The scoreboard displays team scores in addition to statistics for each player: name, kills, deaths, and ping (in milliseconds). The scoreboard also indicates whether a player is dead, carrying the bomb (on bomb maps), or is the VIP (on assassination maps), although information on players on the opposing team is hidden from a player until his/her death, as this information can be important.
Killed players become "spectators" for the duration of the round; they cannot change their names before their next spawn, text chat cannot be sent to or received from live players, and voice chat can only be received from live players and not sent to them. Spectators are generally able to watch the rest of the round from multiple selectable views, although some servers disable some of these views to prevent dead players from relaying information about living players to their teammates through alternative media (most notably voice in the case of Internet cafes and Voice over IP programs such as TeamSpeak or Ventrilo). This form of cheating is known as "ghosting."

Development

Counter-Strike itself is a mod, and it has developed its own community of script writers and mod creators. Some mods add bots, while others remove features of the game, and others create different modes of play. Some mods, often called "admin plugins", give server administrators more flexible and efficient control over their servers. There are some mods which affect gameplay heavily, such as Gun Game, where players start with a basic pistol and must score kills to receive better weapons, and Zombie Mod, where one team consists of zombies and must "spread the infection" by killing the other team (using only the knife). There are also the Superhero and mods which mix the first-person gameplay of Counter-Strike with an experience system, allowing a player to become more powerful as they continue to play. The game is also highly customizable on the player's end, allowing the user to install or even create their own custom skins, HUDs, spray graphics, sprites, and sound effects, given the proper tools.

Valve Anti-Cheat

Main article: Valve Anti-Cheat
Counter-Strike has been a target for cheating in online games since its release. In-game, cheating is often referred to as "hacking" in reference to programs or "hacks" executed by the client. Valve has implemented an anti-cheat system called Valve Anti-Cheat (VAC). Players cheating on a VAC-enabled server risk having their account permanently banned from all VAC-secured servers.
With the first version of VAC, a ban took hold almost instantly after being detected and the cheater had to wait two years to have the account unbanned. Since VAC's second version, cheaters are not banned automatically. With the second version, Valve instituted a policy of 'delayed bans,' the theory being that if a new hack is developed which circumvents the VAC system, it will spread amongst the 'cheating' community. By delaying the initial ban, Valve hopes to identify and ban as many cheaters as possible. Like any software detection system, some cheats are not detected by VAC. To remedy this, some servers implement a voting system, in which case players can call for a vote to kick or ban the accused cheater. VAC's success at identifying cheats and banning those who use them has also provided a boost in the purchasing of private cheats.[1] These cheats are updated frequently to minimize the risk of detection, and are generally only available to a trusted list of recipients who collectively promise not to reveal the underlying design. Even with private cheats however, some servers have alternative anticheats to coincide with VAC itself. This can help with detecting some cheaters, but most paid for cheats are designed to bypass these alternative server-based anticheats.

Release

When Counter-Strike was published by Sierra Entertainment/Vivendi Universal Games, it was bundled with Team Fortress Classic, Opposing Force multiplayer, and the Wanted, Half-Life: Absolute Redemption and Firearms mods.[2]
On March 24, 1999, Planet Half-Life opened its Counter-Strike section. Within two weeks, the site had received 10,000 hits. On June 19, 1999, the first public beta of Counter-Strike was released, followed by numerous further "beta" releases. On April 12, 2000, Valve announced that the Counter-Strike developers and Valve had teamed up. In January 2013, Valve began testing a version of Counter-Strike for OS X and Linux, eventually releasing the update to all users in April 2013.[3][4]

Reception

Reception
Aggregate scores
Aggregator Score
GameRankings 89.20%[5]
Metacritic 88/100[6]
Review scores
Publication Score
Game Revolution A[7]
GameSpot 8.4/10[8]
IGN 8.9/10[2]
Upon its retail release, Counter-Strike received highly favorable reviews.[2][5][6][7][8] The New York Times reported that E-Sports Entertainment ESEA League started the first professional fantasy e-sports league in 2004 with the game Counter-Strike.[9][10] Some credit the move into professional competitive team play with prizes as a major factor in Counter-Strike's longevity and success.[11]

Brazilian sale ban

On January 17, 2008, a Brazilian federal court order prohibiting all sales of Counter-Strike and EverQuest began to be enforced. The federal Brazilian judge Carlos Alberto Simões de Tomaz ordered the ban in October 2007 because, as argued by the judge, the games "bring imminent stimulus to the subversion of the social order, attempting against the democratic state and the law and against public security."[12][13][14] As of June 18, 2009, a regional federal court order lifting the prohibition on the sale of Counter-Strike was published. The game is now being sold again in Brazil.[15]

Legacy

Following the success of the first Counter-Strike, Valve went on to make multiple sequels to the game. Counter-Strike: Condition Zero, a game using Counter-Strike's GoldSrc engine, was released in 2004. Counter-Strike: Source, a remake of the original Counter-Strike game, was the first in the series to use Valve's Source engine and was also released in 2004, only eight months after the release of Counter-Strike: Condition Zero. The next game in the Counter-Strike series to be developed primarily by Valve Corporation was Counter-Strike: Global Offensive, released for Windows, OS X, Linux, PlayStation 3, and Xbox 360 in 2012.
The game also spawned multiple spin-offs in the form of arcade games developed by Nexon Corporation and targeted primarily at Asian gaming markets. Four Counter-Strike games have been developed and released by Nexon Corporation thus far, Counter-Strike Neo, Counter-Strike Online, Counter-Strike Nexon: Zombies, and Counter-Strike Online 2.

Grand Theft Auto (GTA)

Grand Theft Auto is an open world action-adventure video game series created by David Jones and Mike Dailly;[3] the later titles of which were created by brothers Dan and Sam Houser, Leslie Benzies and Aaron Garbut. It is primarily developed by Rockstar North (formerly DMA Design), and published by Rockstar Games. The name of the series references the term used in the US for motor vehicle theft.
Most games in the series are set in fictional locales modelled on American cities, usually either Liberty City, Vice City, or San Andreas, which are stand-ins for New York City, Miami, and the state of California, respectively. The first game encompassed three fictional cities, while subsequent titles tend to emphasise a single city and its outlying areas. Gameplay focuses on an open world where the player can choose missions to progress an overall story, as well as engaging in side activities, all consisting of action-adventure, driving, third-person shooting, occasional role-playing, stealth, and racing elements. The series also has elements of the earlier beat 'em up games from the 16-bit era. The series has gained controversy for its adult nature and violent themes. The series focuses around many different protagonists who attempt to rise through the ranks of the criminal underworld, although their motives for doing so vary in each game. The antagonists are commonly characters who have betrayed the protagonist or his organisation, or characters who have the most impact impeding the protagonist's progress. The series contains satire and humour.[4]
British video game developer DMA Design began the series in 1997. As of 2014, it has eleven stand-alone games and four expansion packs. The third chronological title, Grand Theft Auto III, was widely acclaimed, as it brought the series to a 3D setting and more immersive experience, and is considered a landmark title that has subsequently influenced many other open world action games and led to the label "Grand Theft Auto clone" on similar games. Subsequent titles would follow and build upon the concept established in Grand Theft Auto III. Film and music veterans have voiced characters, including Ray Liotta, Burt Reynolds, Dennis Hopper, Samuel L. Jackson, Debbie Harry, Phil Collins, Axl Rose, and Peter Fonda.[5] The series has been critically acclaimed and commercially successful, having shipped more than 220 million units, as of September 2015.[6] The Telegraph ranked the GTA series among Britain's most successful exports.[4]

Titles

Year Title Developer Home release Universe[7]
Console Computer Handheld Mobile
1997 Grand Theft Auto DMA Design PS1 GBC
2D
1999 Grand Theft Auto: London, 1969 PS1
  • Windows
  • MS-DOS


Grand Theft Auto: London, 1961
Windows

Grand Theft Auto 2
Windows GBC
2001 Grand Theft Auto III

3D
2002 Grand Theft Auto: Vice City Rockstar North
  • PS21 2
  • Xbox
  • Windows
  • OS X

  • iOS
  • Android
  • Fire OS
2004 Grand Theft Auto: San Andreas
  • Windows
  • OS X

  • iOS
  • Android
  • WP
  • Fire OS
Grand Theft Auto Advance Digital Eclipse

GBA
2005 Grand Theft Auto: Liberty City Stories Rockstar Leeds PS21
PSP
  • iOS
  • Android
  • Fire OS
2006 Grand Theft Auto: Vice City Stories PS21
PSP
2008 Grand Theft Auto IV Rockstar North
  • PS3
  • Xbox 360
Windows

HD
2009 Grand Theft Auto: The Lost and Damned
  • PS3
  • Xbox 360
Windows

Grand Theft Auto: Chinatown Wars Rockstar Leeds

  • iOS
  • Android
  • Fire OS
Grand Theft Auto: The Ballad of Gay Tony Rockstar North
  • PS3
  • Xbox 360
Windows

2013 Grand Theft Auto V
Windows

Notes:
1. Available on PlayStation 3 as part of the PlayStation 2 Classics line via the PlayStation Network.
2. Available on PlayStation 4 as part of PlayStation 2 emulation via the PlayStation Network.[8]
3. Originally available on PlayStation 3 as part of the PlayStation 2 Classics line via the PlayStation Network, but later replaced with a HD native release.[9]
4. Originally available on Xbox 360 as part of the Xbox Originals line via the Xbox Live Marketplace, but later replaced with a HD native release.[10]

Main series

Timeline of release years
1997 –
Grand Theft Auto
1998 –

1999 –
Grand Theft Auto 2
2000 –

2001 –
Grand Theft Auto III
2002 –
Grand Theft Auto: Vice City
2003 –

2004 –
Grand Theft Auto: San Andreas
2005 –

2006 –

2007 –

2008 –
Grand Theft Auto IV
2009 –

2010 –

2011 –

2012 –

2013 –
Grand Theft Auto V
2014 –

2015 –

2016 –

The Grand Theft Auto series is split into separate fictional universes, named after the primary level of graphics capability used in each era.[7] The original Grand Theft Auto, its expansions and its sequel are considered the "2D universe". Grand Theft Auto III and its sequels are considered the "3D universe". Grand Theft Auto IV, its expansions and Grand Theft Auto V are considered the "HD universe". Each universe is considered separate with only brands, place names and background characters shared between them.[7]
Grand Theft Auto, the first game in the series, was released for Microsoft Windows and MS-DOS in October 1997, ported to the PlayStation in 1998 and the Game Boy Color in 1999. Grand Theft Auto 2 was released in 1999 for Microsoft Windows, later receiving ports on the PlayStation, Dreamcast and Game Boy Color.[11]
The PlayStation 2 also featured three instalments of the main series, all of which have been re-released on several platforms; a deal between Take-Two Interactive and Sony Computer Entertainment resulted in their timed exclusivity on the PlayStation 2, before receiving ports to Microsoft Windows and the Xbox.[12] The 2001 title Grand Theft Auto III moved away from the two-dimension (2D) graphics used in the first two games to three-dimension (3D) computer graphics; the game features polygonal characters on pre-rendered backgrounds.[13] Grand Theft Auto: Vice City was published in 2002, and was the first to feature a speaking protagonist, voiced by Ray Liotta.[14] Grand Theft Auto: San Andreas, released in 2004, introduced various new elements, including character customisation and a large map encompassing three cities and surrounding rural area.[15]
Two main instalments were published for the PlayStation 3 and Xbox 360. The 2008 title Grand Theft Auto IV focused on realism and detail, removing various customisation features, while adding an online multiplayer mode.[16] Grand Theft Auto V, published in 2013, featured three playable protagonists.[17] It was released to massive financial success, breaking multiple records.[18] It was later re-released with various enhancements, in 2014 for the PlayStation 4 and Xbox One, and in 2015 for Microsoft Windows.[19]

Other games

Grand Theft Auto has spawned numerous additional games and expansion packs. In 1999, the original game received two expansion packs: Grand Theft Auto: London, 1969 and Grand Theft Auto: London, 1961.[11] Grand Theft Auto Advance, released in 2004 for the Game Boy Advance, featured a top-down perspective. Three games were released for the PlayStation Portable. The 2005 game Grand Theft Auto: Liberty City Stories is a prequel to Grand Theft Auto III, while the 2006 game Grand Theft Auto: Vice City Stories is a prequel to Vice City; both games were later ported to the PlayStation 2. In 2009, Grand Theft Auto: Chinatown Wars was released for the Nintendo DS, and later ported to the PlayStation Portable.[20] In 2009, The Lost and Damned and The Ballad of Gay Tony were released for the Xbox 360 as expansion packs to Grand Theft Auto IV; a "strategic alliance" between Rockstar and Microsoft resulted in the timed exclusivity. They were later released on Xbox 360, PlayStation 3 and Microsoft Windows as part of an expansion pack, titled Grand Theft Auto: Episodes from Liberty City.[21]
Numerous titles in the series have received ports to mobile devices. Chinatown Wars was released for iOS in 2010 and for Android and Fire OS in 2014.[22] For their tenth anniversaries, Grand Theft Auto III and Vice City were both re-released for iOS and Android in 2011 and 2012, respectively.[23][24] In 2013, San Andreas was ported to iOS, Android & Windows Phone and RT ;[25] the mobile port was later re-released for Xbox 360 in 2014, the year of the game's tenth anniversary.[26] In 2015 Liberty City Stories was ported to iOS, Android & Fire OS.

Related media

The series has been expanded into various other formats. Jacked: The Outlaw Story of Grand Theft Auto, a book written by David Kushner chronicling the development of the series, was published in 2012.[27] In March 2015, BBC Two announced The Gamechangers, a 90-minute docudrama based on the creation of Grand Theft Auto,[28] Directed by Owen Harris and written by James Wood, the drama will star Daniel Radcliffe as Rockstar president Sam Houser and Bill Paxton as disbarred attorney Jack Thompson.[29] In May 2015, Rockstar filed a lawsuit against the BBC for trademark infringement, stating that they had no involvement with the development of the film and had unsuccessfully tried to contact the BBC to resolve the matter.[30] It first aired on 15 September 2015 on BBC Two.[31]
In 2006, McFarland & Company published The Meaning and Culture of Grand Theft Auto (ISBN 978-0-7864-2822-9).[32] Compiled by Nate Garrelts, the 264-page book is a collection of essays regarding the Grand Theft Auto series, to help audiences better understand the games and to make a point about due diligence of game criticism. The book is divided into two parts: the first part discusses the controversies surrounding the series, while the second half takes a theoretical look at the games absent of the controversy.[33]

Common elements

Gameplay

Each game in this series allows players to take on the role of a criminal in the big city, typically an individual who plans to rise through the ranks of organised crime through the course of the game. The player is given various missions by kingpins and major idols in the city underworld which must be completed to progress through the storyline. Assassinations and other violent crimes are featured regularly. Occasionally taxi driving, firefighting, street racing, bus driving, or learning to fly helicopters and fixed-wing aircraft are also involved in the game.
In later titles, notably those released after Grand Theft Auto 2, the player is given a more developed storyline in which they are forced to overcome an unfortunate event (e.g., being betrayed and left for dead), which serves as motivation for the character to advance up the criminal ladder and ultimately leads to the triumph of the character by the end of the storyline.
The Grand Theft Auto series belongs to a genre of free-roaming role-playing video games called open world games, and grants a large amount of freedom to the player. Traditional action games are structured as a single track series of levels with linear gameplay, but in Grand Theft Auto the player can determine the missions that they want to undertake, and their relationship with various characters are changed based on these choices. Influenced by the earlier game Turbo Esprit,[34][35] the cities of the games can be roamed freely at any point in the game, and are examples of open world video game environments which offer accessible buildings with minor missions in addition to the main storyline. There are exceptions: missions follow a linear, overarching plot, and some city areas must be unlocked over the course of the game.
Grand Theft Auto III and subsequent games have more voice acting and radio stations, which simulate driving to music with disc jockeys, radio personalities, commercials, talk radio, pop music, and American culture.
The use of vehicles in an explorable urban environment provides a basic simulation of a working city, complete with pedestrians who generally obey traffic signals. Further details are used to flesh out an open-ended atmosphere that has been used in several other games, such as The Simpsons: Hit & Run, which has less emphasis on crime or violence, and Lego City Undercover, which reverses the roles of police officer and criminal, although the player goes undercover in gangs for a portion of the game.

Setting

The Grand Theft Auto series is set in a fictional version of the world, in a number of different time periods. The original Grand Theft Auto introduced three main cities: Liberty City, based upon New York City, Vice City, based upon Miami, and San Andreas, based upon mostly parts of California. In the first Grand Theft Auto game, San Andreas was based on San Francisco and parts of Las Vegas. Expansion packs later set the game in London.
The second entry in the franchise, Grand Theft Auto 2, set the game in the future in a locale named "Anywhere City".
Subsequent games in the series have re-imagined and expanded upon the original locales. Grand Theft Auto III is set in a different rendition of Liberty City only loosely based on New York City.[36] A revised Vice City and San Andreas are depicted in Vice City and San Andreas, respectively, the latter of which takes the form of an entire state, instead of a single city. The state of San Andreas is based on the states of California and Nevada, and consists of three major cities: Los Santos (Los Angeles), San Fierro (San Francisco), and Las Venturas (Las Vegas). Surrounding towns and areas of desert, water, woodland, and countryside lie between the three cities. The GTA III rendition of Liberty City is also briefly featured during one mission.
Liberty City Stories and Vice City Stories, originally released on the PlayStation Portable handheld console and later reissued for other consoles, are set in the previous depictions of their respective eponymous cities, but in different decades. The maps for the two cities remain the same, with some differences in terms of buildings and geography to reflect the different time periods.
Grand Theft Auto IV and its subsequent expansion packs The Lost and Damned and The Ballad of Gay Tony are set in a third revision of Liberty City, set in 2008, which is a closer analog to New York City and its boroughs than the GTA III version.[37] Grand Theft Auto: Chinatown Wars is also set in this version of Liberty City, although the Alderney portion of the map is not present.[38]
Grand Theft Auto V, released in 2013, is set in a revised depiction of San Andreas that features Los Santos (Los Angeles) to the south and the rural Blaine County to the north.[39] It includes revised landmarks such as the "Vinewood" sign (instead of Hollywood), Rockford Hills (instead of Beverly Hills), Del Perro Pier (instead of Santa Monica Pier), Los Santos International Airport (LSIA) (instead of LAX), Los Santos Golf Club (instead of Los Angeles Country Club.), and Galileo Observatory (instead of Griffith Observatory). The game also features the town of Ludendorff in the fictional state of North Yankton. Los Angeles was extensively researched for Grand Theft Auto V. The team organized field research trips with tour guides and architectural historians and captured around 250,000 photos and hours of video footage during these visits.[40] Since the release of the game, hundreds of in-game buildings have been identified as being based on real-world landmarks.[41] The New Yorker's Sam Sweet notes that, with sales of game reaching thirteen million copies, "there will be more people living in the imaginary state of Los Santos than in the real city on which it was modelled."[42]
In both Grand Theft Auto: San Andreas and Grand Theft Auto V, Los Santos and the state of San Andreas are depicted as being on an island an undetermined distance from the US mainland. In both games it is possible to circumnavigate the state by boat. Similarly, the versions of Liberty City and Alderney in Grand Theft Auto IV and expansion packs are also completely located on islands, as is Vice City. The GTA III rendition of Liberty City however, while mostly island, is connected to mainland on its Northwest corner (a region the player cannot navigate).[citation needed]
Only the expansion packs for the original Grand Theft Auto, London, 1969 and London, 1961, set in London, have featured a location outside the United States and used a real-life location.

Controversies

Former lawyer Jack Thompson has been involved in a number of attempts to get families of murder victims to hold the Grand Theft Auto series accountable for the death of their loved ones. Due to his conduct in this and related cases, Thompson was disbarred in 2008[43] and was fined more than $100,000 by the Florida Bar Association.[44]
On 20 October 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 Grand Theft Auto III) filed a US$246 million lawsuit against publishers Rockstar Games, Take-Two Interactive Software, retailer Wal-Mart, and PlayStation 2 manufacturer Sony Computer Entertainment America.[45][46] Rockstar and its parent company, Take-Two, filed for dismissal of the lawsuit, stating in U.S. District Court on 29 October 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, but failed in his attempt to move the lawsuit into a state court and under Tennessee's consumer protection act.[47] Two days later, the plaintiffs filed a Notice of Voluntary Dismissal, and the case was closed.
In February 2005, a lawsuit was brought upon the makers and distributors of the Grand Theft Auto series claiming the games caused a teenager to shoot and kill three members of the Alabama police force. The shooting took place in June 2003 when Devin Moore, 17 years old at the time, was taken in for questioning by police in Fayette, Alabama regarding a stolen vehicle. Moore then grabbed a pistol from one of the police officers and shot and killed him along with another officer and dispatcher before fleeing in a police car.[48][49] One of Moore's attorneys, Jack Thompson, claimed it was Grand Theft Auto's graphic nature—with his constant playing time—that caused Moore to commit the murders, and Moore's family agrees. Damages were being sought from branches of GameStop and Wal-Mart in Jasper, Alabama, the stores from which Grand Theft Auto III and Grand Theft Auto: Vice City, respectively, were purchased and also from the games' publisher Take-Two Interactive, and the PlayStation 2 manufacturer Sony Computer Entertainment. On 29 March 2006 the case was dismissed and permission to appeal was denied.[50]
In May 2005, Thompson appeared via satellite on the Glenn Beck program on CNN's Headline News. Thompson mentioned Devin Moore and said regarding Grand Theft Auto III and Grand Theft Auto: Vice City "There's no doubt in my mind [...] that but for Devin Moore's training on this cop killing simulator, he would not have been able to kill three cops in Fayette, Alabama who are now dead and in the ground. We are suing Take-Two, Sony, Wal-Mart, and GameStop for having trained Devin Moore to kill. He had no history of violence. No criminal record."[51]
In September 2006, Thompson brought another lawsuit, claiming that Cody Posey played the game obsessively before murdering his father Delbert Paul Posey, stepmother Tryone Schmid, and stepsister Marilea Schmid on a ranch in Albuquerque, New Mexico. The suit was filed on behalf of the victims' families.[52] During the criminal trial, Posey's defence team argued he was abused by his father, and tormented by his stepmother.[53] Posey was also taking Zoloft at the time of the killings.[54] The suit alleged that were it not for his obsessive playing of Grand Theft Auto: Vice City, the murders would not have taken place.[55] Named in the suit were Cody Posey, Rockstar Games, Take-Two Interactive, and Sony. The suit asked for US$600 million in damages.[56]
Several celebrities have sued Rockstar Games and/or Take-Two Interactive for violating their intellectual property or personality rights, including hip-hop artist Daz Dillinger,[57] Karen Gravano of Mob Wives,[58] and actress Lindsay Lohan.[59]
According to The Guinness World Records 2008 and 2009 Gamer's Edition, it is the most controversial video game series in history, with over 4,000 articles published about it, which include accusations of glamorising violence, corrupting gamers, and connection to real life crimes.[60]

Grand Theft Auto

The game was controversial from the very first incarnation of the series.[61] Grand Theft Auto was condemned in Britain, Germany, and France due to its "extreme violence",[62] and Brazil banned it outright.[62] Publicist Max Clifford planted sensational stories in tabloids in order to help sell the first game.[61][63][64]

Grand Theft Auto III: general violence and crime

The controversies flared up again with Grand Theft Auto III, since the 3D graphics made the violence more realistic, and players could pay the services of prostitutes to recover their health, and if they wished, killing them to get some of their money back.[64]
There is also criticism from the focus on illegal activities in comparison with traditional "heroic" roles that other games offer. The main character can commit a wide variety of crimes and violent acts while dealing with only temporary consequences, including the killing of policemen and military personnel.

Vice City: ethnic discrimination

The sixth game in the series, Grand Theft Auto: Vice City, also came under criticism. One mission in particular, in which the player must instigate a gang war between Haitian and Cuban gangs, has been controversial. Haitian and Cuban anti-defamation groups criticised the game.
Jean-Robert Lafortune of the Haitian American Grassroots Coalition is quoted as saying that "The game shouldn't be designed to destroy human life, it shouldn't be designed to destroy an ethnic group," for this and similar scenarios, including lines in the game's script such as "kill the Haitian dickheads" said by character "Diaz" during an altercation between the player and a Haitian gang. After the threat of a lawsuit by the Haitian-American Grassroots Coalition, Rockstar removed the word "Haitians" from this phrase in the game's subtitles.[65]

San Andreas: sex minigame

Main article: Hot Coffee mod
San Andreas was criticised initially due to its "gangster" elements, which include drugs, prostitution, and murder; but later due to the discovery of disabled interactive sex scenes, nicknamed Hot Coffee, which was a sexual minigame that was cut from the game, but remained in the game code, which was discovered in both the console and Windows versions of the game. Dubbed the "Hot Coffee mod", the minigame allowed players to have sex with their in-game girlfriends.
After the release of Grand Theft Auto: San Andreas, modders managed to find the unused code in the game and released unofficial patches for the Windows and Xbox (with a modchip) versions as well as a PlayStation 2 version through the use of an Action Replay code enabling the player to engage in these sexual mini-games (dubbed "Hot Coffee" in reference to a euphemism for sex used in the game). These mini-games were left partially intact in the game's code. This prompted application of an AO (Adults Only) ESRB rating to the version of the game containing the leftover code. Take-Two Interactive was forced to re-release the game in order to restore the M (Mature) rating. A class action lawsuit against Take-Two was also filed as a result of the "Hot Coffee" code.[66][67]

Grand Theft Auto IV: drunk driving

One of the controversies involved with this game was Mothers Against Drunk Driving's (MADD) criticism of the ability to drink and drive as a new feature. MADD had even requested ESRB to change the rating of the game from "M" for ages seventeen and up to "AO", for adults only, because they felt it was inappropriate for children, even at the age of seventeen, to experience drunk driving in such a manner.[68] In the final game, drunk driving is a playable event, but it is a crime that automatically generates a wanted rating and main playable character Niko Bellic loudly (and drunkenly) proclaims that it is a "bad idea" and that he "should know better".[69]
Notably, it is impossible to drive while drunk in the GTA IV expansions, The Lost and Damned and The Ballad of Gay Tony. These were released after the criticism. It is, however, possible to drive drunk again in the successor, Grand Theft Auto V.[70]

The Lost and Damned: full-frontal nudity

The Lost and Damned expansion pack was condemned by U.S. parents group Common Sense Media who issued a public warning against the pack's content due to a full-frontal nudity scene during one of the cutscenes. They claimed the game was "more controversial than its predecessors" because it featured "full frontal male nudity".[71]

Chinatown Wars: drug dealing minigame

There has been some controversy over a drug dealing minigame[72] along with comments that some Nintendo games are being aimed at children (despite the fact that the game was rated Mature). The drug dealing mini-game allows players to peddle six types of drugs around the city, but the profit the player makes depends on market conditions, which will be based on the area in which they deal, and the level of regular service this area receives from them.[73][74]

Grand Theft Auto V: torture and sexism

A man is strapped to an overturned chair with a cloth concealing his face. Player character Trevor stands over him with a canister, about to pour water on his face. A text prompt in the upper left-hand corner reads "Hold [left stick] to pour water."
The mission "By the Book" involves a sequence wherein players use torture techniques including waterboarding to interrogate a man.
A segment in the latest instalment caused controversy for scenes containing player initiated torture. The mission "By the Book" features graphic depictions of kneecapping, electrocution, dental extraction and waterboarding, and the player is required to perform the acts in order to progress in the game.[76][77][78]
UK-based charity Freedom from Torture publicly condemned the use of torture scenes in Grand Theft Auto V. The organization who work to rehabilitate survivors of torture, joined other human rights charities who were outraged at a torture scene in the game in which the players have to pull teeth and electrocute an unarmed man in order to extract information. The charity's CEO Keith Best stated: “Rockstar North has crossed a line by effectively forcing people to take on the role of a torturer and perform a series of unspeakable acts if they want to achieve success in the game."[76]
The game has also been accused of sexism. The Los Angeles Times considered the game's satirical portrayals of women uncreative, and added that violent and sexist themes hurt the game experience.[79] Edge noted that while "every female in the game exists solely to be sneered, leered or laughed at", it treated its all-male lead characters in a similar vein through their stereotyped tendencies towards violence.[80] Sam Houser, Rockstar Games co-founder, felt that the development team sometimes overlooked their portrayal of women in Grand Theft Auto games, but that the weight towards male characters "fit with the story we wanted to tell".[81]

Reception

Aggregate review scores
As of 5 February 2015.
Game GameRankings Metacritic
Grand Theft Auto (PC) 79%[83]
(PS1) 68%[84]
(GBC) 57%[85]
(GBA) 68[82]
London, 1969 (PC) 75%[86]
(PS1) 69%[87]
-
Grand Theft Auto 2 (PC) 72%[89]
(DC) 71%[90]
(PS1) 70%[91]
(GBC) 35%[92]
(PS1) 70[88]
Grand Theft Auto III (PS2) 95%[95]
(PC) 94%[96]
(PS2) 97[93]
(PC) 93[94]
Vice City (PS2) 94%[99]
(PC) 94%[100]
(PS2) 95[97]
(PC) 94[98]
San Andreas (PS2) 95%[104]
(Xbox) 92%[105]
(PC) 92%[106]
(PS2) 95[101]
(Xbox) 93[102]
(PC) 93[103]
Advance (GBA) 70%[108] (GBA) 68[107]
Liberty City Stories (PSP) 87%[111]
(PS2) 77%[112]
(PSP) 88[109]
(PS2) 78[110]
Vice City Stories (PSP) 85%[115]
(PS2) 76%[116]
(PSP) 86[113]
(PS2) 75[114]
Grand Theft Auto IV (PS3) 97%[120]
(X360) 97%[121]
(PC) 88%[122]
(PS3) 98[117]
(X360) 98[118]
(PC) 90[119]
The Lost and Damned (PC) 94%[125]
(PS3) 94%[126]
(X360) 90%[127]
(X360) 90[123]
(PS3) 88[124]
Chinatown Wars (NDS) 93%[130]
(PSP) 90%[131]
(NDS) 93[128]
(PSP) 90[129]
The Ballad of Gay Tony (PC) 90%[134]
(PS3) 90%[135]
(X360) 89%[136]
(X360) 89[132]
(PS3) 87[133]
Grand Theft Auto V (XONE) 98%[142]
(PS3) 97%[143]
(PS4) 96%[144]
(X360) 96%[145]
(PC) 95%[146]
(XONE) 97[137]
(PS3) 97[138]
(PS4) 97[139]
(X360) 97[140]
(PC) 96[141]
Ever since 2001, the Grand Theft Auto series has been a major success, both critically and financially. It has generated perfect or near perfect reviews and scores on almost all of the games; by September 2013, the series sold over 150 million copies worldwide,[147] and as of August 2015, Grand Theft Auto shipped over 220 million units worldwide.[6] The Times Online reported that Grand Theft Auto IV recorded 609,000 copies in the UK on its first day of release.[148] In its first week, Grand Theft Auto IV sold approximately 6 million copies worldwide and grossed over $500 million.[149]
In 2006, Grand Theft Auto was voted one of Britain's top 10 designs among Concorde, Red Telephone Boxes, Catseyes, The Underground, Mini, Tomb Raider and the World Wide Web.[150]
The series has broken several records, resulting in Guinness World Records awarding the series 10 world records in the Gamer's Edition 2008. These records include Most Guest Stars in a Video Game Series, Largest Voice Cast in a Video Game (Grand Theft Auto: San Andreas), Largest In-Game Soundtrack (Grand Theft Auto: San Andreas) as well as Most Successful Entertainment Launch of All Time (Grand Theft Auto V). Guinness World Records also ranked Grand Theft Auto in third place on their list of top 50 console games of all time based on initial impact and lasting legacy.[151] Grand Theft Auto: San Andreas is listed as the most successful game on the PlayStation 2 according to The Guinness World Records 2009 Gamer's Edition.
Grand Theft Auto III, San Andreas and Vice City currently lie at the 2nd, 5th and 6th highest rated PlayStation 2 games on Metacritic, respectively,[152] while Chinatown Wars is rated the best game on the Nintendo DS[153] and the second best on the PlayStation Portable,[154] and Grand Theft Auto IV is currently rated the second best game ever, with a score of 98, only trailing behind The Legend of Zelda: Ocarina of Time. Also, Vice City, Grand Theft Auto III, San Andreas and Grand Theft Auto IV lie at 11th, 24th, 27th and 93rd best PC games of all time, on Metacritic.[155] Along with this, The Lost and Damned and The Ballad of Gay Tony are currently placed 35th and 59th in the top Xbox 360 games.[156]