David Kushner - Jacked - The unauthorized behind-the-scenes story of Grand Theft Auto

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Jacked: The unauthorized behind-the-scenes story of Grand Theft Auto: краткое содержание, описание и аннотация

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Jacked is the story behind the most successful video game franchise in history. Over its numerous sequels and spinoffs, including the long awaited GTA IV, the game has sold over 50 million units and generated over a billion dollars in revenue. Grand Theft Auto lets players live out their fantasies. But few videogame fantasies match the real-life adventures of the GTA creators, Rockstar Games.From the back bedrooms of suburban London to the most powerful offices on Capitol Hill, this story takes the reader on a journey through the pioneering and exciting, yet controversial rise of Rockstar Games and the Grand Theft Auto franchise. Almost a decade ago brothers Sam and Dan Houser and their friend Terry Donvan invaded New York with a then-outrageous dream: to make video-games cool. They would elevate a medium built on Mario and Pokémon into something defiantly grown-up – games that would earn a place on shelves between Scarface and Licensed to Ill. Violent, sexually explicit and held responsible for the corrupting the youth of today, the GTA games are constantly the subject of intense media attention and will continue to make headlines when GTA V is launched in 2011.As well as the rock star lifestyles and unrivalled success, award-winning journalist and author, David Kushner also investigates the darker side of Rock Star Games – the financial irregularities, management shuffles and numerous court cases that have plagued company over the years to paint the most accurate and thrilling picture of the company behind one of the most influential cultural phenomena of the 21st century.

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The problem with reaching these players started with the hardware. Sony found that although children had no problem pretending their blobs of brown-and-peach pixels were Arnold Schwarzenegger, adults needed more realistic graphics to suspend disbelief and engage. The answer: CD-ROMs. Unlike the cartridges used by Nintendo, a CDROM could hold more content—including full-rendered video—and offer games that were more like what Harrison described as “sophisticated multimedia events.” Combining a high-end graphics machine with an entertainment console was sending a clear message to the industry: it was time for the medium to become more mainstream and grow up.

Sam couldn’t agree more. With the new BMG Interactive division pursuing game publishing, he desperately wanted in. Games were the future, he was sure, and he saw this as a medium through which a guy like him could finally leave his mark. The challenge was to change the meta-game, to bring the experience into a new era, just as the films and the music he loved had redefined their own industries.

Sam urged the BMG brass to give him a break. “I want a go at this,” he told them. “I want to get involved. I’m not involved, but there’s a lot of things I can bring to this situation.” Once again, his doggedness paid off. After graduating from college, he got transferred to the Interactive Publishing division. The game industry worked similar to the record industry. Just as labels put out CDs created by bands, publishers put out software created by developers. They oversaw the production of the game, doling out editorial direction while handling the business, marketing, and packaging. Developers dealt with the front-line creation of the games, from the art to programming.

Hits paid for flops, and if one out of ten games scored, that was enough. BMG’s early games (a backpacking title, a golf simulator), however, fell on the losing side. Yet Sam never gave up hope. Maybe he was crazy. Or maybe, somewhere out there, someone was making a game crazy enough for him.

Chapter 3 Race ’n’ Chase Chapter 3 - Race ‘n’ Chase Chapter 4 - Gouranga! Chapter 5 - Eating the Hamster Chapter 6 - Liberty City Chapter 7 - Gang Warfare Chapter 8 - Steal This Game Chapter 9 - Rockstar Loft Chapter 10 - The Worst Place in America Chapter 11 - State of Emergency Chapter 12 - Crime Pays Chapter 13 - Vice City Chapter 14 - Rampages Chapter 15 - Cashmere Games Chapter 16 - Grand Death Auto Chapter 17 - Boyz in the Hood Chapter 18 - Sex in San Andreas Chapter 19 - Unlock the Darkness Chapter 20 - Hot Coffee Chapter 21 - Adults Only Chapter 22 - Busted! Chapter 23 - Bullies Chapter 24 - Flowers for Jack Chapter 25 - New York City Epilogue - Outlaws to the End Acknowledgments Notes Index Copyright About the Publisher

It would be a grand theft Stealing the high score in another gangs territory - фото 5

It would be a grand theft. Stealing the high score in another gang’s territory. Dave Jones couldn’t help himself, though. He could see the Galaga machine flashing inside the fish-and-chips shop like a beacon. The tall black cabinet with the red-eyed, bug-shaped alien warlord on the front. The spiraling electronic theme song. He wanted to touch it. Slip his coin in the vaginal slot, and pound the buttons. Zap the invaders, get the high score, and put his initials at the top.

Yet this was not the part of Dundee, the industrial town north of Edinburgh, Scotland, where he lived. This was Douglas, one of the rougher neighborhoods in a city known for being rough. Once famous for its jute, marmalade, and the invention of Dennis the Menace, Dundee’s economy had tanked by this time in the early 1980s, taking its working-class residents down with it. Teenage gangs with names such as the Huns and the Shams prowled the street, looking for a fight like some Scottish version of The Warriors. Anything could set them off. The wrong look. The wrong football jersey. And especially a gawky, carrot-topped geek in glasses like Jones.

Still in grade school, Jones lived with his parents across town near his dad’s small newspaper shop. When he wasn’t fishing for salmon in the River Tay, he played Space Invaders at the greeting card store near his bus stop. Every day before and after school, he’d make sure to keep the top score.

As he passed through Douglas on an errand, he couldn’t resist having a go at the Galaga machine. His coin dropped inside with a satisfy-ingly metallic plunk. Jones positioned his right pointer finger over the smooth red convex plastic button. He gripped the stick. Hit Start. The onslaught of alien insects on screen began. In a flurry of taps, Jones obliterated the invaders and took the top score—entering his initials for all to see. Who was the real player now?

But the local toughs lurking outside had seen enough. Just as Jones stepped out the door, the gang surrounded him. Who comes here and sets the high score on our turf? Jones ran down the gray cobblestone streets, past the old ladies with their bloated plastic shopping bags, past crusty men smoking unfiltered cigarettes under the overcast sky. The gang tackled him to the ground. As the blows came, he could do nothing but wait for the punches to end. Wait and hope that he would be alive long enough to limp back to the safety of his neighborhood and his own machines.

AS JONES AND HIS OWN GANG of Scottish geeks knew, something electric was coursing over the cobblestone streets of Dundee. A computer revolution had begun. It started at the big brown Timex plant in town, which was churning out the UK’s first popular wave of home computers, the Sinclair ZX81 and the Sinclair ZX Spectrum.

The Spectrum, with its jet-black keyboard and rainbow streak on the side, looked like a control panel to another world. All you needed to know was the code, and you were in. Word had it that Spectrums were “accidentally” falling off delivery trucks—and winding up in the hands of aspiring hackers.

Jones’s high school was among the first in the United Kingdom to offer computer studies, a course that he immediately took. Gifted at math, he taught himself to program and build his own rudimentary machines. On graduation, he scored a job at the Timex plant as an apprentice engineer, but what he really wanted to do was make games. A homebrew computer game scene was percolating from San Francisco to Sweden. Gamers made and distributed their own titles on Apple II and Commodore 64 machines. Jones joined a ragtag gang of computer coders called the Kingsway Amateur Computer Club, who met at the local technical college.

With cuts facing Timex, the company offered Jones £3,000 in voluntary redundancy pay—which he happily blew, in part, on a state-of-theart Amiga 1000 computer (much to the envy of his pals). Though Jones had begun to study software engineering at the local university, his professors and family thought he was nuts. “This is never going to take off,” they told him. “You’re never going to sell enough games to make a living.”

Yet Jones believed in his dreams. With his grades plummeting, he spent late nights in his bedroom at his parents’ house, hatching his plan. While the homebrew scene was dominated by fantasy and sci-fi games, Jones wanted to bring the fast action of arcade hits such as Galaga to home machines. His first game, a kill-the-devil shooter called Menace , was released in 1988 and sold an impressive fifteen thousand copies, earning critical acclaim and £20,000—enough for this car fanatic to buy a 16-valve Vauxhall Astra.

To capitalize on the buzz, he left school and started his own game company, DMA Design, a reference to a computer term, Direct Memory Access. Jones hired friends from the computer club and moved the team into a two-room office on the second floor of a narrow red-and-green building, just above a baby accessories shop called Gooseberry Bush. Pasty-faced with polygonal hair, they looked like extras from a Big Country video. By day, they’d code; by night, hit up the local pubs or compete in games at their office. It was Animal House for nerds. They trashed the office so much that Jones’s wife insisted on coming over to clean the toilet.

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