Grand Theft Auto III

Short description: 2001 video game

Grand Theft Auto III

North American cover art

Developer(s)| DMA Design[lower-alpha 1]
Publisher(s)| Rockstar Games
Producer(s)| Leslie Benzies
Programmer(s)|

* Obbe Vermeij
* Adam Fowler

Artist(s)| Aaron Garbut
Writer(s)|

* James Worrall
* Paul Kurowski
* Dan Houser

Composer(s)|

* Craig Conner
* Stuart Ross

Series| Grand Theft Auto
Engine| RenderWare
Platform(s)|

PlayStation 2

* Windows
* Xbox
* Mac OS X
* Android
* iOS
* Fire OS

Release|

23 October 2001

* PlayStation 2
*     * NA: 23 October 2001
* PAL: 26 October 2001

* Windows
*     * NA: 21 May 2002
* PAL: 24 May 2002

* Xbox
*     * NA: 4 November 2003
* PAL: 2 January 2004

* Mac OS X
*     * WW: 12 November 2010

* Android, iOS
*     * WW: 15 December 2011

* Fire OS
*     * WW: 15 May 2014

Genre(s)| Action-adventure
Mode(s)| Single-player

Grand Theft Auto III is a 2001 action-adventure game developed by DMA Design and published by Rockstar Games. It was the first 3D game in the Grand Theft Auto series. Set in Liberty City, loosely based on New York City, the story follows Claude, a silent protagonist who becomes entangled in a world of crime, drugs, gang warfare and corruption. The game is played from a third-person perspective and its world is navigated on foot or by vehicle. Its open world design lets players freely roam Liberty City.

Development was shared between DMA Design, based in Edinburgh, and Rockstar, based in New York City. Development involved transforming popular Grand Theft Auto elements into a fully 3D world for the first time. The game was delayed following the 11 September attacks to allow the team to change references and gameplay deemed inappropriate. Grand Theft Auto III was released in October 2001 for the PlayStation 2, in May 2002 for Windows, and in November 2003 for the Xbox. Mobile ports were released for the tenth anniversary in 2011, followed by a remastered version for the twentieth in 2021.

Grand Theft Auto III received acclaim for its concept, gameplay, sound design, and visual fidelity, but generated controversies for its violent and sexual content. It received year-end accolades from several gaming publications, and it is considered a landmark game in the open world concept, one of the most significant games of the sixth generation of consoles, and among the best video games ever made. It was the best-selling video game of 2001 and among the best-selling PlayStation 2 games with over 11.6 million copies sold; it has sold over 14.5 million copies overall. The game was followed by Software:Grand Theft Auto: Vice City (2002) and two prequels, Advance (2004) and Liberty City Stories (2005).

## Contents

* 1 Gameplay
* 2 Plot
* 3 Development
* 3.1 Design
* 3.2 Story and characters
* 3.3 Sound and radio design
* 3.4 Cuts and changes
* 4 Reception
* 4.1 Critical response
* 4.1.1 Windows version
* 4.1.2 Mobile version
* 4.2 Accolades
* 5 Sales
* 6 Controversies
* 7 Legacy
* 7.1 Ports
* 8 Notes
* 9 References
* 10 Literature
* 11 External links

## Gameplay

Players can freely roam the game's world and use weapons to accomplish tasks.[4]

Grand Theft Auto III is an action-adventure game played from a third-person perspective. Players complete missions—linear scenarios with set objectives—to progress through the story.[5] It is possible to have several missions available to select from at a time, as some missions require players to wait for further instructions or events.[6] Outside of missions, players can freely roam the open world and complete optional side missions. They begin in the borough of Portland, and as they progress through the storyline, they unlock Staunton Island and Shoreside Vale.[4]

Players may run, jump or use vehicles to navigate the game world.[7] In combat, auto-aim can be used as assistance against enemies.[8] Should players take damage, they can regenerate their health meter with health pick-ups. Body armour can be used to absorb gunshots and explosive damage, but is depleted in the process.[9] When health is completely depleted, gameplay stops and players respawn at the nearest hospital, at the expense of losing armour, weapons, and an amount of money.[10]

If players commit crimes while playing, the game's law enforcement agencies may respond as indicated by a "wanted" meter in the head-up display (HUD). On the meter, the displayed stars indicate the current wanted level;[11] for example, at the maximum six-star level, efforts by law enforcement to incapacitate players become very aggressive.[12] Law enforcement officers will search for players who leave the wanted vicinity. The wanted meter enters a cooldown mode and eventually recedes when players are hidden from the officers' line of sight.[11]

Players control the mute criminal Claude.[13] Throughout the story, Claude meets various characters from the criminal underworld. As players complete missions for different gangs and criminal organisations, fellow gang members will often defend players, while rival gang members will recognise players and subsequently shoot on sight.[14] While free roaming the game world, players may engage in activities such as a vigilante minigame, a firefighting activity, a paramedic service and a taxi service.[11][15] Completion of these activities grants context-specific rewards to the player; for example, completing the vigilante mission allows players to bribe police after committing a crime, reducing the wanted level by one star per bribe.[16]

Combat in Grand Theft Auto III was reworked to allow players to perform drive-by shootings by viewing sideways in a car.[4]

Players can use melee attacks, firearms and explosives to fight enemies. The firearms include weapons such as the Micro Uzi, an M16 rifle and a flamethrower.[4] The game's three-dimensional environment allows a first-person view while aiming with the sniper rifle, rocket launcher and the M16 rifle. In addition, the game's combat was reworked to allow players to commit drive-by shootings by facing sideways in a vehicle.[5] The game gives players a wide variety of weapon options—they can be purchased from local firearms dealers, found on the ground, retrieved from dead enemies, or found scattered around the city.[9]

## Plot

Small-time criminal Claude is betrayed and shot by his girlfriend Catalina (voiced by Cynthia Farrell) during a bank heist outside Liberty City. Claude is arrested but escapes during his transfer to prison when members of the Colombian Cartel ambush his transport to abduct another prisoner. During his escape, Claude befriends explosives expert and fellow convict 8-Ball (Guru), who shelters Claude and introduces him to the Leone Mafia family for work.

Claude assists the Mafia with various operations, including winning a gang war against a local group of Triads, earning him the respect of Don Salvatore Leone (Frank Vincent). After learning the Cartel are creating and selling a new street drug called SPANK to fund their expansion into Liberty City, Salvatore orders Claude to destroy their floating drug lab. Claude accomplishes this with 8-Ball's help.

Salvatore later instructs Claude to deal with a minor problem, but his trophy wife Maria (Debi Mazar), who has taken a liking to Claude, reveals it to be a set-up. Maria claims she told Salvatore that she was having an affair with Claude to make him jealous, and now Salvatore wants to kill him. Claude escapes to Staunton Island with Maria and her friend Asuka Kasen (Lianna Pai), the co-leader of the yakuza. After killing Salvatore to cut ties with the Mafia, Claude begins working for the yakuza. During this time, he also provides assistance to corrupt police inspector Ray Machowski (Robert Loggia), whom he eventually helps flee the city, and influential businessman Donald Love (Kyle MacLachlan).

Donald hires Claude to kill Asuka's brother Kenji (Les J.N. Mau) under the guise of a Cartel attack to start a gang war to allow Donald to obtain construction sites for his businesses. After the job's success, Claude carries out another task for Donald that leads him to encounter Catalina, now the leader of the Cartel, at a construction site. However, Catalina escapes after betraying and shooting her partner, Miguel (Al Espinosa). Asuka suspects the Cartel for Kenji's death and seizes the construction site. The yakuza capture the wounded Miguel and torture him for information on Cartel operations in the city, allowing Claude to strike against them and hinder the Cartel.

Enraged, Catalina murders both Asuka and Miguel and kidnaps Maria, demanding $500,000 for her release. Claude meets with Catalina to pay the ransom, but she deceives him again and traps him. Claude escapes, rescues Maria, and destroys the helicopter Catalina attempts to flee in, killing her. As Claude and Maria leave the scene, Maria begins to complain about the kidnapping, but is silenced by a gunshot.[lower-alpha 2]

## Development

Leslie Benzies (left) produced the game alongside Dan Houser (centre), who also co-wrote the story.[4][17] Sam Houser (right), president of Rockstar Games, executive-produced the game.[18]

The core development team of Grand Theft Auto III consisted of about 23 people at DMA Design in Edinburgh, who worked closely with publisher Rockstar Games in New York City.[4] The original tech demo was created on Sega's Dreamcast around the end of Grand Theft Auto 2's development in 1999.[19] Rockstar had been pressuring its teams to create a 3D open world, and the DMA group behind Space Station Silicon Valley (1998) began working on a project separate from the Grand Theft Auto 2 team. Alan Jack, a DMA support engineer, described it as combining Body Harvest's (1998) exploration with Space Station Silicon Valley's city level.[20]

The team decided against using the Grand Theft Auto branding to avoid conflict with the Grand Theft Auto 2 team and began developing their game as a Godzilla project. After Take-Two Interactive acquired DMA from Infogrames in September 1999, the Space Station Silicon Valley and Grand Theft Auto 2 teams were combined. The combined team initially began developing Grand Theft Auto III for the Dreamcast but shifted to the PlayStation 2 after four months. Technical director Obbe Vermeij said the shift was not due to hardware constraints, but because it became clear the Dreamcast was not commercially viable. He described the decision as disappointing, noting the DMA Design staff were big fans of Phantasy Star Online (2000).[20]

During the Dreamcast phase, DMA Design developed city blocks with brownstones, docks, and retail areas, alongside vehicles and pedestrians.[20] By early 2001, the team had designed the city, cars and some weapons.[21] Producer Leslie Benzies described Grand Theft Auto III as a "crime simulation game".[4] Rockstar offered Grand Theft Auto III to Microsoft Game Studios as an Xbox exclusive, but Microsoft declined due to its adult nature and the poor sales of its predecessors.[22][23] The game was released for the PlayStation 2 on 23 October 2001 in North America.[24][25][26] The team delayed the Windows version until after the PlayStation 2 release to ensure it was a high quality port, citing issues with the simultaneous platform release of previous Grand Theft Auto games.[27] Zoo Corporation published the English version of the game in Japan for Windows on 28 June 2002; after the publishing deal expired,[28] Capcom published a Japanese-language version for the PlayStation 2 and Windows on 25 September 2003.[29][30]

### Design

Grand Theft Auto III is the first 3D game in the series,[31] using Criterion Games's game engine, RenderWare.[32] Executive producer Sam Houser had always wanted the series to move to 3D,[19] and DMA Design had experimented with 3D worlds in games like Body Harvest and Space Station Silicon Valley.[33] With the release of the PlayStation 2 in 2000, the team believed a large 3D world was finally possible.[33] Art director Aaron Garbut felt that other video games at the time "were a thing you played", whereas he wanted Grand Theft Auto III to be "a place you lived in".[34] A planned online multiplayer mode was dropped due to time and resource limitations.[35]

Grand Theft Auto III is the first game in the series to use a third-person perspective view, positioning the camera closer to the player character.[31]

When designing the game, the development team expanded upon concepts introduced in the previous Grand Theft Auto games. Benzies said the intent was to recreate the "freedom and diversity" of the previous games in a "living, breathing 3D world", using the power of the PlayStation 2.[4] The console's support for DVDs, an upgrade from the PlayStation's compact disc format, gave the developers more storage space for animations, music and environments.[36] Despite this, the team felt constrained by the PlayStation 2's 32 megabytes of RAM, due to the scale of the game. Its size also created difficulties for the testers, due to the variety of scenarios they needed to validate.[6] Benzies believed that creating a living city was the "underlying principle" of the game's concept during development.[4] Sam Houser felt that the game's 3D element allowed the "chemistry of the team [to come] together perfectly for the first time".[18]

The developers encountered difficulty with integrating all facets of the game into a fully 3D world, such as the sounds and radio stations, as well as designing and voicing the large number of non-player characters present in the open world.[17] Producer Dan Houser said there were about 8,000 lines of recorded dialogue,[17] while audio programmer Raymond Usher estimated about 18,000.[37] The developers had the basic technical elements of the game working together by mid-2000, with a prototype of the carjacking mechanic and a stable streaming model.[38] Streaming was initially intended only for loading music and the map geometry, but its scope expanded to include other elements when the team realised there was more game data to process.[6]

For the design of the game world, the developers initially created a "hybrid city", which Dan Houser described as "a post industrial Midwest slash east coast generic" city.[39] Once the team began developing the game within this world, they realised that basing the design on a real location meant "you have a lot of things you can say about it".[39] As a result, they redesigned Liberty City, which had been previously featured in the first Grand Theft Auto (1997), to be loosely based on New York City.[39] DMA Design worked with a team at Rockstar in New York for cultural references; the Rockstar team regularly worked long hours for entire weeks to ensure the references, such as in-game car manufacturers, were appropriate to the city.[33]

The city is broken into three islands: an industrial section representing Brooklyn and Queens, a commercial centre resembling Manhattan, and suburbs similar to New Jersey.[40] The islands unlock as the story progresses; the team wanted players to "start out feeling poor and work to being richer".[41] Dan Houser described Liberty City as a "hybrid of a generic American city", including Chicago, Pittsburgh, Detroit, New York, and Philadelphia.[41] He felt the parallel realism of the world allowed the team to make more social commentary.[35] Sam Houser cited films and shows like Heat (1995) and The Sopranos (1999–2007) as inspiration for the setting and wanted to emulate them in the game.[42] He also cited the influence of the Legend of Zelda franchise, the video game Super Mario 64 (1996), and the film Goodfellas (1990), describing Grand Theft Auto III as "a cross between a gangster movie and an RPG".[43][44]

### Story and characters

The team developed the story and game design simultaneously. Dan Houser said, "we use the story to expose the mechanics, and we use the mechanics to tell the story".[21] However, he found it difficult to create the narrative, as the game is focused on giving players freedom of choice. He wanted the story to be more nuanced and interesting than the generic "rise and fall and rise again of a superhero bad guy".[41] The game's script was focused on mission objectives, attempting to implement high amounts of interactivity.[38] Dan Houser felt that each mission was "its own short story" and part of an "overarching story".[21] He and co-writer James Worrall drew influence from films like The Warriors, Taxi Driver, Scarface, and Payback,[45] and the depiction of mafiosos featured in Martin Scorsese's films.[38] When writing the story, Dan Houser and Worrall regularly met with the designers, filling a room with post-it notes to construct the plot to shape the game.[38]

Many of the game characters were animated using motion capture, which was filmed at a rented studio at the Brooklyn Navy Yard,[42] though this was limited by technical constraints. The character movement was also treated as being cinematic, though limited polygons heavily inhibited this.[46] Animating non-player characters entering and driving cars proved to be difficult for the team, due to the variety of vehicle designs. "It involved chaining together dozens of different animations and altering key frames in code", recalled software engineer Alan Campbell.[35] The team used varying camera angles when animating the game's cutscenes to evoke different emotions.[47] For the voice acting, the team wanted "natural, subtle performances", which proved difficult as many of the actors "had in their head the idea that because video games are animated, their performances needed to be animated", according to motion capture director Navid Khonsari.[46]

Claude is unnamed in the game,[48] and his name is not officially revealed until his appearance in Software:Grand Theft Auto: San Andreas (2004). He is a silent protagonist, never speaking throughout his appearances in the series. The team made the decision primarily because it "did not seem like a major issue" compared to other challenges they faced during development, and also partly to help players identify with the character and make him whoever they wanted him to be.[13] The developers did not have "any one single inspiration" for Claude; they liked the idea of a "strong, silent killer, who would be juxtaposed with all of these neurotic and verbose mobsters".[13]

### Sound and radio design

Grand Theft Auto III features about three and a half hours of in-game radio material. The team sought a broad diversity of music to give players the ability to hop between stations like in real life, reflecting the gangster movie culture invoked by the game. The team used the talk radio stations to add character to the city and provide a "unique take on American life";[49] Sam Houser described it as "a very iconoclastic look at America".[43] The team cast real DJs for the in-game stations and wrote unusual dialogue for them, seeking the effect of "high production values and absurd content". Music director Craig Conner assembled the assets of the radio station—music, advertisements, DJ dialogue, and station imaging.[49]

Chatterbox FM, one of the game's radio stations, is entirely talk radio hosted by Lazlow Jones, who met Rockstar's managing director Terry Donovan in 2001 as they were both preparing to travel to Los Angeles for E3. Donovan invited Jones to Rockstar's offices in Manhattan, where he met the development team, including Dan and Sam Houser and producer Jamie King, and they invited him to work on the game. The writing sessions took place at Dan Houser's apartment, and the entire process, including editing and recording, took around four to five months. With the station's guests and callers, the writers wanted to satirise American lifestyles, and they focused on creating fictional stories rather than basing them on news stories of the time that would quickly become outdated. Jones found the conversations to be natural, having worked in radio for several years. The roles of the guests were portrayed by Jones's friends and neighbours, including his father, and were recorded in New York.[50]

### Cuts and changes

Changes to the game after the 11 September attacks included the police cars' colour schemes to avoid resembling the NYPD (left),[51] and the game's original cover art (right),[52] which was still used for its European release.[53]

> [We] felt that a full content review of all our titles and the marketing materials we use to represent them was absolutely necessary for us ... we have come across certain small contextual references that we were no longer comfortable with, as well as a couple of very rare gameplay instances that no longer felt appropriate to us.

— Terry Donovan, Rockstar managing director[54]

Several modifications were made to the game prior to its release, many of which were attributed to the 11 September attacks in New York City and around Washington, D.C. On 19 September 2001, Rockstar delayed the game's release by three weeks, citing the attacks as an influencing factor:[54] Paul Eibeler, then president of Take-Two Interactive, said "Everyone had someone who had an uncle or brother" was impacted by the attack.[55]

One of the changes made after the attacks was the colour scheme of the police cars. Originally blue with white stripes, resembling the livery of the New York City Police Department, it was changed to a black-and-white design common among several police departments in the United States. Other changes included altering the flight path of a plane to avoid appearing to fly into or behind a skyscraper and removing a mission referencing terrorists, as well as some changes to pedestrian dialogue and talk radio.[51] Another cut to the game was the character of Darkel, a revolutionary urchin who vowed to bring down the city's economy. When references to Darkel were found in the game's code, speculation arose that he was related to 9/11, but Dan Houser explained the character had been cut "months before [release]".[51] There were reports and previews stating the game featured schoolchildren as pedestrians prior to release,[56] although Rockstar dismissed such rumours as "nonsense".[52]

Rockstar stated the game was "about 1% different" after 9/11, and the biggest change was the cover art. They felt the game's original cover, which was still used for its release in Europe, was "too raw" after 9/11, and it was changed to what became the "signature style" of the series.[52] Sam Houser said the cover was designed in an evening and was instantly preferred over the original cover.[53] The cover was inspired by the movie posters for 1960s films, such as The Thomas Crown Affair (1968).[52]

## Reception

### Critical response

PlayStation 2 version reception

| Aggregate score

Aggregator| Score
Metacritic| 97/100[57]
Review scores
Publication| Score
1Up.com| A+[58]
AllGame| 5/5[11]
Edge| 8/10[59]
Eurogamer| 10/10[60]
Game Informer| 9.5/10[62]
GamePro| 5/5[61]
GameRevolution| A[10]
GameSpot| 9.6/10[63]
GameSpy| 94/100[64]
IGN| 9.6/10[5]

Grand Theft Auto III was released to critical acclaim. Metacritic calculated an average score of 97 out of 100, indicating "universal acclaim", based on 56 reviews. It is tied with Tony Hawk's Pro Skater 3 as the highest-rated PlayStation 2 game on the site and tied with a number of others as the sixth-highest-rated game overall.[65] Reviewers liked the game's sound,[5][60][63] gameplay,[58][60][66] and open world design,[5][10][62] though some criticism was directed at the controls.[11][61][64] Tom Bramwell of Eurogamer called Grand Theft Auto III "a luscious, sprawling epic",[60] and Official PlayStation Magazine named it "the most innovative, outlandish, brilliant video game".[67] GameSpot's Jeff Gerstmann described the game as "an incredible experience that shouldn't be missed by anyone";[63] IGN's Doug Perry named it "one of the best titles of the year, on PlayStation 2, or on any system".[5]

Many reviewers found the 3D graphics a welcome change from the 2D of the previous games.[5][66] GameSpot's Gerstmann particularly praised the character and vehicle models, and the overall texture quality of the city.[63] GameSpy's Andrei Alupului found the graphics "really rather impressive", describing the car models as "greatly improved" over those in Midnight Club.[64] Eurogamer's Bramwell considered the graphics "generally pleasant to look at", but considered it inferior to games like Gran Turismo 3 and Ico.[60] Justin Leeper of Game Informer described the game world as "stunning in scope and detail",[62] and Perry of IGN found it to be "on a scale that's truly epic".[5] Game Revolution's Ben Silverman called the city a "technological marvel ... that captures the essence of gritty city life in amazing detail".[10]

IGN's Perry considered the game's sound "unbelievably and meticulously delivered", particularly praising the soundtrack, voice acting and sound design, stating it was "really approached as if it were done for a movie".[5] Eurogamer's Bramwell echoed those sentiments, describing the city sounds as "perfect" and the soundtrack as "monstrous".[60] The sound was described as "terrific" by GameSpot's Gerstmann and Game Revolution's Silverman,[10][63] and 1UP.com appreciated the subtlety of the in-game radio stations.[58] AllGame's Scott Alan Marriott named the music "the true star" of the game.[11]

Reviewers considered the style of the game's missions to be a welcoming departure from those in previous games.[60][63] 1UP.com described the missions as "wonderfully creative",[58] while GamesMaster appreciated the diversity.[66] IGN's Perry similarly appreciated the variety and scale of the missions, and praised the amount of available side missions.[5] GameSpy's Alupului described the game's story as "well-paced" and "coherent", featuring plot elements akin to a mob film.[64] GameSpot's Gerstmann found the missions entertaining and challenging, but noted exploring the game world also offers "a great deal of fun" to players.[63]

Reactions to the game's controls were mixed. Alupului of GameSpy found the game "controls beautifully", both while driving and on-foot.[64] Game Revolution's Silverman identified the control issues as the game's only flaw, although he praised the responsiveness of the driving mechanics.[10] Matt Helgeson of Game Informer similarly described the driving as "great", but noted "clunky" combat.[62] GamePro's Four-Eyed Dragon found the cars simple to manoeuvre.[61] Edge described the game's combat as "an awkward system that stymies play".[59] 1UP.com noted particular flaws in the targeting system, explaining it "often focuses on the wrong guy".[58]

#### Windows version

Windows version reception

| Aggregate score

Aggregator| Score
Metacritic| 93/100[68]
Review scores
Publication| Score
Game Informer| 9.5/10[69]
GameSpot| 9.3/10[70]
GameSpy| 94/100[71]
IGN| 9.4/10[72]
PC Gamer (US)| 92%[73]
X-Play| 4/5[74]

When Grand Theft Auto III was released for Windows in May 2002, it received similar acclaim. Metacritic calculated an average score of 93 out of 100, indicating "universal acclaim", based on 20 reviews;[68] it is the highest-rated 2002 Windows game on Metacritic.[75] Reviewers liked the visual enhancements[70][71][72] and control improvements,[69][73][74] but criticised the port for its demanding system requirements.[70][72][74]

The in-game features and controls in the port were generally well received. IGN's Tal Blevins praised the higher precision of the mouse controls, finding the aiming mechanic more precise.[72] GameSpot's Erik Wolpaw also commended the mouse controls, but disapproved the replay system, particularly due to the lack of options with timing and camera controls.[70] Extended Play's Andrew Bub appreciated the addition of a custom radio station, as well as the availability of custom skins.[74] Daniel Morris of PC Gamer praised the gameplay tweaks provided by the port but criticised the lack of major additional features, such as an overhead map of the in-game city.[73]

The port's visuals received a positive response from reviewers. GameSpot's Wolpaw praised the port's reworked textures but criticised the frequent popup and the advanced system requirements.[70] IGN's Blevins similarly criticised the necessity of an advanced system for stable play, but ultimately felt the port looks "a bit nicer" than the original game.[72] GameSpy's Sal Accardo felt the port "looks much sharper" than the PlayStation 2 version, though noted some "choppy" animations.[71] Extended Play's Bub mentioned the advanced settings resulted in slowdown and crashes.[74] Game Informer's Matt Helgeson noticed little difference between the visuals of the original and the port.[69]

#### Mobile version

Mobile version reception

| Aggregate score

Aggregator| Score
Metacritic| 80/100[76]
Review scores
Publication| Score
Destructoid| 7/10[3]
Eurogamer| 5/10[77]
GameSpot| 7/10[78]
IGN| 7.5/10[79]
Pocket Gamer| 9/10[80]

When Grand Theft Auto III was released to mobile devices in December 2011, it received generally positive reviews. Metacritic calculated an average score of 80 out of 100, based on 26 reviews.[76] Reviewers liked the enhanced visuals,[3][79] but criticism was directed at the touchscreen controls.[77][78]

IGN's Peter Eykemans commended the port's smoother textures, especially condensed on a mobile screen,[79] while Destructoid's James Stephanie Sterling noted improvements in the character and vehicle models.[3] Mark Walton of GameSpot wrote the game runs well on high-end devices like the Motorola Xoom and Samsung Galaxy S II, but noticed significant frame rate and texture issues on the Xperia Play.[78] Pocket Gamer's Mark Brown identified the game's short draw distance leading to sudden popup, although still found the models and textures "have been given a tune-up" in the port.[80]

The touchscreen controls received a mixed response. Eurogamer's Dan Whitehead appreciated the driving mechanics, but felt moving on-foot is "a flaky way of navigating" the world, and criticised the "clumsy" shooting mechanics as most of the guns cannot be manually targeted.[77] IGN's Eykemans felt the controls "make half the experience frustrating",[79] and Destructoid's Sterling described them as "by far the biggest barrier toward enjoying" the port.[3] Brown of Pocket Gamer found the touchscreen "hasn't hindered [the game] too drastically", commending simple movement and "effortless" driving mechanics.[80] Some critics identified better controls upon the use of external gamepads, but felt they hinder the game's portability.[78][81]

### Accolades

Grand Theft Auto III received multiple nominations and awards from gaming publications. It was awarded Game of the Year at the 2nd Game Developers Choice Awards,[82] and from GameSpot[83] and GameSpy.[84] It was named the Best PlayStation 2 Game by Game Revolution,[85] GameSpot,[86] GameSpy,[87] and IGN.[88] It also won Best Action Game from Game Revolution,[85] GameSpot,[89] and IGN;[90] Most Innovative from GameSpot;[91] and Excellence in Game Design at the Game Developers Choice Awards.[82] GameSpy also awarded the game Most Offensive,[92] Best Use of Radio,[93] and tied for Best Artificial Intelligence.[94] It won the Global Award at the 7th CESA Game Awards in 2003[95] and an Award for Excellence at the 8th CESA Game Awards in 2004.[96] At the 5th Annual Interactive Achievement Awards, Grand Theft Auto III won Outstanding Achievement in Game Design and Outstanding Achievement in Game Play Engineering,[97] and was nominated for Console Action/Adventure Game of the Year.[98] The following year at the 6th Annual Interactive Achievement Awards, the Windows version won Computer Action/Adventure Game of the Year[99] and was nominated for Outstanding Innovation in Computer Gaming.[100]

## Sales

In the United States, Grand Theft Auto III was the highest-selling game of 2001, selling over 1.4 million units by December[101] and two million by February 2002.[102] Take-Two stock significantly increased,[103] and the game was included in PlayStation's Greatest Hits selection.[35] Within a year, the game had sold six million copies and generated over US$250 million in revenue;[104] by January 2003, it had sold seven million and generated over US$350 million.[105] It was the second-best-selling game of 2002, behind only its sequel, Software:Grand Theft Auto: Vice City.[106] In the United States, the game had sold 5.35 million units by June 2004,[107] and 6.55 million units by December 2007.[108] The Windows version accounted for 420,000 sales and $16.9 million in earnings by August 2006 in the United States, where it was the 34th-best-selling computer game in the preceding 6.5 years.[109]

European sales of Grand Theft Auto III rivalled its American figures by December 2001.[101] It was the first game to receive a "Diamond" award in the United Kingdom, indicating over one million sales.[35][110] In Italy, the game sold 75,000 copies in its first three months, more than fivefold its distributor's expectations.[111] In Japan, it sold around 75,000 copies in its first day,[112] 120,000 in its first week,[113] roughly 300,000 by December 2003,[114] and more than 350,000 by January 2008.[113] Grand Theft Auto: Double Pack—a bundle containing Grand Theft Auto III and Vice City—became one of the best-selling Xbox games with over 1.59 million copies sold in the United States[108] and over 1.25 million in Japan.[115] The game became one of the best-selling PlayStation 2 games with 11.6 million copies sold,[116] and sold 14.5 million units overall by March 2008.[117]

## Controversies

Grand Theft Auto III generated several controversies. GameSpy awarded it "Most Offensive Game of the Year"; calling it "absolutely reprehensible", they wrote the game rewards players for "causing mayhem" and "killing innocent people by the dozen", questioning its appropriateness.[92] The notoriety led American retailer Wal-Mart to check identification of purchasers who appeared under the age of 17 when purchasing mature games.[118] Shira Chess identified the lack of consequence to player violence due to the ability to respawn upon death or incarceration, and found it denies the "reality of mortality and simultaneously [forces] it on players".[119] Benzies claimed the violence was intended as comedic and the game is "not meant to be taken seriously",[4] and Dan Houser said the team was conscious of the offence the game would attract, but "never marketed it in a way that exploited that".[17]

The game allows players to participate in sexual activities with prostitutes and murder them to reclaim the payment, which was met with widespread controversy.[120] The game also received some backlash for its depiction of crime and allowing violence against police officers. Psychologist David Walsh of the National Institute on Media and the Family said the game "glamorizes antisocial and criminal activity",[121] and "the purpose of the game is to perpetrate crime".[122] In response, Kotaku writer Owen Good wrote the game does not reward players for "proficiency at crime, no matter how much it is accused of doing so".[122] Joanna Weiss of The Boston Globe noted the "adrenaline" players feel when committing crimes in the game, excusing its violence due to its mature classification.[123] In January 2002, the National Organization for Women called for Rockstar and Take-Two to withdraw the game from sale as it "encourages violence and the degradation of women".[124] Matt Richtel of The New York Times wrote the activities within the game "crossed the line into bad taste".[125]

Grand Theft Auto III was initially released in Australia with an MA15+ classification, but the Office of Film and Literature Classification (OFLC) later banned it after re-reviewing, citing its sexual content and violence against prostitutes.[126][127] After Take-Two appealed, the OFLC reaffirmed its ban on 11 December 2001, having reanalysed the game alongside a forensic psychologist. Take-Two recalled the game in Australia and Rockstar made appropriate changes; a modified version was released with an MA15+ classification in January 2002, removing instances of sexual acts with prostitutes.[127] The game was re-rated with an R18+ classification in September 2019, citing "sexual activities related to incentives and rewards".[128] In Japan, the game was designated "harmful" for children in Kanagawa Prefecture in June 2005, essentially removing it from open shelves; Capcom criticised the decision and considered legal action but did not pursue further, and the designation ultimately led to a sales increase.[29]

On 25 June 2003, teenage stepbrothers William and Josh Buckner shot at motorists, killing Aaron Hamel and wounding Kimberly Bede. In statements to investigators, the perpetrators claimed their actions were inspired by Grand Theft Auto III. In response, on 20 October 2003, the families of Hamel and Bede filed a US$246 million lawsuit against Rockstar, Take-Two, Sony Computer Entertainment and Wal-Mart.[129] Rockstar and Take-Two filed for dismissal of the lawsuit, stating in United States district court on 29 October 2003 that the "ideas and concepts", and the "purported psychological effects" of the perpetrators, are protected by the First Amendment's free-speech clause.[130] Jack Thompson, the lawyer representing the victims, denied Rockstar's claims and attempted to move the lawsuit into a state court for consideration under Tennessee's consumer protection act.[130]

## Legacy

Grand Theft Auto III has frequently been included among the greatest video games of all time.[131] In 2007, GamePro called Grand Theft Auto III the most important video game of all time, explaining the "game's open-ended gameplay elements have revolutionized the way all video games are made".[132] Similarly, IGN ranked the game among the "Top 10 Most Influential Games",[133] and GameSpot listed it among the greatest games of all time.[134] In 2009, Game Informer wrote that Grand Theft Auto III "changed the gaming landscape forever with its immersive open world sandbox",[135] and in 2016, GamesRadar+ named it the "most important game" of the 2000s.[136] Time named it one of the greatest video games of all time in November 2012[137] and August 2016.[138] The game was selected as part of the Game On touring exhibition, demonstrating some of the game's development plans and artwork.[139] In 2016, the Strong National Museum of Play inducted Grand Theft Auto III to its World Video Game Hall of Fame.[140]

Grand Theft Auto III is considered to have a leading role in the popularisation of sandbox games, inspiring those such as Crackdown, Mafia, Saints Row, True Crime, and Watch Dogs.[33][133] The term "Grand Theft Auto clone" is frequently used to describe subsequent video games released with similar open-ended gameplay as Grand Theft Auto III.[141] While previous video games used open world design, including earlier Grand Theft Auto games, Grand Theft Auto III took this gameplay foundation and expanded it into a 3D world,[134] offering an unprecedented variety of minigames and side-missions.[33][133] Journalist and consultant Tom Bramwell felt the game did not invent a lot of its gameplay features, but "brought them all together".[33] Due to its greater success over its predecessors, it is credited with popularising the open-world genre;[1] Dan Houser felt the game made it "one of the most vibrant genres today",[21] and Garbut felt it led to the complexities of Rockstar's future open world games, including the later Grand Theft Auto games and Red Dead Redemption 2 (2018).[19][142] IGN's Jack Harwood thought the game's talk radio station inspired similar inclusions in other open world games, such as Mafia III (2016) and Software:Watch Dogs: Legion (2020).[50]

The game also led the trend of mature video games; Dan Houser felt it allowed other developers to create violent shooters.[143] Hal Halpin, president of the Entertainment Consumers Association, described Grand Theft Auto III as the "lightning rod for the violence-in-games debate".[144] Metro's Roger Hargreaves wrote it "emboldened a whole new wave of games that were ... fixated with violence [and] gang culture".[145] Greg Ford of Electronic Gaming Monthly felt the game allowed the medium to handle mature subject matter in a more serious manner than previously perceived, and noted the improvement of video game classification as a result of its controversy.[144] King said video games at the time were often associated with children or nerds, and the development team "wanted the rest of the entertainment industry to pay attention" and understand the medium could also contain mature, adult content.[33]

Following the success, Rockstar developed further games in the series. Vice City and San Andreas are set in their titular locations in 1986 and 1992, respectively.[146][147] Grand Theft Auto Advance (2004) is set in Liberty City roughly a year before the events of Grand Theft Auto III.[148] Software:Grand Theft Auto: Liberty City Stories (2005) takes place three years before the events of Grand Theft Auto III in the same rendition of Liberty City.[149] A completely redesigned version of the city was later used in Grand Theft Auto IV (2008),[150] The Lost and Damned (2009),[151] The Ballad of Gay Tony (2009),[152] and Chinatown Wars (2009).[153]

### Ports

Grand Theft Auto III was released on 21 May 2002 for Windows, supporting higher screen resolutions and draw distance, and featuring more detailed textures.[154] Analysts believed the game would eventually release on GameCube,[155] though it never materialised.[156] Grand Theft Auto III was bundled with Vice City in the compilation Grand Theft Auto: Double Pack, released on the Xbox on 4 November 2003 in North America[157] and 2 January 2004 in Europe.[158] The Xbox version featured a custom soundtrack support as well as improved audio, polygon models, and reflections over the previous ports.[159] Double Pack was later bundled with San Andreas as part of Grand Theft Auto: The Trilogy, released in October 2005.[149] The Trilogy was also released for OS X on 12 November 2010.[160] On 15 December 2011, for the game's tenth anniversary, War Drum Studios ported the game to iOS and Android; this port is almost identical to the Windows version, with the addition of enhanced models and textures and touchscreen controls.[161][162] This port was also released on Fire OS on 15 May 2014.[163] A PlayStation 3 version was released on 25 September 2012 via the PlayStation Network.[164] The original PlayStation 2 version was released for the PlayStation 4 as a PS2 Classics game, on 5 December 2015.[165] In 2012, a modding community under the name RAGE Classic Team ported the map over to Grand Theft Auto IV, named Grand Theft Auto III: RAGE Classic.[166]

An enhanced version of The Trilogy, The Definitive Edition, including Grand Theft Auto III, was released for the Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S on 11 November 2021, to celebrate the game's twentieth anniversary,[167] and for Android and iOS on 14 December 2023.[168] Existing versions of the game were removed from digital retailers in preparation for The Definitive Edition,[167] but later restored as a bundle on the Rockstar Store.[169]

A core team of six fans reverse-engineered the game and released it as an executable in April 2020, having worked on it since 2016. The project, re3, allows the game to be unofficially ported to platforms such as Nintendo Switch, PlayStation Vita, and Wii U.[170][171] Take-Two issued a DMCA takedown for the project in February 2021,[172] though it was restored in June after the team filed a counter-notice.[173] In September 2021, Take-Two filed a lawsuit in California against the programmers, asserting the projects constitute copyright infringement.[174] In July 2024, fan developer SKMP started creating a Dreamcast port, seen as a significant undertaking due to the console's limited memory;[175][176] it was released in December.[177]

## Notes

1. ↑ All releases other than the original PlayStation 2 version were released under the studio's new name, Rockstar North.[1] Ported to Xbox by Rockstar Vienna.[2] 10 Year Anniversary Edition developed by War Drum Studios.[3]
2. ↑ The sound of a gunshot, and the silencing of Maria's voice, has led to speculation that Claude fired the shot to kill Maria or just to silence her. Rockstar has never confirmed what actually happened in the story.[13]

## References

1. ↑ 1.0 1.1 "Good Game Stories – Backwards Compatible – Rockstar North". Good Game. Australian Broadcasting Corporation. 28 April 2008. http://www.abc.net.au/tv/goodgame/stories/s2229241.htm.
2. ↑ Sinclair, Brendan (11 May 2006). "Take-Two closes Rockstar Vienna?". GameSpot. CBS Interactive. http://www.gamespot.com/articles/take-two-closes-rockstar-vienna/1100-6150769/.
3. ↑ 3.0 3.1 3.2 3.3 3.4 Sterling, Jim (27 December 2011). "Review: Grand Theft Auto III: 10 Year Anniversary". Destructoid. ModernMethod. http://www.destructoid.com/review-grand-theft-auto-iii-10-year-anniversary-218563.phtml.
4. ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 Perry, Douglass (22 February 2001). "Grand Theft Auto 3: Interview with DMA". IGN. Ziff Davis. http://ign.com/articles/2001/02/23/grand-theft-auto-3-interview-with-dma.
5. ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 Perry, Doug (22 October 2001). "Grand Theft Auto III". IGN. Ziff Davis. http://ign.com/articles/2001/10/22/grand-theft-auto-iii-3.
6. ↑ 6.0 6.1 6.2 Perry, Douglass C. (3 October 2001). "An Interview With DMA's Les Benzies". http://ign.com/articles/2001/10/03/an-interview-with-dmas-les-benzies.
7. ↑ Perry, Douglass C. (13 May 2002). "The Cars of Grand Theft Auto III". IGN. Ziff Davis. http://ign.com/articles/2002/05/13/the-cars-of-grand-theft-auto-iii.
8. ↑ Gerstmann, Jeff (19 May 2001). "E3 2001 Hands-on: Grand Theft Auto 3". GameSpot. CNET Networks. http://www.gamespot.com/articles/e3-2001-hands-on-grand-theft-auto-3/1100-2762402/.
9. ↑ 9.0 9.1 DMA Design 2001, p. 12.
10. ↑ 10.0 10.1 10.2 10.3 10.4 10.5 Silverman, Ben (1 November 2001). "Grand Theft Auto 3 Review". Game Revolution. CraveOnline. http://www.gamerevolution.com/review/grand-theft-auto-3.
11. ↑ 11.0 11.1 11.2 11.3 11.4 11.5 Marriott, Scott Alan. "Grand Theft Auto III – Review". AllGame. All Media Network. http://www.allgame.com/game.php?id=34181&tab=review.
12. ↑ DMA Design 2001, p. 11.
13. ↑ 13.0 13.1 13.2 13.3 R* Q (15 December 2011). "Grand Theft Auto III: Your Questions Answered – Part One (Claude, Darkel & Other Characters)". Rockstar Games. http://www.rockstargames.com/newswire/article/19861/grand-theft-auto-iii-your-questions-answered-part-one-claude-dar.html.
14. ↑ Perry, Douglass C. (1 October 2001). "The Gangs and Weapons in Grand Theft Auto III". IGN. Ziff Davis. http://ign.com/articles/2001/10/01/the-gangs-and-weapons-in-grand-theft-auto-iii.
15. ↑ Perry, Douglass C. (25 September 2001). "Beneath the Hood of Grand Theft Auto III". IGN. Ziff Davis. http://ign.com/articles/2001/09/25/beneath-the-hood-of-grand-theft-auto-iii.
16. ↑ Parish, Jeremy. "The Essential 50 Part 49: Grand Theft Auto III". 1UP.com. Ziff Davis. http://www.1up.com/features/essential-50-gta3.
17. ↑ 17.0 17.1 17.2 17.3 Miller, Greg (18 October 2011). "Dan Houser Talks Grand Theft Auto III". IGN. Ziff Davis. p. 1. http://ign.com/articles/2011/10/18/dan-houser-talks-grand-theft-auto-iii.
18. ↑ 18.0 18.1 GMR. "Sam Houser Interview". 1Up.com. Ziff Davis. http://www.1up.com/features/sam-houser-interview.
19. ↑ 19.0 19.1 19.2 Donnelly, Joe (22 October 2021). "20 years later, Rockstar reflects on how GTA 3 "showed us the first glimpse of what was possible"". GamesRadar+. Future plc. https://www.gamesradar.com/20-years-later-rockstar-reflects-on-how-gta-3-showed-us-the-first-glimpse-of-what-was-possible/.
20. ↑ 20.0 20.1 20.2 Yarwood, Jack (26 April 2024). "Grand Theft Auto III Likely Wouldn't Exist Without The Sega Dreamcast". Time Extension. Gamer Network. Archived from the original on 26 April 2024. https://web.archive.org/web/20240426121937/https://www.timeextension.com/news/2024/04/grand-theft-auto-iii-likely-wouldnt-exist-without-the-sega-dreamcast.
21. ↑ 21.0 21.1 21.2 21.3 McInnis, Shaun (21 October 2011). "Dan Houser Opens Up About Grand Theft Auto III". GameSpot. CBS Interactive. http://www.gamespot.com/articles/dan-houser-opens-up-about-grand-theft-auto-iii/1100-6341347/.
22. ↑ Bramwell, Tom (15 May 2006). "Microsoft turned down GTA III". Eurogamer. Gamer Network. Archived from the original on 11 October 2009. https://web.archive.org/web/20091011095604/https://www.eurogamer.net/articles/news150506xboxgta3.
23. ↑ Wales, Matt (15 December 2021). "Microsoft recalls time it rejected Rockstar's pitch to put GTA3 on the original Xbox". Eurogamer. Gamer Network. Archived from the original on 14 December 2021. https://web.archive.org/web/20211214231618/https://www.eurogamer.net/articles/2021-12-14-microsoft-recalls-time-it-rejected-rockstars-pitch-to-put-gta3-on-the-original-xbox.
24. ↑ "Grand Theft Auto III Release Date Confirmed". IGN. Ziff Davis. 19 October 2001. https://www.ign.com/articles/2001/10/18/grand-theft-auto-iii-release-date-confirmed.
25. ↑ "10/23: In Stores Now". Rockstar Games. 23 October 2001. http://www.rockstargames.com/GrandTheftAuto3/html/news.html.
26. ↑ "Grand Theft Auto 3". GameSpot. CNET Networks. http://gamespot.com/gamespot/filters/products/0,11114,466217,00.html.
27. ↑ Adams, Dan (21 April 2002). "Grand Theft Auto III Interview". IGN. Ziff Davis. p. 1. http://ign.com/articles/2002/04/21/grand-theft-auto-iii-interview.
28. ↑ "GTA3日本語サイト – 新着案内". Zoo Corporation. 8 July 2003. Archived from the original on 1 August 2003. https://web.archive.org/web/20030801181921/http://gta3.zoo.co.jp/main.html. Retrieved 30 July 2025.
29. ↑ 29.0 29.1 Yarwood, Jack (27 August 2024). "The Inside Story Behind Grand Theft Auto III's Japanese Release". Time Extension. Gamer Network. Archived from the original on 27 August 2024. https://web.archive.org/web/20240827232523/https://www.timeextension.com/features/the-inside-story-behind-grand-theft-auto-iiis-japanese-release. Retrieved 28 August 2024.
30. ↑ Calvert, Justin (16 June 2003). "Capcom to release GTA III in Japan". GameSpot. CNET Networks. Archived from the original on 18 October 2015. https://web.archive.org/web/20151018143146/https://www.gamespot.com/articles/capcom-to-release-gta-iii-in-japan/1100-6030083/. Retrieved 30 July 2025.
31. ↑ 31.0 31.1 Kushner 2012, pp. 81–82.
32. ↑ Walton, Steven (19 April 2015). "Grand Theft Auto V Benchmarked: Pushing PC Graphics To The Limit". Kotaku. Gawker Media. http://www.kotaku.com.au/2015/04/grand-theft-auto-vbenchmarked-pushing-pc-graphics-to-the-limit/.
33. ↑ 33.0 33.1 33.2 33.3 33.4 33.5 33.6 Batchelor, James (11 November 2021). "The legacy of Grand Theft Auto 3: Grown-up video games and a template for the open world". GamesIndustry.biz. Gamer Network. https://www.gamesindustry.biz/articles/2021-11-11-grown-up-video-games-and-a-template-for-the-open-world-the-legacy-of-grand-theft-auto-3.
34. ↑ Glennon, Jen (22 October 2021). "'GTA III' 20th anniversary: How Rockstar invented open-world gaming". Inverse. Bustle Digital Group. https://www.inverse.com/gaming/gta-3-20th-anniversary-rockstar-aaron-garbut.
35. ↑ 35.0 35.1 35.2 35.3 35.4 Crookes 2013, pp. 58–63.
36. ↑ Kushner 2012, p. 81.
37. ↑ Cullen, Neil (30 September 2013). "Interview with Raymond Usher". Designing Sound. http://designingsound.org/2013/09/interview-with-raymond-usher/.
38. ↑ 38.0 38.1 38.2 38.3 Thomsen, Michael (22 October 2011). "How Grand Theft Auto III Was Made". IGN. Ziff Davis. p. 2. http://games.ign.com/articles/121/1210471p2.html.
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40. ↑ Kushner 2012, p. 83.
41. ↑ 41.0 41.1 41.2 Franich, Darren (21 October 2011). "'Grand Theft Auto III' turns 10 years old: Rockstar Games' Dan Houser discusses the 'GTA' decade". Entertainment Weekly (Time Inc.). http://www.ew.com/article/2011/10/21/grand-theft-auto-iii-anniversary-dan-houser. Retrieved 20 March 2016.
42. ↑ 42.0 42.1 Kushner 2012, p. 82.
43. ↑ 43.0 43.1 Perry, Douglass C. (10 September 2001). "Rockstar's Sam Houser Mouths Off". IGN. Ziff Davis. http://ign.com/articles/2001/09/10/rockstars-sam-houser-mouths-off.
44. ↑ Houser, Dan (9 November 2012). "Americana at Its Most Felonious: Q. and A.: Rockstar's Dan Houser on Grand Theft Auto V". The New York Times (Interview). Interviewed by Chris Suellentrop. Archived from the original on 10 November 2012. Retrieved 30 July 2015.
45. ↑ Richards, Sam (January 2001). "Larceny in NYC". Official UK PlayStation 2 Magazine (Future plc) (3): 80. https://archive.org/details/Official_UK_Playstation_2_Magazine_Issue_003_2001_01_Future_Publishing_GB/page/8/mode/2up. Retrieved 9 August 2024.
46. ↑ 46.0 46.1 Thomsen, Michael (22 October 2011). "How Grand Theft Auto III Was Made". IGN. Ziff Davis. p. 3. http://games.ign.com/articles/121/1210471p3.html.
47. ↑ Perry, Douglass C. (9 October 2001). "The Cinematic Touch of Grand Theft Auto III". IGN. Ziff Davis. http://au.ign.com/articles/2001/10/09/the-cinematic-touch-of-grand-theft-auto-iii.
48. ↑ Perry, Douglass C. (29 August 2001). "The Characters of Grand Theft Auto III". http://ign.com/articles/2001/08/29/the-characters-of-grand-theft-auto-iii-2.
49. ↑ 49.0 49.1 Perry, Douglass C. (2 October 2001). "The Pet Sounds of Grand Theft Auto III, Part 3". http://ign.com/articles/2001/10/02/the-pet-sounds-of-grand-theft-auto-iii-part-3.
50. ↑ 50.0 50.1 Yarwood, Jack (3 August 2021). "The Story Behind Grand Theft Auto 3's Ground-breaking Radio Station Chatterbox FM". IGN. Ziff Davis. https://www.ign.com/articles/the-story-behind-grand-theft-auto-iiis-ground-breaking-radio-station-chatterbox-fm.
51. ↑ 51.0 51.1 51.2 Phillips, Tom (18 November 2011). "How 9/11 changed Grand Theft Auto 3". Eurogamer. Gamer Network. http://www.eurogamer.net/articles/2011-11-18-rockstar-how-9-11-changed-grand-theft-auto-3.
52. ↑ 52.0 52.1 52.2 52.3 R* Q (5 January 2012). "Grand Theft Auto III: Your Questions Answered – Part Two (9/11, The "Ghost Town", The Dodo and Other Mysteries)". Rockstar Newswire. Rockstar Games. http://www.rockstargames.com/newswire/article/19981/grand-theft-auto-iii-your-questions-answered-part-two-911-the-gh.html.
53. ↑ 53.0 53.1 "Liberty City stories". Edge (Future plc). 15 December 2011. http://www.edge-online.com/features/liberty-city-stories. Retrieved 21 December 2015.
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55. ↑ Kushner 2012, p. 98.
56. ↑ Ayinde, Modupe (24 April 2001). "Grand Theft Auto 3 First Impressions". GameSpot. CNET Networks. http://www.gamespot.co.uk/stories/previews/0,2160,2056706-2,00.html.
57. ↑ "Grand Theft Auto III for PlayStation 2 Reviews". Metacritic. CBS Interactive. https://www.metacritic.com/game/grand-theft-auto-iii/critic-reviews/?platform=playstation-2.
58. ↑ 58.0 58.1 58.2 58.3 58.4 "Grand Theft Auto III Review for PS2". 1 January 2000. http://www.1up.com/reviews/grand-theft-auto-iii.
59. ↑ 59.0 59.1 Edge Staff (29 November 2001). "Grand Theft Auto III Review". Edge. http://www.edge-online.com/review/grand-theft-auto-3-review/. Retrieved 13 October 2013.
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65. ↑ "Best Video Games of All Time". Metacritic. CBS Interactive. http://www.metacritic.com/browse/games/score/metascore/all/all/filtered.
66. ↑ 66.0 66.1 66.2 "Grand Theft Auto 3". GamesMaster. Future plc. http://www.gamesradar.com/published/reviews/game_review_477.html.
67. ↑ "Grand Theft Auto III Review". Official PlayStation Magazine (Ziff Davis): 126. January 2002.
68. ↑ 68.0 68.1 "Grand Theft Auto III for PC Reviews". Metacritic. CBS Interactive. https://www.metacritic.com/game/grand-theft-auto-iii/critic-reviews/?platform=pc.
69. ↑ 69.0 69.1 69.2 Helgeson, Matt (August 2002). "Thug Life for Da PC Eezy". Game Informer (GameStop). http://www.gameinformer.com/Games/Review/200208/R03.0801.1639.54994.htm. Retrieved 9 April 2016.
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71. ↑ 71.0 71.1 71.2 Accardo, Sal (4 June 2002). "Grand Theft Auto III (PC)". GameSpy. Ziff Davis. p. 2. http://www.gamespy.com/reviews/june02/gta3pc/index2.shtm.
72. ↑ 72.0 72.1 72.2 72.3 72.4 Blevins, Tal (27 May 2002). "Grand Theft Auto III". IGN. Ziff Davis. http://ign.com/articles/2002/05/27/grand-theft-auto-iii-2.
73. ↑ 73.0 73.1 73.2 Morris, Daniel (July 2005). "Grand Theft Auto III". PC Gamer. Future plc. http://www.pcgamer.com/archives/2005/07/grand_theft_aut_1.html.
74. ↑ 74.0 74.1 74.2 74.3 74.4 Bub (28 June 2002). "'Grand Theft Auto III' (PC) Review". X-Play. TechTV. http://www.techtv.com/extendedplay/reviews/story/0,24330,3388522,00.html.
75. ↑ "Best PC Video Games for 2002". Metacritic. CBS Interactive. http://www.metacritic.com/browse/games/score/metascore/year/pc/filtered?sort=desc&year_selected=2002.
76. ↑ 76.0 76.1 "Grand Theft Auto III: 10 Year Anniversary Edition for iPhone/iPad Reviews". Metacritic. CBS Interactive. https://www.metacritic.com/game/grand-theft-auto-iii/critic-reviews/?platform=ios-iphoneipad.
77. ↑ 77.0 77.1 77.2 Whitehead, Dan (19 December 2011). "Grand Theft Auto 3: 10 Year Anniversary Edition Review". Eurogamer. Gamer Network. http://www.eurogamer.net/articles/2011-12-19-grand-theft-auto-3-10-year-anniversary-edition-review-review.
78. ↑ 78.0 78.1 78.2 78.3 Walton, Mark (22 December 2011). "Grand Theft Auto III: 10 Year Anniversary Edition Review". GameSpot. CBS Interactive. http://www.gamespot.com/reviews/grand-theft-auto-iii-10-year-anniversary-edition-r/1900-6347881/.
79. ↑ 79.0 79.1 79.2 79.3 Eykemans, Peter (19 December 2011). "Grand Theft Auto 3 (iOS) Review". IGN. Ziff Davis. http://ign.com/articles/2011/12/19/grand-theft-auto-3-ios-review.
80. ↑ 80.0 80.1 80.2 Brown, Mark (15 December 2011). "Grand Theft Auto 3: 10th Anniversary Edition review". Pocket Gamer. Steel Media. http://www.pocketgamer.co.uk/r/Multiformat/Grand+Theft+Auto+3:+10th+Anniversary+Edition/review.asp?c=36169.
81. ↑ Caldwell, Brendan (23 December 2011). "Grand Theft Auto 3: 10th Anniversary Edition review – Xperia Play". Pocket Gamer. Steel Media. http://www.pocketgamer.co.uk/r/Xperia+Play/Grand+Theft+Auto+3:+10th+Anniversary+Edition/review.asp?c=36381.
82. ↑ 82.0 82.1 "2nd Annual GDCA". Game Developers Choice Awards. UBM plc. http://www.gamechoiceawards.com/archive/gdca_2nd.html.
83. ↑ "GameSpot Presents: The Best and Worst of 2001 – Game of the Year". GameSpot. CBS Interactive. p. 6. http://gamespot.com/gamespot/features/video/bestof_2001/p6_06.html.
84. ↑ "Game of the Year: Grand Theft Auto 3". GameSpy. Ziff Davis. http://archive.gamespy.com/goty2001/overall/overall_goty2001.shtml.
85. ↑ 85.0 85.1 "Best PS2 Games of 2001". Game Revolution. CraveOnline. http://gr.bolt.com/articles/awards/ps2/ps2_2001.htm.
86. ↑ "GameSpot Presents: The Best and Worst of 2001 – Best PlayStation 2 Game". GameSpot. CBS Interactive. p. 5. http://gamespot.com/gamespot/features/video/bestof_2001/p5_08.html.
87. ↑ "PS2 Game of the Year: Grand Theft Auto 3". GameSpy. Ziff Davis. http://archive.gamespy.com/goty2001/ps2/ps2_goty.shtml.
88. ↑ Perry, Doug (18 January 2002). "PS2 Game of the Year 2001". IGN. Ziff Davis. http://ign.com/articles/2002/01/18/ps2-game-of-the-year-2001.
89. ↑ "GameSpot Presents: The Best and Worst of 2001 – Best Action/Adventure Game". GameSpot. CBS Interactive. p. 3. http://gamespot.com/gamespot/features/video/bestof_2001/p3_02.html.
90. ↑ "Best Action Game of 2001". IGN. Ziff Davis. 14 January 2002. http://ps2.ign.com/news/40912.html.
91. ↑ "GameSpot Presents: The Best and Worst of 2001 – Most Innovative". GameSpot. CBS Interactive. p. 2. http://gamespot.com/gamespot/features/video/bestof_2001/p2_06.html.
92. ↑ 92.0 92.1 "Most Offensive: Grand Theft Auto 3". GameSpy. Ziff Davis. p. 24. http://archive.gamespy.com/goty2001/special/24.shtml.
93. ↑ "Best Use of Radio: Grand Theft Auto 3". GameSpy. Ziff Davis. http://archive.gamespy.com/goty2001/special/26.shtml.
94. ↑ "Best Artificial Intelligence: The Runner Up Awards". GameSpy. Ziff Davis. p. 6. http://archive.gamespy.com/goty2001/special/6.shtml.
95. ↑ "CESA Announces Game Awards". IGN. Ziff Davis. 31 October 2003. https://www.ign.com/articles/2003/10/30/cesa-announces-game-awards-2.
96. ↑ Jenkins, David (29 October 2004). "CESA Game Awards 2004 Announced". Gamasutra. UBM plc. https://www.gamedeveloper.com/game-platforms/cesa-game-awards-2004-announced.
97. ↑ Varanini, Giancarlo (4 March 2002). "Fifth annual AIAS awards announced". GameSpot. CBS Interactive. Archived from the original on 5 May 2019. https://web.archive.org/web/20190505101456/https://www.gamespot.com/articles/fifth-annual-aias-awards-announced/1100-2852523/.
98. ↑ "2001 Academy Awards for Games". IGN. Ziff Davis. 7 February 2002. Archived from the original on 25 December 2022. https://web.archive.org/web/20221225151852/https://www.ign.com/articles/2002/02/07/2001-academy-awards-for-games.
99. ↑ Colayco, Bob (4 March 2003). "2002 AIAS award winners announced". GameSpot. CBS Interactive. Archived from the original on 19 May 2014. https://web.archive.org/web/20140519115258/https://www.gamespot.com/articles/2002-aias-award-winners-announced/1100-2911851/.
100. ↑ "Innovation in Computer Gaming". Academy of Interactive Arts & Sciences. Archived from the original on 10 May 2012. https://web.archive.org/web/20120510120958/https://www.interactive.org/awards/award_category_details.asp?idAward=2003&idGameAwardType=69.
101. ↑ 101.0 101.1 Powers, Rick (5 January 2002). "Better CSFB Numbers". Nintendo World Report. https://www.nintendoworldreport.com/news/6845/better-csfb-numbers.
102. ↑ Radwick, Dora; Dolan, Sean P. (7 February 2002). "NPD Reports Annual 2001 U.S. Interactive Entertainment Sales Shatter Industry Record" (Press release). Port Washington, New York: NPD Group. Archived from the original on 14 August 2004. Retrieved 9 April 2016.
103. ↑ Kushner 2012, p. 102.
104. ↑ "Game: Controversy nothing new". The News-Press: p. 6E. 5 November 2002. https://www.newspapers.com/clip/84459172/game-controversy-nothing-new/.
105. ↑ Macdonald, Don (3 January 2003). "Parents take on their game boys". p. 28. https://www.newspapers.com/clip/88629304/edmonton-journal/.
106. ↑ Radwick, Dora; Dolan, Sean P. (27 January 2003). "The NPD Group Reports Annual 2002 U.S. Video Game Sales Break Record". Port Washington, New York: NPD Group. https://www.npd.com/press/releases/press_030128a.htm.
107. ↑ "US Platinum Chart Games". The MagicBox. 5 June 2004. http://www.the-magicbox.com/Chart-USPlatinum.shtml.
108. ↑ 108.0 108.1 "US Platinum Chart Games". The MagicBox. 27 December 2007. http://www.the-magicbox.com/Chart-USPlatinum.shtml.
109. ↑ "The Top 100 PC Games of the 21st Century". Edge. 25 August 2006. http://www.edge-online.com/features/top-100-pc-games-21st-century/. Retrieved 12 November 2021.
110. ↑ "ELSPA Sales Awards: Diamond". Entertainment and Leisure Software Publishers Association. http://www.elspa.com/?i=3946.
111. ↑ "GTA IV, Duke Nukem Forever, Nintendo, i prezzi dei videogiochi: Intervista a Pietro Vago". Nextgame.it. GamesIdea. 11 March 2002. Archived from the original on 1 June 2002. https://web.archive.org/web/20020601090357/http://www.nextgame.it/html/articolo.php?id=2356. Retrieved 22 November 2025.
112. ↑ Fahey, Rob (30 September 2003). "Capcom launches Grand Theft Auto in Japan". GamesIndustry.biz. Gamer Network. Archived from the original on 20 September 2022. https://web.archive.org/web/20220920103928/https://www.gamesindustry.biz/capcom-launches-grand-theft-auto-in-japan.
113. ↑ 113.0 113.1 "Sony PS2 Japanese Ranking". Japan Game Charts. 13 January 2008. http://www.japan-gamecharts.com/ps2.php.
114. ↑ "Take-Two: risultati finanziari 2003" (in it). Multiplayer.it. 22 December 2003. http://www.multiplayer.it/b2b/articoli.php3?id=10382.
115. ↑ "Xbox Software Best Seller Ranking (From: Feb 22, 2002 – Jan 16, 2004)" (in ja, en). 30 January 2005. Archived from the original on 27 February 2005. https://archive.today/20050227195038/http://www5e.biglobe.ne.jp/~hokora/xbrank.html. Retrieved 10 June 2025.
116. ↑ Glenday, Craig, ed (February 2009). Guinness World Records 2009 Gamer's Edition. Guinness World Records. p. 108. ISBN 978-1-904-99445-9.
117. ↑ "Take-Two Interactive Software, Inc. Recommendation of the Board of Directors to Reject Electronic Arts Inc.'s Tender Offer" (PDF). Take-Two Interactive. 26 March 2008. p. 12. http://taketwovalue.com/documents/TTWO_Value.pdf#page=12.
118. ↑ McLaughlin, Rus; Thomas, Lucas M. (6 May 2013). "IGN Presents: The History of Grand Theft Auto". IGN. Ziff Davis. p. 2. http://ign.com/articles/2013/05/06/ign-presents-the-history-of-grand-theft-auto-2?page=2.
119. ↑ Chess 2006, pp. 80–90.
120. ↑ Hoggins, Tom (16 September 2013). "Grand Theft Auto: 10 most memorable moments in GTA history". The Daily Telegraph. https://www.telegraph.co.uk/men/the-filter/10308095/Grand-Theft-Auto-10-most-memorable-moments-in-GTA-history.html.
121. ↑ Kent, Steven (20 December 2001). "Game glorifies a life of crime". USA Today. Gannett Company. http://usatoday30.usatoday.com/life/cyber/tech/review/games/2001/12/20/game-glorifies-crime.htm.
122. ↑ 122.0 122.1 Good, Owen (23 October 2011). "Grand Theft Auto III: The Birth Of A Media Scapegoat". Kotaku. Gawker Media. http://www.kotaku.com.au/2011/10/grand-theft-auto-iii-the-birth-of-a-media-scapegoat/.
123. ↑ Weiss, Joanna (13 January 2002). "Connecting with your inner thug". The Boston Globe. John W. Henry. http://www.boston.com/globe/sunday/focus/stories/011302_theft.shtml.
124. ↑ Reynolds, Ren (2002). ﻿Playing a "Good" Game: A Philosophical Approach to Understanding the Morality of Games﻿ (Report). University of Southern California. http://www-bcf.usc.edu/~anthonyb/itp101/articles/morality.doc. Retrieved 21 December 2015.
125. ↑ Richtel, Matt (10 February 2002). "BACKSLASH; Mayhem, and Far From the Nicest Kind". The New York Times. https://www.nytimes.com/2002/02/10/business/backslash-mayhem-and-far-from-the-nicest-kind.html.
126. ↑ Ahmed, Shahed (13 December 2001). "Australian GTAIII ban upheld". GameSpot. CNET Networks. http://www.gamespot.com/articles/australian-gtaiii-ban-upheld/1100-2832465/.
127. ↑ 127.0 127.1 Parker, Laura; Tran, Edmond (20 October 2011). "Grand Theft Auto III's Scandalous Australian History". GameSpot. CBS Interactive. http://www.gamespot.com/videos/grand-theft-auto-iiis-scandalous-australian-histor/2300-6341550/.
128. ↑ Walker, Alex (27 September 2019). "Grand Theft Auto 3 Has Been Re-Rated R18+". Kotaku. G/O Media. https://www.kotaku.com.au/2019/09/grand-theft-auto-3-rated-r18-australia/.
129. ↑ Associated Press (23 October 2003). "Lawsuit filed against Sony, Wal-Mart over game linked to shootings". CNN. Turner Broadcasting System. http://edition.cnn.com/2003/LAW/10/22/videogame.lawsuit.ap/index.html.
130. ↑ 130.0 130.1 Calvert, Justin (11 November 2003). "Rockstar seeks to dismiss GTAIII lawsuit". GameSpot. CBS Interactive. http://www.gamespot.com/articles/rockstar-seeks-to-dismiss-gtaiii-lawsuit/1100-6081737/.
131. ↑ Sources that list Grand Theft Auto III among the greatest video games of all time include:
* O'Neal, William. "Top 10 video games". CNET. CBS Interactive. http://www.cnet.com/1990-11136_1-6310088-1.html.
* "IGN's Top 100 Games of All Time". IGN. Ziff Davis. 8 May 2003. http://top100.ign.com/2003/11-20.html#18.
* "IGN's Top 100 Games". IGN. Ziff Davis. 2005. http://top100.ign.com/2005/051-060.html.
* "IGN and KFC Snacker Present Readers' Top 99 Games". IGN. Ziff Davis. 21 April 2006. http://microsites.ign.com/kfc/top99games/5.html.
132. ↑ "Feature: The 52 Most Important Video Games of All Time (page 8 of 8)". GamePro (International Data Group). 24 April 2007. http://www.gamepro.com/article/features/110088/the-52-most-important-video-games-of-all-time-page-8-of-8/. Retrieved 26 August 2011.
133. ↑ 133.0 133.1 133.2 Geddes, Ryan; Hatfield, Daemon (10 December 2007). "IGN's Top 10 Most Influential Games". IGN. Ziff Davis. http://ign.com/articles/2007/12/11/igns-top-10-most-influential-games?page=2.
134. ↑ 134.0 134.1 "Greatest Games of All Time: Grand Theft Auto III". GameSpot. CBS Interactive. 4 June 2007. http://www.gamespot.com/features/6171873/index.html?.
135. ↑ Game Informer 2009, pp. 44–79.
136. ↑ "The top 20 most important games of the decade". GamesRadar. Future plc. 1 January 2010. https://www.gamesradar.com/the-top-20-most-important-games-of-the-decade/.
137. ↑ "All-Time 100 Video Games". Time. 15 November 2012. https://techland.time.com/2012/11/15/all-time-100-video-games/slide/all/. Retrieved 15 November 2012.
138. ↑ Peckham, Matt; Eadicicco, Lisa; Fitzpatrick, Alex; Vella, Matt; Pullen, John Patrick; Raab, Josh; Grossman, Lev (23 August 2016). "The 50 Best Video Games of All Time". Time. https://time.com/4458554/best-video-games-all-time/. Retrieved 26 August 2016.
139. ↑ Eisenbeis, Richard (3 March 2016). "What Grand Theft Auto III Looked Like On The Drawing Board". Kotaku. Gawker Media. https://www.kotaku.com.au/2016/03/what-grand-theft-auto-iii-looked-like-on-the-drawing-board/.
140. ↑ Prell, Sam (6 May 2016). "GTA 3, Sonic the Hedgehog, and more join World Video Game Hall of Fame". GamesRadar+. Future plc. Archived from the original on 7 May 2016. https://web.archive.org/web/20160507191731/https://www.gamesradar.com/gta-3-sonic-the-hedgehog-and-more-join-world-video-game-hall-of-fame/.
141. ↑ Reparaz, Mike (16 June 2011). "Battle of the GTA clones". GamesRadar. Future plc. http://www.gamesradar.com/ps2/f/battle-of-the-gta-clones/a-2007032712758324075/g-2005120719070657885742.
142. ↑ Houlihan, Ryan (22 October 2021). "Before 'Grand Theft Auto III', open world games were a huge gamble". Input. Bustle Digital Group. https://www.inputmag.com/gaming/before-grand-theft-auto-iii-open-world-games-were-a-huge-gamble.
143. ↑ Dyer, Mitch (19 October 2011). "How Grand Theft Auto III Delighted a Generation". IGN. Ziff Davis. http://ign.com/articles/2011/10/19/how-grand-theft-auto-iii-delighted-a-generation.
144. ↑ 144.0 144.1 Ford, Greg (April 2008). "Grand Theft Auto's Legacy". Electronic Gaming Monthly (EGM Media). http://www.1up.com/features/grand-theft-auto-legacy. Retrieved 14 April 2016.
145. ↑ Hargreaves, Roger (17 October 2011). "Grand Theft Auto III 10 years later – Midweek Feature". Metro. DMG Media. http://metro.co.uk/2011/10/17/grand-theft-auto-iii-10-years-later-midweek-feature-186425/.
146. ↑ Walker, Trey (21 May 2002). "E3 2002: Grand Theft Auto: Vice City announced". GameSpot. CBS Interactive. http://www.gamespot.com/articles/e3-2002-grand-theft-auto-vice-city-announced/1100-2866693/.
147. ↑ Calvert, Justin (1 March 2004). "Grand Theft Auto: San Andreas confirmed and dated". GameSpot. CBS Interactive. http://www.gamespot.com/articles/gta-san-andreas-confirmed-and-dated/1100-6090315/.
148. ↑ Harris, Craig (17 September 2004). "Grand Theft Auto Advance". IGN. Ziff Davis. http://ign.com/articles/2004/09/18/grand-theft-auto-advance.
149. ↑ 149.0 149.1 Surette, Tim (23 October 2005). "GTA gets trilogized, San Andreas special edition". GameSpot. CBS Interactive. http://www.gamespot.com/articles/gta-gets-trilogized-san-andreas-special-edition/1100-6134252/.
150. ↑ Torres, Ricardo; Shoemaker, Brad (25 July 2007). "Grand Theft Auto IV Update – A Day in Liberty City". GameSpot. CBS Interactive. http://www.gamespot.com/articles/grand-theft-auto-iv-update-a-day-in-liberty-city/1100-6175585/.
151. ↑ Ramsay, Randolph (22 January 2009). "Grand Theft Auto IV: The Lost and Damned Hands-On". GameSpot. CBS Interactive. http://www.gamespot.com/articles/grand-theft-auto-iv-the-lost-and-damned-hands-on/1100-6203484/.
152. ↑ Thorsen, Tor (22 July 2009). "GTAIV: Gay Tony coming out Oct. 29". GameSpot. CBS Interactive. http://www.gamespot.com/articles/gtaiv-gay-tony-coming-out-oct-29/1100-6213867/.
153. ↑ Fahey, Mike (15 July 2008). "GTA Coming To The DS With China Town Wars". Kotaku. Gawker Media. http://kotaku.com/5025403/gta-coming-to-the-ds-with-china-town-wars.
154. ↑ Adams, Dan (21 April 2002). "Grand Theft Auto III Interview". IGN. Ziff Davis. p. 2. http://ign.com/articles/2002/04/21/grand-theft-auto-iii-interview?page=2.
155. ↑ Seitz, Patrick (25 April 2003). "Edgy Games Drive Adults To Play More". Investor's Business Daily. http://www.investors.com/editorial/tech.asp?v=4/12.
156. ↑ Zwiezen, Zack (24 October 2021). "GTA Has A Weird History On Nintendo Consoles". Kotaku. G/O Media. Archived from the original on 24 October 2021. https://web.archive.org/web/20211024162627/https://kotaku.com/gta-has-a-weird-history-on-nintendo-consoles-1847923897.
157. ↑ "Rockstar Games Ships Grand Theft Auto Double Pack for Xbox" (Press release). Take-Two Interactive. 4 November 2003. Archived from the original on 23 May 2022.
158. ↑ "Rockstar Games Announces European Ship Date for Grand Theft Auto Double Pack for Xbox®" (Press release). Take-Two Interactive. 8 December 2003. Archived from the original on 23 March 2006. "Rockstar Games ... announced today that the Grand Theft Auto Double Pack for the Xbox® video game system from Microsoft will ship to retail stores throughout Europe on January 2, 2004."
159. ↑ Boulding, Aaron (4 November 2003). "Grand Theft Auto Double Pack". IGN. Ziff Davis. http://ign.com/articles/2003/11/05/grand-theft-auto-double-pack.
160. ↑ R* Q (12 November 2010). "Grand Theft Auto Trilogy Now Available for the Mac". Rockstar Newswire. Rockstar Games. http://www.rockstargames.com/newswire/article/11761/grand-theft-auto-trilogy-now-available-for-the-mac.html.
161. ↑ R* Q (6 December 2011). "Grand Theft Auto III: 10 Year Anniversary Edition Coming to Mobile Devices Next Week – December 15th". Rockstar Newswire. Rockstar Games. http://www.rockstargames.com/newswire/article/19751/grand-theft-auto-iii-10-year-anniversary-edition-coming-to-mobil.html.
162. ↑ "GTA III coming to other iOS devices "in the future"". 15 October 2011. http://www.vg247.com/2011/10/15/gta-iii-coming-to-other-ios-devices-in-the-future/.
163. ↑ Farokhmanesh, Megan (15 May 2014). "Grand Theft Auto trilogy launches for Amazon Fire TV, Kindle Fire". https://www.polygon.com/2014/5/15/5721390/grand-theft-auto-trilogy-amazon-fire-tv-kindle-fire.
164. ↑ R* Q (26 September 2012). "Grand Theft Auto III Now Available in the PlayStation Store". Rockstar Newswire. Rockstar Games. http://www.rockstargames.com/newswire/article/45051/grand-theft-auto-iii-now-available-in-the-playstation-store.html.
165. ↑ Yoshida, Shuhei (4 December 2015). "Fan-Favorite PS2 Games Launching on PS4 Tomorrow". PlayStation Blog. Sony Computer Entertainment. http://blog.us.playstation.com/2015/12/04/fan-favorite-ps2-games-launching-on-ps4-tomorrow/.
166. ↑ Usher, William (3 August 2012). "GTA III Rage Classic Mod Puts GTA III Into GTA IV". CinemaBlend. https://www.cinemablend.com/games/GTA-III-Rage-Classic-Mod-Puts-GTA-III-GTA-IV-45301.html.
167. ↑ 167.0 167.1 Skrebels, Joe (22 October 2021). "Grand Theft Auto: The Trilogy – The Definitive Edition Gets Gameplay Trailer, November Release Date". IGN. Ziff Davis. https://www.ign.com/articles/grand-theft-auto-gta-trilogy-trailer-gameplay-price-release-date-the-definitive-edition.
168. ↑ Patches, Matt (29 November 2023). "Netflix has landed The Grand Theft Auto Trilogy". Polygon. Vox Media. Archived from the original on 29 November 2023. https://web.archive.org/web/20231129190000/https://www.polygon.com/23980880/netflix-play-grand-theft-auto-3-vice-city-trilogy-app-release.
169. ↑ Valentine, Rebekah (19 November 2021). "Original Versions of the GTA Trilogy to Be Relisted for Sale on PC". IGN. Ziff Davis. Archived from the original on 19 November 2021. https://web.archive.org/web/20211119181321/https://www.ign.com/articles/original-versions-gta-trilogy-relisted-pc.
170. ↑ Yin-Poole, Wesley (17 February 2021). "How a small group of GTA fanatics reverse-engineered GTA 3 and Vice City without (so far) getting shut down". Eurogamer. Gamer Network. https://www.eurogamer.net/articles/2021-02-17-how-a-small-group-of-gta-fanatics-reverse-engineered-gta-3-and-vice-city-without-so-far-getting-shut-down-by-take-two.
171. ↑ Wright, Steven T. (15 February 2021). "GTA 3 And Vice City Have Been Reverse-Engineered On PC". GameSpot. Red Ventures. https://www.gamespot.com/articles/gta-3-and-vice-city-have-been-reverse-engineered-on-pc/1100-6487561/.
172. ↑ Yin-Poole, Wesley (20 February 2021). "GTA 3 and Vice City reverse-engineering fan project hit with DMCA takedown". Eurogamer. Gamer Network. https://www.eurogamer.net/articles/2021-02-20-gta-3-and-vice-city-reverse-engineering-fan-project-hit-with-dmca-takedown.
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177. ↑ McFerran, Damien (30 December 2024). "You Can Play The Dreamcast GTA III Port Right Now". Time Extension. Gamer Network. Archived from the original on 30 December 2024. https://web.archive.org/web/20241230021911/https://www.timeextension.com/news/2024/12/you-can-play-the-dreamcast-gta-iii-port-right-now. Retrieved 13 January 2025.

## Literature

* Chess, Shira (2006). "Playing the Bad Guy: Grand Theft Auto in the Panopticon". in Garrelts, Nate. The Meaning and Culture of Grand Theft Auto. McFarland & Company. pp. 80–90. ISBN 978-0-7864-2822-9.
* Crookes, David (November 2013). "The Making of Grand Theft Auto III". Retro Gamer (United States: Imagine Publishing) (122): 58–83.
* DMA Design (2001). Grand Theft Auto III Game Manual. Rockstar Games.
* Kushner, David (3 April 2012). Jacked: The Outlaw Story of Grand Theft Auto. Turner Publishing Company. ISBN 978-0-4709-3637-5.
* "The Top 200 Games of All Time". Game Informer (200): 44–79. December 2009. ISSN 1067-6392. OCLC 27315596.

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Original source: https://en.wikipedia.org/wiki/Grand Theft Auto III. Read more

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