Inside the making of the multibillion-dollar Grand Theft Auto video game empire Grand Theft Auto is one of the biggest and most controversial video game franchises of all time. Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life crimes. Jacked tells the turbulent and mostly unknown story of GTA's wildly ambitious creators, Rockstar Games, the invention and evolution of the franchise, and the cultural and political backlash it has provoked. Written by David Kushner, author of Masters of Doom and a top journalist on gaming, this book is drawn from over ten years of interviews and research, including firsthand knowledge of Grand Theft Auto's creators and detractors. It explains how British prep school brothers Sam and Dan Houser took their dream of fame, fortune, and the glamor of American pop culture and transformed it into a worldwide video game blockbuster. It also offers inside details on key episodes in the development of the series, including the financial turmoil of Rockstar games, the infamous "Hot Coffee" sex minigame incident, and more. Whether you love Grand Theft Auto or hate it-or just want to understand the defining entertainment product of a generation-you'll want to read Jacked and get the real story behind this boundary-pushing game.
by David Ezra Stein
by Francine Rivers
by Christopher Husberg
by Brian Blount
by James Levesque
"Spurred by its founder's work ethic, love of American music and pop culture, and, of course, passion for gaming, a company was born. Rockstar Games pushed the boundaries every step of the way with the sexual and violent content in its wildly successful Grand Theft Auto franchise. Adam Verner's narration of the company's story is clear and consistent. However, there's one weakness: Several of the key players are British, so one expects to hear appropriate accents. Key parts of the account cover censorship attempts, controversial sex scenes, and celebrities whom the gamers hire for voice-overs. The book is perfect for those addicted to smash-and-bash games, as well as those who don't play at all. M.B. (c) AudioFile 2012, Portland, Maine"
Sign up for our email newsletter