PC GAMER (US)

DNA TRACING

Rockstar made millions selling Scotland’s natural export: Dark comedy

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The lineage and legacy of Rockstar.

THE STUDIO’S FIRST INTERNATIO­NAL SUCCESS WASN’T GTA, BUT LEMMINGS

The Houser brothers were born heirs to the world of gangster cinema. Their mother, Geraldine Moffat, was the glamorous actress who rescued Michael Caine in a convertibl­e in Get Carter. “You didn’t know you had a fairy godmother, did you?” she yelled over the wind and engine noise, before speeding Caine off to a multi-story car park to be assigned his next mission: The killing of a crime boss.

Sam Houser, the eldest brother, grew up on a diet of films like The Getaway and The French Connection, ’70s car chase movies that were cool, brutal, and lacking the clear moral center of the Hollywood thrillers that had come before. When he was five or six, Sam’s wealthy solicitor father took him to a London jazz club to meet Dizzy Gillespie. “What are you going to do when you grow up, son?” the legendary trumpeter asked. “Are you going to be a bank robber?” Sam would do better than that, enabling millions of bank robberies the world over.

Grand Theft Auto didn’t start in London, though. It was born further north, in the Dundee offices of DMA Design. Though titles like Menace and Blood Money might have suggested vicious Steve McQueen flicks, they were in fact sidescroll­ing space shooters, part of the ’80s post-arcade culture that made the fortunes of early game developmen­t moguls like DMA founder Dave Jones. However, the studio’s first internatio­nal success wasn’t GTA but Lemmings, the darkly comic yet family friendly puzzleplat­former. Lemmings was the Assassin’s Creed of its day, spawning sequels and spin-offs through the ’90s ( Oh No! More Lemmings, All New World of Lemmings, Lemmings Paintball, Holiday Lemmings 1994). It funded multiple teams, a motion-capture studio, and even a team of in-house musicians—sufficient sprawl that GTA could be developed by a team that, for the most part, had never shipped a game before.

COPS AND ROBBERS

Jones, having built his terrarium for digital lemmings to mill about in, wanted to upgrade to a virtual living city—a dynamic crosshatch of streets where pedestrian­s strolled and cars honked. As with many such simulation concepts, the problem was coming up with a purpose for the player within it: The GTA team initially strove for the moral center missing from The French Connection, casting players as a cop who stopped at traffic lights and was punished for running down civilians. But according to David Kushner’s GTA biography Jacked, some internally dismissed the game as ‘Sims Driving Instructor’, a simulation dedicated to recreating a boring reality. The project only found its direction when the team implemente­d a carjacking animation, for which the player was awarded 100 points. Suddenly, GTA became transgress­ive. The role reversal made immediate sense to Sam Houser, by then a producer at DMA’s publisher—as a child, he’d played the quintessen­tial PC simulation Elite as a “space mugger”.

GTA was a hit, and the first crack in a philosophi­cal schism. Jones, a celebrated businessma­n in Scotland, grew uncomforta­ble when the nascent Rockstar recruited the

notorious publicist Max Clifford—later found guilty of eight counts of indecent assault against four girls and women aged between 15 and 19—to promote the game. Clifford whispered in the ears of UK politician­s, and GTA was condemned before it was even released. He’d doomed Rockstar North to a lifetime of public notoriety. With that reputation came a certain cachet—a series that might be made illegal was instantly cool—but it was no surprise when Jones cashed out of the company, and the Housers moved the core GTA team to Edinburgh.

NY STATE OF MIND

From then on, Rockstar North’s leadership came undisputed­ly from the New York loft office where the Houser brothers had set up their publishing label. With Sam’s younger brother Dan establishe­d as a co-writer on GTA, this transatlan­tic setup would define the tone of the series. The Housers had long loved the excess of the US, and now they had a front row seat. They couldn’t relate to GTA’s cash-strapped criminals—at St Paul’s public school in London, Sam was a classmate of future UK chancellor George Osborne. But the brothers’ status as expats made them the perfect satirists, close enough to observe but with a distant perspectiv­e that allowed them to identify the country’s absurditie­s with ease.

That view was reflected by the team in Edinburgh. “It’s like living on the moon,” Dan Houser once said of Los Angeles in an interview for The Guardian. “Some of the guys from Scotland adore it, some of them can’t stand it.” That tension has been evident in every one of the 3D worlds Rockstar North has made for GTA: Superficia­lly beautiful, tremendous fun, and morally bankrupt. The studio has celebrated the country’s pop culture through its radio stations, while skewering its media and corporatio­ns— who in GTA tend to say the quiet part loud (“Weazel News: Confirming your prejudices”).

PUBLIC ENEMY

Rockstar North has mostly been able to have it both ways, holding up a mirror to US society, while letting players live out a warped fantasy. But its most extreme game, Manhunt, almost caused a mutiny within Rockstar, deemed indefensib­le for its plastic bag asphyxiati­ons and genital mutilation­s. The high scores awarded for these killings might have been a logical extension of GTA’s points-for-carjacking­s, and its white supremacis­t victims further proof of the studio’s fascinatio­n with the ugliest sides of America. But it proved to be too unflinchin­g, and too obvious a form of bait for the decency brigade Clifford had first hooked.

The same was true for Trevor, the psychopath protagonis­t of GTA V. Murderous, unpredicta­ble, and unhygienic, he was the behavior of GTA players made flesh—and not all liked what they saw. But there too in GTA V was DMA’s heritage, in the golf and the cable car that took you up to Mount Chiliad: a simulation of life in all its mundanity. Perhaps there’s a little of Dave Jones left in Rockstar North after all.

Jeremy Peel

“SOME OF THE GUYS FROM SCOTLAND ADORE IT, SOME OF THEM CAN’T STAND IT”

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 ??  ?? BOTTOM: This cul-de-sac appeared in GTAV too. Grove Street for life!
BOTTOM: This cul-de-sac appeared in GTAV too. Grove Street for life!
 ??  ?? BELOW: Liberty City has long been defined by its sharp verticalit­y.
BELOW: Liberty City has long been defined by its sharp verticalit­y.
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 ??  ?? LEFT: Ray Liotta starred in ViceCity, but Rockstar has embraced lesser-known actors since.
LEFT: Ray Liotta starred in ViceCity, but Rockstar has embraced lesser-known actors since.

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