GTA History
Enviado por jb2011ensayosuni • 23 de Octubre de 2013 • 675 Palabras (3 Páginas) • 253 Visitas
t's all about the American Dream. You start at the bottom, put in effort and time, and you make it to the top...no matter who you have to kill. Any stone player can get known and get paid if they take what they want, and survive the day. And see the next guy lining up to take what's yours and make it his. That's what makes this country great.
Gamers live the life Rockstar's built for them, 50 million of them, doing what they want and getting ahead one drive-by, one stolen ride, one felony at a time. It's a funhouse mirror on our sliding culture, envisioned by a Scot and a pair of Brits. Imitators come and go. None come close to Grand Theft Auto's excesses, successes, consequences, and stepping outside the lines. The franchise is big-time. Stocks jump at the mention of its name. So do giant-killers, lawyers, mothers, and politicians – all stepping up to take their shot at a game that turned controversy into fame, and then infamy.
A life of crime ain't easy, baby.
ake the Money and Run
Scotland in the mid-'80s didn't exist on gaming's radar, but that didn't stop full-time student David Jones from taking a half-done, spare time project – side-scrolling shooter Menace, written on his Commodore Amiga – into a PC expo to show it around and get some feedback. He walked out with multiple offers. Jones picked Psygnosis mostly because at two hundred miles away, the Liverpool-based publisher was the closest of the bunch.
There weren't any local developers to hire on with, so Jones founded one to facilitate his "hobby" while finishing up a computer science degree. DMA Design (for Direct Mind Access) delivered Menace in 1987 and won praise for its polished gameplay. After a second successful shooter, Blood Money, hobby shifted to career. DMA started hiring.
A throwaway test animation of tiny men marching to their explosive doom, created by programmer Mike Dailly, soon inspired DMA's first powerhouse franchise. Lemmings was a puzzler with a sadistic streak, selling more units on its first day than Menace and Blood Money ever had combined. Sequels and dozens of ports occupied DMA for years. Jones and company settled into the Lemmings business, only dropping two non-Lemming titles in-between to stay fresh.
Before the pattern fully set in, circumstances nudged Jones to break all his old habits. Sony bought out Psygnosis, his one and only publisher, and Commodore's bankruptcy announcement sunk the Amiga, his primary platform. After completing small but admired Uniracers for the SNES, DMA accepted an invite to join Midway, LucasArts and Rare on Nintendo's content "Dream Team" for the upcoming Ultra 64 console. Jones had a new home. He went to work on an exclusive launch title, Body Harvest, DMA's first 3D effort, and it did things a little
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