WEBVTT

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Welcome back to the Deep Dive. Today, I want

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you to close your eyes for a second. Imagine

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the humidity hitting you like a wall. Oh, yeah.

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Imagine the smell of sea salt mixed with, I don't

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know, expensive cologne and gasoline. A very

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specific combination. And imagine a skyline that

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isn't just lit up, but is absolutely drenched

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in neon pink and cyan. We are setting the time

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circuits for 1986. But it's a very specific 1986,

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isn't it? I mean, it's not the 1986 of Ronald

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Reagan speeches or the Challenger disaster news

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reports. It's the 1986 of popcorn. culture's

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fever dream. Exactly. We are talking about a

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world of pastel suits, excess, and a whole lot

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of trouble. We are talking about Grand Theft

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Auto by Citi. It hit shelves in October 2002,

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dropped by the team at Rockstar North. And looking

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back at it now, I don't think it's an exaggeration

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to say it changed the texture of gaming. It wasn't

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just a sequel. It felt like a cultural pivot

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point. It certainly solidified the franchise

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as a juggernaut. But more than that, it really

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bridged the gap between video game and Hollywood

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blockbuster. We are looking at a massive stack

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of sources today. Production notes, sales data,

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reception history, and some incredibly dense

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legal records regarding the lawsuits that plagued

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the game. And the mission for this deep dive

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is pretty clear. We want to figure out how a

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game that was initially pitched as just a mission

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pack for GTA 3, basically a glorified expansion,

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morphed into the best -selling game of 2002.

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And not just best -selling. It holds a 95 on

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Metacritic, which is just... Rare air. It is.

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But it also became this lightning rod for controversy.

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That is the tension at the heart of this deep

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dive. On one hand, you have a critical darling

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that defined the open world genre. Right. On

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the other hand, you have a product that sparked

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protests in the streets of New York City and

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found itself at the center of multiple multi

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-million dollar lawsuits that went all the way

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to the constitutional level. So grab your Hawaiian

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shirt, maybe roll up the sleeves of your blazer

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if you're feeling bold, and let's unpack this.

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Let's dive in. I want to start with the vibe.

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Because if you played this game, the first thing

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that hits you isn't the gameplay mechanics or

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the shooting, it's the atmosphere. You turn it

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on and you are immediately transported to Vice

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City. which is, for all intents and purposes,

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Miami. Heavily fictionalized, sure, but Rockstar

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explicitly based it on Miami, but they chose

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a very specific snapshot in time, 1986. Sam Houser,

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the executive producer and really the mastermind

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behind the tone of these games, called it the

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grooviest era of crime. That quote is fascinating

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because he followed it up by saying it didn't

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even feel like crime. It was a topsy -turvy,

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back -to -front period of time. And I think that

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is crucial to understanding the tone of Vice

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City. How so? Well, you have to contrast it with

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what came before. GTA 3 was set in Liberty City,

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a stand -in for New York. It was gritty, gray,

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industrial, and very modern. It felt like a crime

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documentary. Right. GTA 3 was cold. Vice City

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was hot. Precisely. Vice City was a period piece.

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It was satirical. They weren't just recreating

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Miami. They were recreating the idea of Miami

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from the mid-'80s. The pop culture version of

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Miami. Exactly. Leslie Benzies, the producer,

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described it as a party town sun, sea, and sex,

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but with a dark edge underneath. And you can

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see where they got their inspiration. I mean,

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if you watch five minutes of the movie Scarface

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or an episode of the TV show Miami Vice, you're

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basically seeing the mood board for this game.

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The influence of Miami Vice, the TV series that

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ran from 84 to 89, cannot be overstated here.

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In fact, Aaron Garbutt, the art director, explicitly

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used the show as a reference point for the lighting.

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The neon. That glow is everything. It is. But

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this wasn't just about saying make it pink. It

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was a massive technical hurdle. Really? I mean,

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neon is just a color, right? Not in 3D rendering,

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it isn't. Not back then. You have to remember

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the hardware they were working on, the PlayStation

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2. Oh, right. It had 32 megabytes of RAM. That

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is microscopic by today's standards. Your smart

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fridge probably has more memory. They had to

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figure out how to make that specific neon glow.

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The trails of light that define the 80s aesthetic

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look right on that hardware without tanking the

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frame rate. So the haze and the blur we remember

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from the game, that wasn't just an artistic choice.

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It was a brilliant marriage of art and necessity.

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The trails effect gave it that drug hazy heat

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wave look of Miami Vice. But it also helped mask

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the fact that the draw distance wasn't perfect

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and the textures were pretty low resolution.

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So they used the aesthetic to hide the technical

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limitations. That's clever. Very clever. And

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speaking of doing the homework, I love this detail

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from the development notes. The team didn't just

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watch TV. They actually went to Miami. They did.

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Just after they finished GTA 3, which was a grueling

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crunch, by the way, they split into small groups

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and did field research. They walked the streets,

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took photographs, and observed the architecture,

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the people. They wanted to get the feel of the

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place. They wanted it to feel like a living,

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breathing city. I imagine that research trip

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involved at least a few cocktails at sunset,

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purely for scientific purposes, of course. One

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would assume. But that on -the -ground research

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is why the city layout feels so distinct. Unlike

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Liberty City, which was a dense urban grid, Vice

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City is spread out. It's two main islands, massive

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beaches, distinct neighborhoods like Little Havana

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and Little Haiti. It has a geography that makes

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sense if you know Miami, but it's compressed

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for gameplay. Okay, we absolutely cannot talk

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about the atmosphere without talking about the

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sound. For me, and I think for... millions of

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players, the radio stations were the game. Oh,

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for sure. I can still hear the opening notes

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of Video Killed the Radio Star when I think about

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driving that Faggio scooter. It was a quantum

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leap from the previous game. GTA 3 had great

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music, mostly created in -house or from smaller

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labels. But for Vice City, Rockstar flexed their

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newfound muscle. They licensed over 113 songs

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from the era. We are talking about nine hours

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of music. And it wasn't obscure stuff. It was

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the heavy hitters, Michael Jackson, Toto, Judas

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Priest, Hall &amp; Oates. It was like a greatest

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hits of the 80s. Exactly. And the industry took

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notice. This wasn't just a licensing deal. It

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was a partnership. Epic Records actually published

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the official soundtrack box set. So a record

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label was selling a video game soundtrack. Right.

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That really signals a shift in how the entertainment

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industry viewed games. It wasn't just software

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anymore. It was a valid vehicle for music distribution.

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It was culture. But beyond the music, the talk

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radio aspect was expanded significantly. It was

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about three times as much talk content as GTA

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3. Laszlo Jones, who produced it, and voiced

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the host on the rock station, V -Rock. A legend.

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A legend. He brought in this very specific satirical

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style. They had callers who were conspiracy theorists,

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yuppies obsessed with self -help, frantic parents,

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just, you know, the absolute dregs of society

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calling into these shows. It reinforced the satire,

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didn't it? It gave the world this layer of dark

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comedy. It did. It told you that the world you

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were driving through was populated by eccentric,

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borderline unhinged characters. It deepened the

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immersion. You weren't just driving. You were

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listening to the pulse of the city's id. You'd

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find yourself just parking the car to hear the

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end of a segment before starting a mission. All

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the time. But which brings us to the person doing

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the driving. We have to talk about the protagonist

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because this was a massive design shift for the

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series. Huge. In GTA 3, you played as Claude.

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Claude was silent. He didn't speak a single word.

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If a boss told him to jump off a bridge, he just

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nodded and went to the bridge. Which was kind

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of the standard back then, the silent protagonist.

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The idea was that you projected yourself onto

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the character. Exactly. But Rockstar realized

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that if they wanted to tell a cinematic story,

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something that rivaled Goodfellas or Scarface,

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they needed a character with agency. They needed

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a voice. Enter Tommy Forseti. And they didn't

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just hire a voice actor. They hired Ray Liotta.

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A Hollywood heavyweight. I mean, the guy from

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Goodfellas. Casting Ray Liotta was a statement

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of intent. It signaled that Rockstar wanted cinematic

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legitimacy. They were saying, we are playing

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in the same sandbox as Martin Scorsese now. But

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reading through the production notes, it sounds

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like that collision of worlds wasn't exactly

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smooth. No, it wasn't. There was a lot of friction.

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You have to remember, in 2002, acting in a video

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game was seen as a step down for a movie star.

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It wasn't prestigious yet. So Liotta maybe had

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a bit of an attitude about it. According to Sam

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Houser, in some recording sessions, Liotta was

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really into it. But in others, he was very dark

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and couldn't work. Director Navid Kansari also

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noted he was occasionally difficult to work with.

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I read somewhere that... Leotta insisted on seeing

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the scenes he was acting in, but, I mean, the

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game wasn't built yet. Right. How do you show

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him a scene that only exists as code? They actually

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had to record him against a blue screen so the

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animators could visualize the cutscenes later.

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It was a clash of methodologies. I can see that.

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You have a method actor used to reacting to other

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humans on a set, and you're putting him in a

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sound booth asking him to shout at a microphone.

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It's a completely different discipline. But despite

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the difficulty, the result was undeniable. Oh,

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absolutely. Critics said Liotta's performance

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sweated charisma. It gave the story a center

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of gravity that GTA 3 just didn't have. It grounded

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the narrative. Tommy Vercetti wasn't just an

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errand boy. He was dangerous. He was volatile.

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You could hear it in his voice. And the story

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he is acting in is straight -up gangster cinema.

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Let's break down the setup. It's 1986. Tommy

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gets out of prison in Liberty City after 15 years.

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He kept his mouth shut. For the Farrelly crime

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family. A loyal soldier. Right. And his boss,

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Sonny Farrelly, voiced by Tom Sizemore, another

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big name, sends him down to Vice City, ostensibly

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to expand operations into the drug trade. But

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really, Sonny just wants him out of the way.

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He's a liability, a ghost from the past. And

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then the classic inciting incident, the drug

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deal gone wrong. The ambush. Tommy loses the

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money and the merchandise. Sunny is furious.

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Yeah. And usually in a video game up to this

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point, the plot structure would be simple. Go

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get the money back for the boss. Mission after

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mission until you succeed. But that's not really

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what happens, is it? I mean, it starts that way,

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but then it pivots. Exactly. And this is the

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narrative brilliance of Vice City. The arc isn't

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about restoration. It's about usurpation. Tommy

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realizes he doesn't need the boss. He stops working

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for people and starts working for himself. Yeah.

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It's the shift from henchman to kingpin. He builds

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this crew of misfits around him. You've got Ken

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Rosenberg, the neurotic, cocaine -addled lawyer.

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Who is basically Sean Penn's character from Carlito's

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Way and a wonderful performance by Bill Fickner.

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Absolutely. And you've got Lance Vance, the smooth

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talker in the white suit who lost his brother

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in that ambush at the beginning. That relationship

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with Lance Vance is key. It was intended to mimic

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the Crockett and Tubbs dynamic from Miami Vice

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Partners Against the World. They have that initial

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bond. But because this is a tragedy, or at least

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a crime drama, it ends in betrayal. Of course

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it does. Lance selling Tommy out to Sonny is

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one of the big emotional beats of the game. It

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hurts because you spent so much time with him

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as your partner. Spoiler alert for a 20 -year

00:11:11.659 --> 00:11:13.980
-old game, but yeah, Tommy ends up taking everyone

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out. Sonny, Lance, the whole lot. The final mission

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is this huge shootout in his mansion. Very Scarface.

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Very Scarface. By the end, he's the undisputed

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ruler of the city, he's standing over the bodies

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of his enemies, and he's finally on top. And

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that narrative arc rising to become the ruler

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is perfectly mirrored in the gameplay mechanics.

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This is where the game design really supported

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the story in a way that was pretty new at the

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time. It's one of the best examples of ludonarrative

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harmony. Before that term was even really a thing.

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So let's talk gameplay, because they added some

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things that seem basic now but were huge then.

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First off... Motorcycles. It sounds trivial,

00:11:52.679 --> 00:11:55.340
doesn't it? They added bikes. But from a physics

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engine perspective, that was a nightmare. GTA

00:11:58.299 --> 00:12:00.539
3 didn't have them because four wheels are stable.

00:12:00.879 --> 00:12:03.320
Two wheels require a completely different balance

00:12:03.320 --> 00:12:05.519
calculation. But it changed the flow of the game

00:12:05.519 --> 00:12:07.820
entirely. You could weave through traffic, pop

00:12:07.820 --> 00:12:10.519
wheelies, bail out at high speed. It made the

00:12:10.519 --> 00:12:13.100
city feel faster, more agile. It opened up new

00:12:13.100 --> 00:12:15.639
pathways. You could cut through alleys and over

00:12:15.639 --> 00:12:18.259
ramps that a car just couldn't handle. And the

00:12:18.259 --> 00:12:20.440
combat got a facelift, too. Better targeting,

00:12:20.519 --> 00:12:23.299
right. Improved targeting, new weapons like the

00:12:23.299 --> 00:12:26.539
Colt Python and the minigun. And they added the

00:12:26.539 --> 00:12:28.899
ability to do drive -by shooting sideways. Which

00:12:28.899 --> 00:12:31.100
was essential if you were being chased by the

00:12:31.100 --> 00:12:34.519
cops. The biggest change, the thing that really

00:12:34.519 --> 00:12:36.720
tied into that kingpin theme we talked about,

00:12:36.820 --> 00:12:39.899
was the property system. Yes. This is the asset

00:12:39.899 --> 00:12:42.220
acquisition mechanic. In previous games, the

00:12:42.220 --> 00:12:44.820
loop was go to a phone booth, get a mission,

00:12:44.980 --> 00:12:48.679
do it, get cash. The cash was mostly for buying

00:12:48.679 --> 00:12:51.240
weapons or painting your car. It was resource

00:12:51.240 --> 00:12:54.539
management. Means to an end? Right. In Vice City,

00:12:54.679 --> 00:12:57.080
you use that cash to buy the city itself. You

00:12:57.080 --> 00:12:58.940
could buy the Malibu Club. You could buy a taxi

00:12:58.940 --> 00:13:01.340
company. You could buy an ice cream factory that

00:13:01.340 --> 00:13:04.600
was not selling ice cream. A pornographic film

00:13:04.600 --> 00:13:07.039
studio, to be precise. Oh, I got to keep it gritty.

00:13:07.340 --> 00:13:09.500
But the mechanic was brilliant. You buy the business,

00:13:09.620 --> 00:13:12.440
and then it unlocks specific missions for that

00:13:12.440 --> 00:13:14.580
business. You eliminate the competition, steal

00:13:14.580 --> 00:13:16.879
equipment, secure the assets. And once you do

00:13:16.879 --> 00:13:19.139
all that? The property starts generating passive

00:13:19.139 --> 00:13:21.580
income. You literally have to drive by and collect

00:13:21.580 --> 00:13:23.419
your earnings from a little floating dollar sign.

00:13:23.759 --> 00:13:26.240
It's the empire building loop. You aren't just

00:13:26.240 --> 00:13:28.940
a criminal committing random acts of violence.

00:13:29.120 --> 00:13:31.960
You're a CEO. You're building a portfolio. Exactly.

00:13:32.080 --> 00:13:34.600
It grounded the player in the world. You weren't

00:13:34.600 --> 00:13:36.720
just passing through. You owned pieces of it.

00:13:36.759 --> 00:13:39.279
It gave you a reason to protect the city. It

00:13:39.279 --> 00:13:41.320
aligned the player's motivation, which is getting

00:13:41.320 --> 00:13:44.039
rich, with the character's motivation, which

00:13:44.039 --> 00:13:46.620
is ruling the town. Now, making all this happen,

00:13:46.740 --> 00:13:49.200
the technical side, we touched on the lighting,

00:13:49.320 --> 00:13:51.850
but... Rendering this whole world was a heavy

00:13:51.850 --> 00:13:54.750
lift. It was. They used the renderware engine.

00:13:54.929 --> 00:13:56.710
Now, for the listeners who aren't tech savvy,

00:13:56.950 --> 00:13:59.389
renderware was a middleware engine used by a

00:13:59.389 --> 00:14:01.309
lot of games back then. It was great at rendering

00:14:01.309 --> 00:14:03.649
blocks, which is why it worked so well for Liberty

00:14:03.649 --> 00:14:05.970
City, which is basically New York. The big grid.

00:14:06.149 --> 00:14:10.110
A big grid. But Miami is curves. It's Art Deco.

00:14:10.230 --> 00:14:12.909
It's palm trees. It's not a blocky city. So the

00:14:12.909 --> 00:14:15.309
engine itself was fighting against the art style?

00:14:15.629 --> 00:14:17.970
In a way, yes. They had to really push it. They

00:14:17.970 --> 00:14:21.429
had 110 unique pedestrian models using skins

00:14:21.429 --> 00:14:24.029
to make them look realistic, plus about 50 story

00:14:24.029 --> 00:14:26.830
characters. They mixed motion capture with stop

00:14:26.830 --> 00:14:29.690
motion animation. Wait, stop motion? Like Wallace

00:14:29.690 --> 00:14:33.110
and Gromit? Sort of. Not clay, obviously. But

00:14:33.110 --> 00:14:37.169
stop motion, in this context, refers to hand

00:14:37.169 --> 00:14:40.289
-keyed animation frames versus interpolated motion

00:14:40.289 --> 00:14:43.269
capture. It's a more deliberate frame -by -frame

00:14:43.269 --> 00:14:45.730
process. And what's the effect of that? It gave

00:14:45.730 --> 00:14:48.870
the characters a specific arcade snap. It's why

00:14:48.870 --> 00:14:51.009
the movement in Vice City feels sharp and immediate,

00:14:51.210 --> 00:14:53.330
rather than the slightly sluggish, realistic

00:14:53.330 --> 00:14:56.350
ragdoll physics we have in modern games. It feels

00:14:56.350 --> 00:14:58.929
responsive. But they pushed the hardware to the

00:14:58.929 --> 00:15:01.870
absolute limit. Oh, they broke the limit. Reviews

00:15:01.870 --> 00:15:04.309
at the time, even the glowing ones, noted frame

00:15:04.309 --> 00:15:07.039
rate drops. When things got chaotic... Police

00:15:07.039 --> 00:15:09.259
helicopters, explosions, multiple gangs fighting.

00:15:09.600 --> 00:15:11.779
The PlayStation 2 would struggle to keep up.

00:15:11.840 --> 00:15:14.080
It was chugging. But nobody cared. Nobody cared

00:15:14.080 --> 00:15:16.039
because the experience was so compelling. You

00:15:16.039 --> 00:15:17.679
were willing to forgive a few dropped frames

00:15:17.679 --> 00:15:20.100
for the sheer joy of it all. Now here is where

00:15:20.100 --> 00:15:22.159
my brain breaks a little bit. We are talking

00:15:22.159 --> 00:15:25.379
about a massive open world celebrity voice casting,

00:15:25.500 --> 00:15:28.299
a new physics engine for bikes, hours of audio.

00:15:28.720 --> 00:15:31.100
How long do you think they spent making it? Well,

00:15:31.120 --> 00:15:33.000
looking at modern standards, a game like GTA

00:15:33.000 --> 00:15:35.360
V or Red Dead Redemption 2 takes seven, maybe

00:15:35.360 --> 00:15:38.539
eight years. Right. A huge portion of a decade.

00:15:38.559 --> 00:15:42.440
So Vice City, three years, four. Nine months.

00:15:42.759 --> 00:15:46.240
No, I can't be right. Nine months. From the start

00:15:46.240 --> 00:15:49.259
of full production to shipping. Nine months.

00:15:49.320 --> 00:15:51.320
That sounds physically impossible. How do you

00:15:51.320 --> 00:15:54.240
even manage the asset pipeline for that? That's

00:15:54.240 --> 00:15:56.059
not a development cycle. That's a pregnancy.

00:15:56.139 --> 00:15:58.940
It borders on impossible. Full production started

00:15:58.940 --> 00:16:02.039
in late 2001, right as GTA Re was finishing,

00:16:02.200 --> 00:16:05.149
and they shipped in October 2002. Talk about

00:16:05.149 --> 00:16:06.750
crunch. The team must have been living at the

00:16:06.750 --> 00:16:08.809
office. The crunch must have been astronomical.

00:16:09.970 --> 00:16:11.710
But you also have to remember the scope initially.

00:16:12.090 --> 00:16:14.049
As we said at the top, it was discussed as a

00:16:14.049 --> 00:16:16.789
mission pack for GTA 3. Just some new weapons,

00:16:16.929 --> 00:16:19.009
new cars, new missions in the same city. So it

00:16:19.009 --> 00:16:21.789
was going to be DLC before DLC was really a thing.

00:16:21.929 --> 00:16:24.659
Essentially. But once they started modeling the

00:16:24.659 --> 00:16:27.100
80s assets and saw the potential of the setting,

00:16:27.259 --> 00:16:30.679
the teams, specifically the leadership at Rockstar

00:16:30.679 --> 00:16:33.360
North in Scotland, realized, no, this is a standalone

00:16:33.360 --> 00:16:35.480
game. They just decided to make a whole new game

00:16:35.480 --> 00:16:38.259
instead of an expansion. They pivoted hard. They

00:16:38.259 --> 00:16:40.899
reused the engine. They reused some code. But

00:16:40.899 --> 00:16:43.240
they built an entirely new world on top of it

00:16:43.240 --> 00:16:45.580
in less than a year. And a very profitable one.

00:16:45.659 --> 00:16:48.139
What did it cost to make? The budget figures

00:16:48.139 --> 00:16:50.399
are fascinating. The development budget was about

00:16:50.399 --> 00:16:53.000
$5 million. Which is practically indie budget

00:16:53.000 --> 00:16:55.360
territory today. I mean, it's nothing. Nothing.

00:16:55.379 --> 00:16:59.139
But the marketing budget, $13 .2 million. Wow.

00:16:59.279 --> 00:17:02.019
So they spent more than double on hype than they

00:17:02.019 --> 00:17:04.019
did on actually making the game? That tells you

00:17:04.019 --> 00:17:05.980
everything about the machine Rockstar was building.

00:17:06.480 --> 00:17:08.859
They knew they had a hit, and they pushed it

00:17:08.859 --> 00:17:11.440
hard. TV spots, magazine covers, the soundtrack

00:17:11.440 --> 00:17:14.599
release. The hype was deafening. I remember it.

00:17:14.619 --> 00:17:16.480
You couldn't escape it. They actually had to

00:17:16.480 --> 00:17:18.640
push the release date back a week from October

00:17:18.640 --> 00:17:22.619
22. to October 29, just to meet product demand.

00:17:22.940 --> 00:17:25.500
They couldn't press enough discs in time. And

00:17:25.500 --> 00:17:27.940
the team size for this nine -month miracle. A

00:17:27.940 --> 00:17:30.359
core team of about 50 people at Rockstar North.

00:17:30.599 --> 00:17:33.480
50 people. Imagine 50 people making a game that

00:17:33.480 --> 00:17:36.339
sells 17 million copies today. It's unheard of.

00:17:36.519 --> 00:17:38.839
It speaks to a different era of development.

00:17:39.279 --> 00:17:42.680
Less bureaucracy, perhaps, but certainly an intense,

00:17:42.839 --> 00:17:45.490
probably unsustainable workload. So the game

00:17:45.490 --> 00:17:48.730
comes out. It sells 1 .4 million copies in two

00:17:48.730 --> 00:17:51.230
days. It's the fastest selling game in history

00:17:51.230 --> 00:17:53.730
at that point. Everyone loves it. Well, players

00:17:53.730 --> 00:17:56.509
and critics loved it. Metacritic score is 95.

00:17:57.509 --> 00:18:01.809
But everyone is a strong word. Because with that

00:18:01.809 --> 00:18:05.369
level of visibility comes scrutiny. And as soon

00:18:05.369 --> 00:18:07.769
as it landed. the controversy started. Yeah,

00:18:07.869 --> 00:18:10.369
this is the legal fights part of our title. GTA

00:18:10.369 --> 00:18:12.809
has always been controversial, but Vice City

00:18:12.809 --> 00:18:15.210
seemed to hit a different nerve. It did. There

00:18:15.210 --> 00:18:17.430
were several fronts to this cultural war. First,

00:18:17.529 --> 00:18:19.630
there was the issue of ethnic representation.

00:18:19.990 --> 00:18:22.269
The Haitian and Cuban gangs. Right. The game

00:18:22.269 --> 00:18:24.690
features a gang war between Cubans and Haitians.

00:18:24.769 --> 00:18:26.650
You do missions for both sides, playing them

00:18:26.650 --> 00:18:28.670
off against each other. And this didn't sit well

00:18:28.670 --> 00:18:31.329
with community groups in New York. No. In November

00:18:31.329 --> 00:18:34.319
2003, The Haitian Centers Council staged a protest

00:18:34.319 --> 00:18:36.960
in New York City. They claimed the game urged

00:18:36.960 --> 00:18:39.500
players to harm Haitian immigrants. Because there

00:18:39.500 --> 00:18:42.019
were specific lines of dialogue. There were.

00:18:42.960 --> 00:18:45.680
Instructional lines in a mission, like kill the

00:18:45.680 --> 00:18:48.640
Haitians, that they found hateful and inciting.

00:18:48.779 --> 00:18:51.420
And this wasn't just a small picket line. The

00:18:51.420 --> 00:18:53.440
mayor got involved. Mayor Michael Bloomberg.

00:18:53.740 --> 00:18:56.160
Yeah. He threatened legal action against Take

00:18:56.160 --> 00:18:58.519
-Two Interactive, the parent company. It became

00:18:58.519 --> 00:19:00.970
a serious political issue. So how did Rockstar

00:19:00.970 --> 00:19:03.150
respond? Did they double down with their usual,

00:19:03.250 --> 00:19:06.990
you know, it's satire defense? They started with

00:19:06.990 --> 00:19:10.630
that. They argued it was context specific, that

00:19:10.630 --> 00:19:12.970
you fight everyone in the game, not just Haitians.

00:19:13.089 --> 00:19:15.650
But they eventually agreed to remove the offensive

00:19:15.650 --> 00:19:18.380
statements from future copies of the game. That's

00:19:18.380 --> 00:19:20.539
rare for Rockstar. They usually hold their ground.

00:19:20.680 --> 00:19:22.519
It is. But I think they saw that the political

00:19:22.519 --> 00:19:24.220
pressure was just too much. But that was just

00:19:24.220 --> 00:19:27.000
the warm up. The much darker, heavier controversy

00:19:27.000 --> 00:19:29.059
and the one that really threatened the industry

00:19:29.059 --> 00:19:32.460
was the accusation that the game caused real

00:19:32.460 --> 00:19:34.779
world violence. The violence causes violence

00:19:34.779 --> 00:19:37.119
argument. This was the era where every time a

00:19:37.119 --> 00:19:39.460
tragedy happened, the media looked for a video

00:19:39.460 --> 00:19:42.039
game connection. And with Vice City, they found

00:19:42.039 --> 00:19:45.309
some disturbing cases. We have to slow down and

00:19:45.309 --> 00:19:47.410
really look at the Devin Moore case because it

00:19:47.410 --> 00:19:49.630
wasn't just a tabloid headline. It was a potential

00:19:49.630 --> 00:19:52.230
constitutional crisis for gaming. This is a heavy

00:19:52.230 --> 00:19:55.130
story. Tell us what happened. In 2003, Devin

00:19:55.130 --> 00:19:57.950
Moore was 18. He was brought into a police station

00:19:57.950 --> 00:20:00.710
in Fayette, Alabama on stolen vehicle charge.

00:20:00.930 --> 00:20:03.869
He had no history of violent crime. While he

00:20:03.869 --> 00:20:06.390
was being booked, he grabbed an officer's gun,

00:20:06.589 --> 00:20:09.069
shot and killed two policemen and a dispatcher,

00:20:09.089 --> 00:20:12.829
and fled in a patrol car. It sounds horrifyingly

00:20:12.829 --> 00:20:14.890
like a... The scenario from the game. That was

00:20:14.890 --> 00:20:17.509
the argument. After he was caught, he reportedly

00:20:17.509 --> 00:20:20.470
told police, life is like a video game. Everybody's

00:20:20.470 --> 00:20:23.269
got to die sometime. Chilling. Extremely. This

00:20:23.269 --> 00:20:26.549
led to a $600 million lawsuit filed against Rockstar,

00:20:26.750 --> 00:20:29.970
Sony, GameStop, and even Walmart. The families

00:20:29.970 --> 00:20:32.329
of the victims sued. And entering the ring here

00:20:32.329 --> 00:20:34.589
is a name that gamers from the 2000s will remember

00:20:34.589 --> 00:20:38.049
vividly. Jack Thompson. The attorney who basically

00:20:38.049 --> 00:20:40.049
made it his life's mission to destroy Grand Theft

00:20:40.049 --> 00:20:42.869
Auto. He became the face of the anti -video game

00:20:42.869 --> 00:20:45.990
crusade. But we need to understand his legal

00:20:45.990 --> 00:20:50.670
strategy here. It was very clever in a very dangerous

00:20:50.670 --> 00:20:53.329
way. He wasn't just suing for negligence. He

00:20:53.329 --> 00:20:55.430
was suing on the basis of product liability.

00:20:55.990 --> 00:20:58.690
Product liability. Like if a toaster explodes

00:20:58.690 --> 00:21:02.529
or a car has a bad brake line. Exactly. Thompson

00:21:02.529 --> 00:21:04.589
argued that Vice City wasn't speech protected

00:21:04.589 --> 00:21:07.289
by the First Amendment. He argued it was a defective

00:21:07.289 --> 00:21:10.430
product. He claimed the code itself, the interaction

00:21:10.430 --> 00:21:13.190
of input and on -screen violence, was a murder

00:21:13.190 --> 00:21:15.950
simulator designed to train reflexes. He was

00:21:15.950 --> 00:21:18.130
trying to say the game itself was a weapon. She's

00:21:18.130 --> 00:21:20.690
trying to bypass free speech laws by categorizing

00:21:20.690 --> 00:21:23.009
the game as a physical training tool. That is

00:21:23.009 --> 00:21:25.269
a terrifying precedent. If he wins that argument,

00:21:25.529 --> 00:21:27.690
basically every action movie or book could be

00:21:27.690 --> 00:21:29.630
considered a training tool. That was the fear.

00:21:29.789 --> 00:21:32.710
The entire industry held its breath. If the Alabama

00:21:32.710 --> 00:21:35.109
court had accepted that Vice City was a defective

00:21:35.109 --> 00:21:37.690
product rather than art... It would have opened

00:21:37.690 --> 00:21:40.769
the floodgates. Rockstar, Sony, Walmart, they

00:21:40.769 --> 00:21:42.349
would have been liable for every crime committed

00:21:42.349 --> 00:21:44.250
by anyone who played their games. The industry

00:21:44.250 --> 00:21:46.410
would have collapsed. So why didn't it stick?

00:21:46.569 --> 00:21:49.630
What was the defense? It comes down to a legal

00:21:49.630 --> 00:21:52.250
standard known as strict scrutiny. The courts

00:21:52.250 --> 00:21:54.170
eventually ruled that video games are expressive

00:21:54.170 --> 00:21:57.130
speech, like books or films. Right. To ban or

00:21:57.130 --> 00:21:59.990
penalize them, the state needs a compelling interest.

00:22:00.809 --> 00:22:03.890
And Thompson couldn't prove scientifically that

00:22:03.890 --> 00:22:07.029
playing the game caused the behavior. Correlation

00:22:07.029 --> 00:22:09.589
isn't causation. There was no direct link. So

00:22:09.589 --> 00:22:13.730
Rockstar won. Legally, yes. In the Moore case,

00:22:13.910 --> 00:22:16.769
the First Amendment protection held strong. A

00:22:16.769 --> 00:22:18.990
similar case involving Cody Posey in New Mexico

00:22:18.990 --> 00:22:21.769
was dismissed because the state had no jurisdiction

00:22:21.769 --> 00:22:24.930
over the companies. And Jack Thompson, well,

00:22:25.009 --> 00:22:27.430
his conduct in these trials eventually led to

00:22:27.430 --> 00:22:29.609
him being disbarred. He was removed from the

00:22:29.609 --> 00:22:32.029
Moore case for unprofessional conduct, right?

00:22:32.109 --> 00:22:34.819
Yes. But even though Rockstar won in court, these

00:22:34.819 --> 00:22:38.119
cases fueled a decade -long moral panic. It framed

00:22:38.119 --> 00:22:40.119
the conversation around gaming for a generation

00:22:40.119 --> 00:22:42.880
of parents. It forced Rockstar to become very

00:22:42.880 --> 00:22:45.539
defensive, very litigious about its image. There

00:22:45.539 --> 00:22:48.000
was also a lighter, weirder lawsuit, wasn't there?

00:22:48.059 --> 00:22:51.400
The one involving the psychic? Ah, yes. The Antipoulet

00:22:51.400 --> 00:22:54.859
case. There is a character in the game, a Haitian

00:22:54.859 --> 00:22:57.519
matriarch named Antipoulet. She was voiced by

00:22:57.519 --> 00:23:00.180
Uri Harris. Better known to the world as Miss

00:23:00.180 --> 00:23:04.519
Cleo. Call me now. Exactly. Years later, in July

00:23:04.519 --> 00:23:07.680
2017, so we're talking 15 years after the game

00:23:07.680 --> 00:23:11.660
came out, the Psychic Readers Network sued Rockstar.

00:23:12.160 --> 00:23:14.180
They claimed the character infringed on their

00:23:14.180 --> 00:23:16.700
copyright of the Miss Cleo persona. Wait, 15

00:23:16.700 --> 00:23:18.460
years later? Isn't there a statute of limitations

00:23:18.460 --> 00:23:20.829
on that kind of thing? There is. Usually three

00:23:20.829 --> 00:23:23.369
years for copyright infringement. Legal experts

00:23:23.369 --> 00:23:25.250
at the time pointed out that it was a massive

00:23:25.250 --> 00:23:26.769
hurdle. It seems to have been a bit of a Hail

00:23:26.769 --> 00:23:29.390
Mary. But it just goes to show how long the tale

00:23:29.390 --> 00:23:31.650
of this game is. It was generating legal headlines

00:23:31.650 --> 00:23:34.109
nearly two decades after release. So let's talk

00:23:34.109 --> 00:23:36.210
about that legacy. Because despite the lawsuits,

00:23:36.329 --> 00:23:38.809
despite the controversy, the game was a monster

00:23:38.809 --> 00:23:41.849
hit. An absolute monster. It sold 17 .5 million

00:23:41.849 --> 00:23:44.450
copies globally as of 2008. It was a best -selling

00:23:44.450 --> 00:23:47.349
game of 2002. It earned a Diamond Award in the

00:23:47.349 --> 00:23:50.190
UK for over a million sales. It was a phenomenon.

00:23:50.410 --> 00:23:53.710
And it's been ported to everything. Xbox, PC,

00:23:54.089 --> 00:23:56.670
Mac, mobile. I remember playing it on my iPad

00:23:56.670 --> 00:23:58.789
and thinking, this is the whole game on a slab

00:23:58.789 --> 00:24:01.410
of glass. It was mind -blowing. It has incredible

00:24:01.410 --> 00:24:04.450
staying power. But that legacy has had some bumps

00:24:04.450 --> 00:24:06.369
in the road recently. You're talking about the

00:24:06.369 --> 00:24:10.589
definitive edition. 2021 Rockstar released remastered

00:24:10.589 --> 00:24:14.690
versions of GTA 3, Vice City, and San Andreas.

00:24:16.349 --> 00:24:18.269
It didn't go well. That is putting it mildly.

00:24:18.309 --> 00:24:21.029
It was buggy. The art style looked weirdly plastic.

00:24:21.329 --> 00:24:23.250
The characters looked like cartoons. The rain

00:24:23.250 --> 00:24:25.430
effect was so bad it was practically unplayable.

00:24:25.529 --> 00:24:28.319
A lot of the environmental charm. That haze we

00:24:28.319 --> 00:24:30.579
talked about earlier was stripped away by AI

00:24:30.579 --> 00:24:32.960
upscaling algorithms that didn't understand the

00:24:32.960 --> 00:24:35.599
artistic intent. It looked clean, but it lost

00:24:35.599 --> 00:24:38.039
its soul. And to add insult to injury, they removed

00:24:38.039 --> 00:24:40.579
the original versions from digital stores to

00:24:40.579 --> 00:24:42.579
force people to buy the new one. There was a

00:24:42.579 --> 00:24:45.140
massive backlash, a huge outcry from the community.

00:24:45.339 --> 00:24:47.400
They eventually restored the originals to the

00:24:47.400 --> 00:24:50.119
Rockstar store, but it damaged the brand's reputation

00:24:50.119 --> 00:24:52.660
for perfectionism. It felt like a cash grab.

00:24:52.990 --> 00:24:55.210
But the fans haven't given up on the game. In

00:24:55.210 --> 00:24:57.589
fact, the fans are working harder than the developers

00:24:57.589 --> 00:25:00.109
in some cases. This is a fascinating subplot.

00:25:00.329 --> 00:25:03.849
The code war. The code war. I like that. What

00:25:03.849 --> 00:25:07.009
is it? In 2020, a fan team released something

00:25:07.009 --> 00:25:10.609
called ReVC. They had completely reverse engineered

00:25:10.609 --> 00:25:13.670
the game code. Now, for the listener, reverse

00:25:13.670 --> 00:25:16.549
engineering isn't just copying files. It's looking

00:25:16.549 --> 00:25:19.130
at the compiled game and working backward to

00:25:19.130 --> 00:25:21.109
figure out the source code. It's like taking

00:25:21.109 --> 00:25:23.029
a cake and trying to write the recipe for it

00:25:23.029 --> 00:25:25.609
just by looking at it. A perfect analogy. And

00:25:25.609 --> 00:25:28.069
it's incredibly difficult. Why do that? Why go

00:25:28.069 --> 00:25:29.730
to all that trouble? Because once you have the

00:25:29.730 --> 00:25:32.170
source code, you can do anything. You can fix

00:25:32.170 --> 00:25:34.630
bugs the original developers left. You can add

00:25:34.630 --> 00:25:37.210
modern features like widescreen support. You

00:25:37.210 --> 00:25:39.190
can port it to platforms it was never meant for,

00:25:39.309 --> 00:25:41.910
like the Nintendo Switch or Wii U. It's about

00:25:41.910 --> 00:25:44.089
preservation. And Take -Two, the publisher, was

00:25:44.089 --> 00:25:45.730
totally cool with that, right? High fives all

00:25:45.730 --> 00:25:49.440
around. Hard no. Take -Two issued DMCA takedowns.

00:25:49.440 --> 00:25:52.200
The fans actually filed counter notices claiming

00:25:52.200 --> 00:25:54.539
fair use for preservation and interoperability.

00:25:55.160 --> 00:25:58.059
Take -Two then sued them in 2021. So they're

00:25:58.059 --> 00:26:00.200
actively fighting the people who love the game

00:26:00.200 --> 00:26:02.920
the most. It highlights the tension between preservation

00:26:02.920 --> 00:26:06.079
fans keeping the game alive and intellectual

00:26:06.079 --> 00:26:08.640
property protection. The company wants to control

00:26:08.640 --> 00:26:11.299
its IP. And it's still happening. I saw a report

00:26:11.299 --> 00:26:15.119
from January 2025 just last year about Russian

00:26:15.119 --> 00:26:18.269
modders. Yes. A group of Russian modders released

00:26:18.269 --> 00:26:21.309
a next -gen edition, porting Vice City into the

00:26:21.309 --> 00:26:25.190
GTA IV engine. It looked incredible. Modern physics,

00:26:25.450 --> 00:26:27.789
lighting, everything. And Take -Two's reaction?

00:26:28.109 --> 00:26:30.130
Take -Two struck it down, deleted the trailer,

00:26:30.309 --> 00:26:32.710
deleted the YouTube channel. But there's a geopolitical

00:26:32.710 --> 00:26:36.690
twist there. There is. Due to sanctions and the

00:26:36.690 --> 00:26:38.890
legal landscape following the invasion of Ukraine,

00:26:39.150 --> 00:26:41.230
enforcing copyright against Russian entities

00:26:41.230 --> 00:26:43.910
is complicated. The lawyers can send letters,

00:26:43.970 --> 00:26:46.160
but they can't exactly walk in. to a Moscow court

00:26:46.160 --> 00:26:48.440
and demand an injunction right now, so the mod

00:26:48.440 --> 00:26:50.779
might survive simply because of the geopolitical

00:26:50.779 --> 00:26:53.880
friction. It's wild that a game from 2002 is

00:26:53.880 --> 00:26:56.420
part of a geopolitical copyright standoff in

00:26:56.420 --> 00:26:59.180
2025. It's Beast of the Love people have for

00:26:59.180 --> 00:27:00.940
this setting. They don't just want to play a

00:27:00.940 --> 00:27:03.519
game, they want to inhabit that world. And they're

00:27:03.519 --> 00:27:05.539
going to get to do it again soon. Grand Theft

00:27:05.539 --> 00:27:09.259
Auto VI is scheduled for 2026, and we know it's

00:27:09.259 --> 00:27:12.099
returning to a modern version of Vice City. Which

00:27:12.099 --> 00:27:14.430
brings it full circle. The fact that they are

00:27:14.430 --> 00:27:16.529
returning to the setting proves that Vice City

00:27:16.529 --> 00:27:19.109
wasn't just a sequel. It was a place that captured

00:27:19.109 --> 00:27:21.890
the imagination of millions. It's the spiritual

00:27:21.890 --> 00:27:24.769
home of the franchise. So as we wrap up this

00:27:24.769 --> 00:27:27.430
deep dive, how do we summarize Vice City? What

00:27:27.430 --> 00:27:30.180
was its ultimate impact? I think Vice City was

00:27:30.180 --> 00:27:33.259
the moment video games grew up and moved out

00:27:33.259 --> 00:27:35.960
of the basement. It proved you could have Hollywood

00:27:35.960 --> 00:27:39.140
acting, radio quality soundtracks, and complex

00:27:39.140 --> 00:27:42.359
adult narratives all in one package. It was a

00:27:42.359 --> 00:27:44.339
cultural pivot point. It was the moment games

00:27:44.339 --> 00:27:46.980
became cool, like culturally relevant to people

00:27:46.980 --> 00:27:49.420
who didn't play games. Precisely. But here is

00:27:49.420 --> 00:27:51.079
a provocative thought to leave you with. Hit

00:27:51.079 --> 00:27:53.059
me. We talked about the gameplay loop moving

00:27:53.059 --> 00:27:55.660
from a street thug to a business owner, acquiring

00:27:55.660 --> 00:27:58.660
assets, building an empire. You stop. being a

00:27:58.660 --> 00:28:00.559
criminal and start being the institution right

00:28:00.559 --> 00:28:02.940
you become the man you go from knocking over

00:28:02.940 --> 00:28:06.160
the bank to owning the bank does that shift from

00:28:06.160 --> 00:28:10.079
rebel to ceo mirror the trajectory of the grand

00:28:10.079 --> 00:28:14.119
theft auto franchise itself it started as a rebellious

00:28:14.119 --> 00:28:17.480
controversial outlier a punk rock product that

00:28:17.480 --> 00:28:20.940
everyone wanted to ban and now and now It is

00:28:20.940 --> 00:28:22.920
the most profitable entertainment product on

00:28:22.920 --> 00:28:26.039
Earth. It is the establishment. It's the institution.

00:28:26.440 --> 00:28:28.519
Rockstar became the Tommy Vercetti of the gaming

00:28:28.519 --> 00:28:30.640
industry. They own the town now. And just like

00:28:30.640 --> 00:28:32.680
Tommy, they took out all the competition along

00:28:32.680 --> 00:28:34.839
the way. That is a fascinating way to look at

00:28:34.839 --> 00:28:38.960
it. From 1986 to 2026, the empire stands. Thank

00:28:38.960 --> 00:28:40.700
you so much for taking this ride back to the

00:28:40.700 --> 00:28:42.539
80s with us. My pleasure. Just remember to wear

00:28:42.539 --> 00:28:44.839
your seatbelt. Always. Thanks for listening to

00:28:44.839 --> 00:28:46.299
The Deep Dive. Catch you next time.
