Grand Theft Auto: San Andreas
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| above = Grand Theft Auto: San Andreas
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| label2 = Developer(s) | data2 = Rockstar NorthTemplate:Efn
| label3 = Publisher(s) | data3 = Rockstar Games
| label4 = Director(s) | data4 = Template:If first display both
| label5 = Producer(s) | data5 = Leslie Benzies
| label6 = Designer(s) | data6 = Template:If first display both
| label7 = Programmer(s) | data7 = Template:Ubl
| label8 = Artist(s) | data8 = Aaron Garbut
| label9 = Writer(s) | data9 = Template:Ubl
| label10 = Composer(s) | data10 = Michael Hunter
| label11 = Series | data11 = Grand Theft Auto
| label12 = Engine | data12 = RenderWare
| label13 = Platform(s) | data13 = Template:Collapsible list
| label14 = Release | data14 = Template:Collapsible list
| label15 = Genre(s) | data15 = Action-adventure
| label16 = Mode(s) | data16 = Single-player, multiplayer
| label17 = Arcade system | data17 = Template:If first display both
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Grand Theft Auto: San Andreas is a 2004 action-adventure game developed by Rockstar North and published by Rockstar Games. It is the fifth main game in the Grand Theft Auto series, following 2002's Grand Theft Auto: Vice City, and the seventh entry overall. Set within the fictional U.S. state of San Andreas, the game follows Carl "CJ" Johnson, who returns home in 1992 after his mother's murder and finds his old street gang has lost much of their territory. Over the course of the game, he attempts to rebuild the gang, clashes with corrupt authorities and powerful criminals, and gradually unravels the truth behind his mother's murder.
The game is played from a third-person perspective and its world is navigated on foot or by vehicle. The open world design lets the player freely roam San Andreas, consisting of three major metropolitan cities: Los Santos, San Fierro, and Las Venturas, based on Los Angeles, San Francisco, and Las Vegas, respectively. Rockstar conducted on-site research in each city and consulted Los Angeles natives DJ Pooh, Estevan Oriol, and Mister Cartoon for help imitating the city's culture. The narrative is based on multiple real-life events in Los Angeles, including the Bloods and Crips street gang rivalry, the 1990s crack epidemic, the 1992 Los Angeles riots, and the Rampart scandal. The 50-person development team spent nearly two years creating the game. San Andreas was released in October 2004 for the PlayStation 2.
The game received critical acclaim for its characters, narrative, open world design, and visual fidelity, but mixed responses towards its mission design, technical issues, and portrayal of race. It generated controversy when the hidden "Hot Coffee" sex minigame was discovered, briefly requiring the game to be re-rated Adults Only. San Andreas received year-end accolades from several gaming publications, and it is considered one of the sixth generation of console gaming's most significant titles and among the best video games ever made. It was released for Windows and the Xbox in 2005, followed by enhanced versions and mobile ports in the 2010s, and a remastered version in 2021. San Andreas is the best-selling PlayStation 2 game with over 17.3 million copies sold, and one of the best-selling games of all time with 27.5 million copies sold overall. Its successor, Grand Theft Auto IV, was released in April 2008.
GameplayEdit
Grand Theft Auto: San Andreas is an action-adventure game played from a third-person view.<ref name="Eurogamer Preview"/> In the game, players control criminal Carl "CJ" Johnson and complete missions—linear scenarios with set objectives—to progress through the story. Outside of missions, players can freely roam the game's open world and complete optional side missions.<ref name="GamesRadar Stealth"/><ref name="PSM2 Review 1"/> A multiplayer mode allows two players to roam the world.<ref name="Eurogamer Preview 2"/> The fictional state of San Andreas, which makes up the open world, comprises three metropolitan cities: Los Santos, San Fierro, and Las Venturas.<ref name="Eurogamer Las Venturas"/> The cities are unlocked as the story progresses;<ref name="Eurogamer Map"/> airports allow teleportation between each city using fast travel.<ref name="BradyGames"/>Template:Rp Scattered throughout the map, safehouses can be purchased to save the game and store vehicles.<ref name="BradyGames"/>Template:Rp
Players may run, swim, and use vehicles to navigate the world,<ref name="GameSpot Review"/> and use melee attacks, firearms and explosives to fight enemies, including the ability to dual wield firearms and commit drive-by shootings.<ref name="IGN Review"/><ref name="GameSpot Review PC"/> Weapons are purchased from local firearms dealers, retrieved from dead enemies, and found scattered through the world.<ref name="VG247 Weapons"/> In combat, auto-aim is used to lock on to targets.<ref name="BradyGames"/>Template:Rp Should players take damage, their health meter can be fully regenerated through health pick-ups, and body armour can be used to absorb gunshots and explosive damage.<ref name="IGN Review"/><ref name="CNET Review"/> Players respawn at hospitals when their health depletes.<ref name="Annandale"/>Template:Rp If players commit crimes, law enforcement may respond as indicated by a "wanted" meter in the head-up display. Stars displayed on the meter indicate the current wanted level; at the maximum six-star level, police helicopters and military are sent after players.<ref name="BradyGames"/>Template:Rp Officers will search for players who leave the wanted vicinity. The meter enters a cool-down mode and eventually recedes when players are hidden from the officers' line of sight.<ref name="BradyGames"/>Template:Rp The game features more than 180 vehicles, including cars, motorcycles, aircraft, boats, and remote-control vehicles,<ref name="BradyGames"/>Template:Rp and most can be accessorised with modifications like hydraulics, nitrous oxide engines, and stereo systems.<ref name="BradyGames"/>Template:Rp
In the world, players can fight for territory by attacking rival gang members; the territory is won when players survive three waves of responding enemy attacks. Won territories are subject to periodic enemy gang attacks—they must be successfully defended or else lost.<ref name="BradyGames"/>Template:Rp While free roaming the world, players may engage in activities such as burglary, fire fighting, pimping, taxi, and vigilante missions;<ref name="BradyGames"/>Template:Rp completion rewards players with cash, which can be spent on CJ's accessories, clothing, hairstyles, and tattoos—new role-playing elements for the series.<ref name="IGN Review"/><ref name="IGN Style"/> Balancing food and physical activity impacts CJ's appearance and physical attributes; eating and exercising maintains health, while losing muscle lessens combat effectiveness.<ref name="IGN Diets"/> Three styles of hand-to-hand combat—boxing, kickboxing, and mixed martial arts—are taught at gyms in each city.<ref name="BradyGames"/>Template:Rp<ref name="PSM2 Preview"/>Template:Rp The game tracks respect among CJ's friends, which varies according to his actions and appearance.<ref name="BradyGames"/>Template:Rp Acquired skills are also tracked, such as driving, firearms handling, lung capacity, muscles, and stamina, which unlock additional game mechanics.<ref name="GameSpot Review"/><ref name="BradyGames"/>Template:Rp Players can date six different girls and take them to dinner, drinks, or dancing.<ref name="BradyGames"/>Template:Rp
PlotEdit
In 1992, after five years in Liberty City, gangster Carl "CJ" Johnson (Young Maylay) returns to Los Santos following his mother's death in a drive-by shooting. He is intercepted by corrupt C.R.A.S.H. officers led by Frank Tenpenny (Samuel L. Jackson), who threaten to implicate CJ in the killing of a fellow police officer unless he co-operates with them. CJ returns to Grove Street and reunites with his brother Sean "Sweet" Johnson (Faizon Love), sister Kendl Johnson (Yolanda Whittaker), and members of his old gang, Big Smoke (Clifton Powell) and Ryder (MC Eiht). Discovering the Grove Street Families (GSF) have lost much of their territory, CJ restores the gang to power by helping reunite the various GSF sets who had splintered and allying himself with Cesar Vialpando (Clifton Collins Jr.)—Kendl's boyfriend and leader of the Varrios Los Aztecas gang. CJ and Cesar witness Smoke and Ryder meeting with Tenpenny and the rival Ballas gang, and discover they betrayed the GSF and were responsible for killing CJ's mother. Suspecting a set-up, CJ rushes to Sweet's aid in a showdown against the Ballas.
Sweet gets wounded in the ambush and imprisoned, while Tenpenny exiles CJ to the countryside, where he forces him to eliminate witnesses to C.R.A.S.H.'s corruption in exchange for Sweet's safety in prison. CJ befriends an aging hippie and marijuana farmer named "the Truth" (Peter Fonda) and Triad leader Wu Zi Mu (James Yaegashi). He participates in a street race and wins a garage in San Fierro, which he sets up to earn money, and crosses paths with the Loco Syndicate, Big Smoke and Ryder's drug connection. Infiltrating the organisation, he identifies its leader: the affable but mysterious Mike Toreno (James Woods). Alongside Cesar and the Triad, CJ destroys the Loco Syndicate's drug factory, killing their leaders and Ryder. Toreno reveals himself an undercover government agent and enlists CJ's help in several shady operations in exchange for Sweet's release from prison. In Las Venturas, CJ and Wu Zi Mu establish a casino and clash with a rival Mafia casino.
After his release, Sweet and CJ revive the GSF, drive off the rival gangs from their territory, and rebuild throughout Los Santos. Tenpenny is arrested and tried for several felonies, but the charges are dropped due to lack of witnesses, prompting a city-wide riot. CJ soon discovers Big Smoke's hideout. The two engage in a gunfight; CJ wins, and before dying, Smoke confesses that he got caught up in power and money. Tenpenny arrives, holds CJ at gunpoint, steals Smoke's drug money, and escapes after causing an explosion in the building. He drives off in a fire truck, followed by CJ and Sweet, but eventually loses control and crashes over the side of a bridge overlooking Grove Street. CJ and his friends watch as Tenpenny dies of his injuries, ending the riot. In the aftermath, CJ's family and friends celebrate their success at the Johnson house. In the midst of the celebrations, CJ leaves to check on the neighbourhood.
DevelopmentEdit
The 50-person team at Rockstar North began development of San Andreas following the release of Grand Theft Auto: Vice City in October 2002.<ref name="Rolling Stone Retrospective"/><ref name="Eurogamer Garbut"/> Having two years of development, as opposed to Vice CityTemplate:'s one, gave them more opportunities to experiment and reevaluate the previous Grand Theft Auto games.<ref name="Eurogamer Garbut"/> Producer Leslie Benzies hoped San Andreas would redefine the series and "revolutionize open-ended gameplay and video game production values".<ref name="GameSpot Date"/> Rockstar Games's The Warriors, originally scheduled to be released in 2004, was delayed to 2005 to provide additional resources to San Andreas.<ref name="GamesRadar Reveal"/> San Andreas had a budget of under Template:US$.<ref name="WSJ Budget"/>
Rockstar North's minimal turnover since the development of the series's first game, Grand Theft Auto (1997), allowed the team to leverage their experience with the series.<ref name="PC PowerPlay Preview"/>Template:Rp Some developers were concerned about working conditions at Rockstar during San AndreasTemplate:'s development, as they were unable to take an adequate break after Vice City. Programmer Gary Foreman feared the company had entered a "constant crunch", as some developers worked for 17 hours per day.<ref name="Kushner"/>Template:Rp Some stepped away after disagreements with Rockstar president Sam Houser about working conditions,<ref name="Kushner"/>Template:Rp and one veteran employee quit in objection to the portrayal of African Americans and what he perceived to be a gloomier and more exploitative tone in Rockstar's output, particularly San Andreas and Rockstar North's previous game, Manhunt (2003).<ref name="Kushner"/>Template:Rp
Technical and open world designEdit
San AndreasTemplate:'s world was originally envisioned as three separate maps connected by public transport; it later became three cities in one map, with countryside and desert in between.<ref name="Rolling Stone Retrospective"/> Its cities are inspired by real locations: Los Santos by Los Angeles, San Fierro by San Francisco, and Las Venturas by Las Vegas.<ref name="Eurogamer Las Venturas"/><ref name="Game Informer Cover"/>Template:Rp Early in development, the team travelled to each city for research and photography;<ref name="PSM Preview"/>Template:Rp<ref name="OXM"/>Template:Rp art director Aaron Garbut felt Los Angeles's gang territory in particular was difficult to capture without first-hand experience.<ref name="Eurogamer Garbut"/> Rockstar's New York-based research team took thousands of photographs and video,<ref name="Eurogamer Garbut"/><ref name="PSM Preview"/>Template:Rp some of which were used as textures in the game.<ref name="Rolling Stone Retrospective"/> San AndreasTemplate:'s world is Template:Convert,<ref name="GameSpot Q&A"/> about four to six times larger than Grand Theft Auto IIITemplate:'s and Vice CityTemplate:'s;<ref name="Game Informer Cover"/>Template:Rp each city in San Andreas is approximately as large as Vice City.<ref name="IGN First Look"/> Garbut found it more difficult to memorise San AndreasTemplate:'s larger map than its predecessors'.<ref name="PSM Preview"/>Template:Rp The team wanted all elements—including packaging and marketing—to maintain a consistent theme to ensure players felt they were connected.<ref name="Eurogamer Houser"/><ref name="OPS2 AU Preview"/>Template:Rp
Benzies felt Rockstar North's relationship with Los Angeles natives Estevan Oriol, Mister Cartoon, and DJ Pooh helped them imitate the city's 1990s street culture.<ref name="OXM"/>Template:Rp The team wanted to ensure the world looked neither too "toy-towny" nor too precise,<ref name="Eurogamer Houser"/> as they sought "depth" over quantitative size; Garbut wanted players to "feel like [they] can stop at any point and discover new things".<ref name="Eurogamer Garbut"/> Real-world areas were the inspiration for many in-game locations: Compton for Los Santos's urban areas, and the Golden Gate Bridge for the Gant Bridge.<ref name="GameSpot Preview"/><ref name="GameSpot Tales"/> The team were enthusiastic about the inclusion of mountains, forests, and a desert—firsts for the series.<ref name="Eurogamer Garbut"/><ref name="Kikizo Houser"/> San Fierro's hills, based on those in San Francisco, were intended to draw the player's focus towards vehicle gameplay,<ref name="Game Informer Cover"/>Template:Rp and the open countryside driving was inspired from a technical perspective by Rockstar's Smuggler's Run (2002).<ref name="OPS2 UK Preview"/>Template:Rp Producer and co-writer Dan Houser felt the game's return to Los Santos in the final act afforded players a chance to view it from a different perspective.<ref name="EGM Preview"/>Template:Rp Garbut established climate zones for each city represented by their sky colour: Los Santos's red-orange, San Fierro's blue, and Las Venturas's red.<ref name="Rolling Stone Retrospective"/>
San Andreas was built using the game engine RenderWare.<ref name="GamesTM Preview"/>Template:Rp Its render pipeline was rewritten for increased graphical detail and scope,<ref name="Eurogamer Houser"/> allowing 35–50% more polygons on screen,<ref name="GamesTM Preview"/>Template:Rp real-time reflections and volumetric lighting, and unique models and lighting sets for day and night.<ref name="Eurogamer Garbut"/><ref name="Game Informer Cover"/>Template:Rp According to Garbut, the world is built with around 16,000 unique objects and buildings.<ref name="PSM Preview"/>Template:Rp Several buildings share a single low-detail model,<ref name="GameSpot Q&A"/> allowing them to be loaded as players traverse the map without the interruption of loading screens like in Vice City.<ref name="EGM Preview"/>Template:Rp Textures were created at a high resolution and scaled down for platforms unable to handle them.<ref name="GameSpot Q&A"/> The driving physics were reworked from previous games in consideration of San AndreasTemplate:'s more open areas.<ref name="Eurogamer Houser"/> Manhunt inspired San AndreasTemplate:'s stealth elements,<ref name="OPS2 AU Preview"/>Template:Rp and the "physicality" of ManhuntTemplate:'s targeting and gun gameplay was adapted to the open world formula.<ref name="1Up Houser"/> Computer scripting advancements enabled the developers to create gameplay features not possible in their previous games, such as the casino minigames.<ref name="GameSpot Q&A"/>
Story and charactersEdit
Several historical events influenced the narrative, including the Rampart scandal of the Los Angeles Police Department,<ref name="Gamepressure True 4"/> the 1990s crack epidemic, the 1992 Los Angeles riots,<ref name="Guardian Defining"/> and the rivalry between the Bloods and Crips street gangs.<ref name="Gamepressure True 3"/> Sam Houser recounted being fascinated by the appearances of street gangs and terrified by their behaviour;<ref name="GamesRadar Houser"/> the writers sought to accurately portray gang violence without glorifying it,<ref name="PC PowerPlay Preview"/>Template:Rp and wanted each gang to act differently, signified by unique walking styles.<ref name="Rolling Stone Retrospective"/> DJ Pooh was hired to co-write the game from an American perspective.<ref name="Kushner"/>Template:Rp The narrative was influenced by Hollywood films; Dan Houser said the team watched "hundreds of movies to get the California vibe".<ref name="Kikizo Houser"/> The developers referenced Boyz n the Hood (1991), Colors (1988), and Menace II Society (1993) for narrative inspiration, and compared their in-game locations to those in different films: the countryside to Deliverance (1972), San Fierro to Bullitt (1968), and Las Venturas to Casino (1995).<ref name="GamesTM Preview"/>Template:Rp Journalists identified references to other films like Juice (1992) and New Jack City (1991).<ref name="Hardcore Gamer Movies"/><ref name="PC Gamer Movies"/><ref name="IGN E3"/><ref name="Knight Movies"/> The focus on several communities was prompted by the variety in West Coast culture in the 1990s.<ref name="1Up Houser"/>
While the stories are largely unconnected, San Andreas concluded a trilogy that started with Grand Theft Auto III, allowing Rockstar to explore the 1980s (Vice CityTemplate:--), 1990s (San AndreasTemplate:--), and early 2000s (IIITemplate:--).<ref name="1Up Houser"/> The team felt "the world's attention was on California" in the 1990s in regards to news and music, and that it translated well to the game.<ref name="GamesTM Preview"/>Template:Rp Dan Houser said the game's satire was aimed towards the "broader weirdness" of American consumerism and action movies.<ref name="Eurogamer Houser"/> He noted the writers attempted to outdo each other's humour.<ref name="Eurogamer Houser"/> The team wanted to give players the freedom to make choices while maintaining interest in the story.<ref name="Eurogamer Houser"/> The game features over 400 speaking actors<ref name="Eurogamer Houser"/> and over 60,000 lines of dialogue, including over 7,700Template:Efn for CJ;<ref name="GameSpot Talking"/> it broke a Guinness World Record for the largest video game voice cast with 861 credited actors.<ref name="Guinness 2009"/> Each non-player character had around an hour of dialogue, in contrast to Vice CityTemplate:'s ten minutes.<ref name="GamesTM Preview"/>Template:Rp
Sam Houser sought an unknown actor for CJ, as he found Ray Liotta's performance as Tommy Vercetti in Vice City "conflicting" due to his familiarity with Liotta's previous work. He opted to cast celebrities in secondary roles, such as Jackson as Tenpenny, and he felt Young Maylay's obscurity in the industry made CJ feel "very, very human".<ref name="Edge Houser"/> Rockstar asked Young Maylay to audition after overhearing him speak with DJ Pooh; he was cast in the role—his first acting performance—a few weeks after auditioning.<ref name="OPM Maylay"/>Template:Rp He felt the developers gave him the freedom to imbue CJ with his own personality.<ref name="GameSpy Maylay"/> They aimed for CJ to be their "most human" character, ensuring he had "the most intense story around him" to allow players to identify.<ref name="PC PowerPlay Preview"/>Template:Rp DJ Pooh compared CJ to Tupac Shakur in his fierce dedication to family but ability to become "cold-blooded" when necessary.<ref name="OPM US Preview"/>Template:Rp The team felt the ability to adjust CJ's weight helped players feel their actions could have consequences.<ref name="1Up Houser"/> Dan Houser felt CJ's customisability allowed players to better connect with the characters.<ref name="Game Informer Cover"/>Template:Rp DJ Pooh engaged several other actors to work on the game, such as Faizon Love, MC Eiht, and Shawn Fonteno.<ref name="Rolling Stone Retrospective"/>
MusicEdit
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Rockstar partnered with Interscope Records to create the soundtrack.<ref name="IGN Soundtrack 1"/> The in-game radio features eleven radio stations with twenty DJs—including Axl Rose, Chuck D, and George Clinton<ref name="MTV Soundtrack"/>—and more than three times as many licensed songs and original in-universe advertisements as Grand Theft Auto III. The radio features were overhauled; instead of looping sounds, each station became dynamic, allowing a randomised song order, accurate weather predictions, and story-relevant news announcements.<ref name="IGN Soundtrack 2"/> Michael Hunter wrote the game's main theme,<ref name="IGN Soundtrack 3"/> partly inspired by his childhood experiences with hip hop through Yo! MTV Raps (1988–1995).<ref name="Rolling Stone Retrospective"/> Interscope published two albums for the game: a two-disc album in November 2004,<ref name="GameSpy Soundtrack"/> and an eight-disc box set in December.<ref name="IGN Soundtrack 4"/> Post-PlayStation 2 versions of the game added an additional radio station supporting a custom, user-imported soundtrack.<ref name="GameSpot Xbox"/>
Release and promotionEdit
In October 2003, Rockstar's parent company Take-Two Interactive announced the next Grand Theft Auto game would be released in 2004's third quarter,<ref name="IGN Date"/> and it prompted speculation after registering GTA: San Andreas with the U.S. Patent and Trademark Office in December 2003.<ref name="GameSpot Patent"/> Rockstar announced the game in March 2004, along with a scheduled release date of 19 and 22 October in North America and Europe, respectively.<ref name="GameSpot Date"/> The first details and screenshots were released at E3 in May<ref name="IGN E3"/> alongside a cover story in Game Informer,<ref name="IGN Cover"/> followed by the cover art in July.<ref name="GamesRadar Cover"/> Rockstar launched the official website and first trailer in August,<ref name="IGN Trailer"/><ref name="IGN Website"/> followed by the second trailer in September.<ref name="IGN Desktop"/><ref name="IGN Trailer 2"/> In September, Take-Two announced the game's delay to 26 and 29Template:NbspOctober in North America and Europe, respectively, and revealed it would be released for Windows in early 2005.<ref name="Eurogamer Delay"/> Rockstar commissioned hand-painted advertisements for San Andreas around the world in late 2004; one in Melbourne remained partially visible in 2020.<ref name="Beat Mural"/>
In October 2004, an early version of the game was leaked by hackers;<ref name="IGN Leak"/> Rockstar asserted it would "aggressively pursue this matter" and asked for information.<ref name="GamesIndustry Leak"/> The game was released for the PlayStation 2 in October 2004.<ref name="Eurogamer Delay"/> A special edition version was published for the PlayStation 2 on 8Template:NbspOctober 2005, featuring Rockstar's debut documentary film Sunday Driver, about a lowrider car club in Compton.<ref name="Trilogy"/> It also included Template:Visible anchor,<ref name="IGN Introduction"/> an in-engine video previously provided on a DVD with the game's soundtrack.<ref name="GameSpy Soundtrack"/> The 21-minute video chronicles the events leading up to San Andreas, featuring CJ, Sweet, Big Smoke, Ryder, and Tenpenny.<ref name="GameSpy Introduction"/> GameSpot recommended the film for fans of the series;<ref name="GameSpot Introduction"/> IGNTemplate:'s Chris Carle enjoyed the voice acting but found the narrative uncompelling and felt the film alone was not worth purchasing the special edition.<ref name="IGN Introduction"/> Capcom published the game in Japan on 25Template:NbspJanuary 2007.<ref name="Joystiq Japan"/><ref name="Capcom Japan"/>
ReceptionEdit
Critical responseEdit
Template:Video game reviews Grand Theft Auto: San Andreas received "universal acclaim" from critics, according to review aggregator Metacritic.<ref name="MC"/> It is the site's fifth-highest-rated PlayStation 2 game.<ref name="MC Best PS2"/> PSM2Template:'s Daniel Dawkins declared it "the single most complete, unique, universe in console history" after The Legend of Zelda: Ocarina of Time (1998) and "the best entertainment console gaming can offer".<ref name="PSM2 Review 3"/> Game InformerTemplate:'s Andrew Reiner called it "entertainment at its best"<ref name="Game Informer Review"/> and GameSpyTemplate:'s Miguel Lopez wrote it reminded him why he plays games: "to be liberated from the constraints of reality, and explore living, breathing worlds".<ref name="GameSpy Review 4"/>
Several reviewers considered San AndreasTemplate:'s world an improvement over its predecessors',<ref name="Game Informer Review"/><ref name="PALGN Review"/><ref name="1Up Review 2"/> praising the attention to detail in its areas and characters;<ref name="IGN Review"/><ref name="Eurogamer Review 1"/> IGNTemplate:'s Jeremy Dunham cited the differences in each city's weather as a highlight.<ref name="IGN Review"/> 1Up.comTemplate:'s Jeremy Parish considered it "the most complete, complex and detailed environment ever crafted for a game", praising the complexities of the freeway system and social dynamics.<ref name="1Up Review 2"/> GameSpyTemplate:'s Lopez lauded its accurate imitation of the American West Coast.<ref name="GameSpy Review 3"/> Critics considered the graphics an improvement over Vice City,<ref name="Eurogamer Review 1"/><ref name="OPM Review 1"/> particularly regarding the animations, foliage, lighting, and weather effects;<ref name="GameSpot Review"/><ref name="IGN Review"/><ref name="GameRevolution Review"/> PALGNTemplate:'s Chris Sell called it "one of the most visually absorbing games ever".<ref name="PALGN Review"/> Criticism was directed at the game's technical issues, with several reviewers encountering pop-up,<ref name="IGN Review"/><ref name="PALGN Review"/><ref name="PSM2 Review 3"/> and unstable frame rates;<ref name="GameSpot Review"/><ref name="1Up Review 2"/><ref name="Eurogamer Review 1"/> some felt the game pushed the PlayStation 2 hardware to its limit.<ref name="1Up Review 2"/><ref name="Eurogamer Review 1"/>
Game InformerTemplate:'s Reiner considered gameplay a dramatic improvement over previous entries.<ref name="Game Informer Review"/> PSM2Template:'s Dawkins found the missions were rarely repetitive and blended difficulty with comedy.<ref name="PSM2 Review 2"/> GameRevolutionTemplate:'s Joe Dodson lauded the freedom provided to players,<ref name="GameRevolution Review"/> while 1Up.comTemplate:'s Parish felt the previous games' improvisation had been removed<ref name="1Up Review 4"/> and Electronic Gaming MonthlyTemplate:'s Dan Hsu thought it could have benefited from branching paths.<ref name="EGM Review"/> The New York TimesTemplate:'s Charles Herold found the game's structure diminished enjoyment of its missions, forcing players to drive long distances and replay extensive sequences upon failing,<ref name="NYT Review"/> a complaint echoed by others.<ref name="GameRevolution Review"/><ref name="PALGN Review"/><ref name="Eurogamer Review 1"/> Some reviewers criticised the combat targeting (though acknowledged the usefulness of auto-aim)<ref name="IGN Review"/><ref name="PALGN Review"/><ref name="Eurogamer Review 1"/> and the flight, racing, RC car, and minigame controls.<ref name="PALGN Review"/><ref name="Eurogamer Review 1"/><ref name="OPM Review 2"/><ref name="1Up Review 4"/> The addition of role-playing elements was praised for its simplicity, subtlety, and effectiveness,<ref name="GameSpot Review"/><ref name="EGM Review"/><ref name="Eurogamer Review 1"/><ref name="GameSpy Review 2"/> though 1Up.comTemplate:'s Parish denounced some missions' statistical prerequisites.<ref name="1Up Review 4"/>
Several critics considered the narrative the series' best to date,<ref name="IGN Review"/><ref name="PALGN Review"/> which EurogamerTemplate:'s Kristan Reed attributed to its focus on dialogue and scene-setting, both in and out of cutscenes.<ref name="Eurogamer Review 1"/> Game InformerTemplate:'s Matt Miller enjoyed the narrative's ridicule of modern culture.<ref name="Game Informer Review"/> Some reviewers compared the story to Hollywood films and similar popular culture;<ref name="Game Informer Review"/><ref name="1Up Review 3"/> PSM2Template:'s Dawkins felt the finale "outstrips the collected work" of filmmakers Jerry Bruckheimer and Don Simpson.<ref name="PSM2 Review 2"/> Critics praised the cast's performances, particularly that of Young Maylay, Samuel L. Jackson, James Woods, and David Cross.<ref name="GameSpot Review"/><ref name="Game Informer Review"/><ref name="OPM Review 2"/> Official U.S. PlayStation MagazineTemplate:'s John Davison considered CJ "possibly one of the most well-developed and believable videogame characters ever made" due to his layered personality and realistic behaviour;<ref name="OPM Review 1"/> 1Up.comTemplate:'s Parish concurred but felt CJ's kind nature made his in-game actions less believable, a problem that may have been circumvented through a branching narrative.<ref name="1Up Review 3"/>
Some critics and scholars criticised the game for perpetuating racial stereotypes.<ref name="Neal Race"/><ref name="Leonard Race"/><ref name="Leonard Race2"/><ref name="NYT Race"/> Seeing BlackTemplate:'s Esther Iverem condemned the series for "validating ... an accepted caricature" rather than teaching respect and tolerance.<ref name="NYT Race"/> Dean Chan felt the series' protagonist shift from Tommy (an Italian American) to CJ (an African American) without subverting archetypes made it "complicit in the pathologization and fetishization of race".<ref name="Chan Race"/>Template:Rp Paul Barrett found its disregard and decontextualisation of institutional racism's structures suggest "that the problems that African Americans experience is due to individual failure", reinforced by the concept that white players can simply experience "black identity".<ref name="Barrett Race"/>Template:Rp A Games and Culture study found youth groups "do not passively receive the games' images and content": white players expressed concern about its racial stereotypes, while African American players used it "as a framework to discuss institutional racism".<ref name="Games Cult Race"/>Template:Rp Rachael Hutchinson considered San Andreas "a critical reflection on racial conflict in America" and found several criticisms were based on limited viewings instead of the whole story.<ref name="Hutchinson Race"/>Template:Rp Kotaku opined some in-game interactions could be portrayed as a lack of racism, such as characters conversing without moderating vocabularies or commenting on others'.<ref name="Kotaku Race"/> 1Up.comTemplate:'s Parish lauded the references to Rodney King's assault and the sophisticated writing addressing race in South Central Los Angeles.<ref name="1Up Review 3"/> David J. Leonard felt politicians and legislators were more concerned about the game's violent and sexual content than its racial stereotypes.<ref name="Leonard Race2"/>Template:Rp
Windows and Xbox versionsEdit
San AndreasTemplate:'s June 2005 release for Windows and Xbox received "universal acclaim" according to Metacritic.<ref name="MC"/> It was the second-highest-rated Windows game of 2005, behind Civilization IV,<ref name="MC Best PC"/> and the third-highest-rated Xbox game, behind Ninja Gaiden Black and Tom Clancy's Splinter Cell: Chaos Theory.<ref name="MC Best Xbox"/>
PALGNTemplate:'s Matt Keller considered the Windows release the best version of the game.<ref name="PALGN Review PC"/> Reviewers lauded the improved graphics,<ref name="PALGN Review PC"/><ref name="Eurogamer Review Xbox PC"/> particularly the detailed textures and models, higher draw distance, and improved frame rate, loading times, and anti-aliasing,<ref name="GamePro Review"/><ref name="PALGN Review PC"/><ref name="CGW Review PC"/><ref name="GameRevolution Review PC"/> though some considered the graphics outdated for the platform.<ref name="IGN Review PC"/><ref name="GameSpy Review PC 2"/> PALGNTemplate:'s Keller found the increased population density improved the world's overall atmosphere.<ref name="PALGN Review PC"/> The mouse and keyboard controls were generally praised as an improvement over the console versions and the series' previous Windows ports,<ref name="PALGN Review PC"/><ref name="GameRevolution Review PC"/><ref name="PC Gamer Review"/> especially during combat gameplay,<ref name="GameSpot Review PC"/><ref name="IGN Review PC"/><ref name="PALGN Review PC"/><ref name="GameSpy Review PC 3"/> though responses to driving controls and keyboard mapping were mixed.<ref name="GamePro Review"/><ref name="IGN Review PC"/><ref name="Eurogamer Review Xbox PC"/> Praise was directed at the custom radio<ref name="GamePro Review"/><ref name="PC Gamer Review"/> and physical packaging and manual.<ref name="GameSpot Review PC"/><ref name="GameSpy Review PC 3"/> Some critics bemoaned the lack of changes to the mission structure,<ref name="CGW Review PC"/><ref name="GameRevolution Review PC"/> and some encountered technical difficulties like sudden and major lagging spikes.<ref name="GameZone Review PC"/><ref name="GameSpy Review PC 3"/>
GameZoneTemplate:'s Eduardo Zacarias called the Xbox release the "definitive version of the game",<ref name="GameZone Review Xbox"/> and GameSpyTemplate:'s Will Tuttle considered it better than the original.<ref name="GameSpy Review Xbox 2"/> Several reviewers praised the improved assets, reflections, shadows, and load times,<ref name="GameZone Review Xbox"/><ref name="IGN Review Xbox"/><ref name="GameSpy Review Xbox 2"/> as well as the addition of a custom radio station<ref name="IGN Review Xbox"/><ref name="GameSpy Review Xbox 2"/> and video replay mode,<ref name="GameSpy Review Xbox 3"/><ref name="1Up Review Xbox"/> though GameSpyTemplate:'s Tuttle felt the latter was pointless without the ability to save videos.<ref name="GameSpy Review Xbox 3"/> Some critics thought the controls had not been improved since the original,<ref name="PALGN Review Xbox"/><ref name="Eurogamer Review Xbox PC"/> and others considered it a downgrade,<ref name="GameSpy Review Xbox 3"/><ref name="1Up Review Xbox"/> though GameSpotTemplate:'s Jeff Gerstmann appreciated the Xbox controller's analogue triggers when driving.<ref name="GameSpot Review Xbox"/> Some technical problems occasionally persisted, including pop-up, inconsistent frame rates, and poor aliasing,<ref name="GameSpot Review Xbox"/><ref name="Eurogamer Review Xbox PC"/><ref name="1Up Review Xbox"/> and some reviewers bemoaned the lack of significant graphical improvements.<ref name="IGN Review Xbox"/><ref name="PALGN Review Xbox"/>
Mobile versionEdit
San AndreasTemplate:'s mobile version received "generally favorable" reviews according to Metacritic.<ref name="MC"/> TouchArcadeTemplate:'s Eli Hodapp considered it "the best the game has ever been",<ref name="TouchArcade Review"/> while Digital SpyTemplate:'s Scott Nichols said it was "easily the worst way to experience" the game, only recommending that players with newer mobile hardware consider purchasing.<ref name="Digital Spy Review"/> Its Template:US$ price point was praised.<ref name="IGN Review Mobile"/><ref name="TouchArcade Review"/><ref name="Multiplayer.it Review"/><ref name="Eurogamer Review Mobile"/>
Reviewers praised the port's graphical enhancements, including increased draw distance, improved frame rates and load times, and enhanced models, reflections, shadows, and lighting,<ref name="Pocket Gamer Review"/><ref name="TouchArcade Review"/><ref name="Multiplayer.it Review"/><ref name="Eurogamer Review Mobile"/> though IGNTemplate:'s Leif Johnson found the textures remained dated<ref name="IGN Review Mobile"/> and some critics encountered technical issues like pop-up.<ref name="Eurogamer Review Mobile"/><ref name="Vandal Review"/> Digital SpyTemplate:'s Nichols lauded the addition of mid-mission checkpoints,<ref name="Digital Spy Review"/> and TouchArcadeTemplate:'s Hodapp found cloud saves the port's best feature.<ref name="TouchArcade Review"/> Responses to the controls were generally positive,<ref name="Pocket Gamer Review"/><ref name="TouchArcade Review"/><ref name="Multiplayer.it Review"/> considered an improvement over the series' previous mobile ports,<ref name="Eurogamer Review Mobile"/> though critics concurred that playing with a controller improved the experience and better imitated the original versions.<ref name="IGN Review Mobile"/><ref name="Pocket Gamer Review"/><ref name="TouchArcade Review"/>
AccoladesEdit
San Andreas won four of its five nominations at the Spike Video Game Awards, including Game of the Year, Best Action Game, and Best Performance by a Human Male for Jackson as Tenpenny.<ref name="Spike"/> It received four nominations at the British Academy Games Awards<ref name="BAFTA"/> and five at the Game Developers Choice Awards;<ref name="GDCA"/> according to The Guardian, the developers walked out during the latter after winning nothing.<ref name="GDCA Guardian"/> It won five awards at the Golden Joystick Awards, including Ultimate Game of the Year and Hero and Villain for CJ and Tenpenny, respectively,<ref name="Golden Joystick 2005"/> and received six nominations at the Interactive Achievement Awards, of which it won Outstanding Achievement in Soundtrack and Console Action/Adventure Game of the Year.<ref name="AIAS"/>
San Andreas was named 2004's best game by GamesMaster<ref name="GamesMaster GOTY"/> and runner-up by PSM.<ref name="PSM GOTY"/> It won PlayStation 2 Game of the Year and Best Game Within a Game (for pool) from Electronic Gaming Monthly,<ref name="EGM GOTY"/> Best PlayStation 2 Game, Best Action Adventure Game, Best Voice Acting, and Funniest Game from GameSpot,<ref name="GameSpot Best PS2"/><ref name="GameSpot Best Action"/><ref name="GameSpot Best Voice"/><ref name="GameSpot Best Funniest"/> Best Action Game and Best Story for PlayStation 2 from IGN,<ref name="IGN Best Action"/><ref name="IGN Best Story"/> and Best Replay Value and Best Voice Acting from PSM.<ref name="PSM GOTY"/>
Award | Date | Category | Recipient(s) and nominee(s) | Result | Template:Refh |
---|---|---|---|---|---|
British Academy Games Awards | 1 March 2005 | Best Game | Grand Theft Auto: San Andreas | Template:Nominated | <ref name="BAFTA"/> |
Action Game | Grand Theft Auto: San Andreas | Template:Nominated | |||
Animation | Grand Theft Auto: San Andreas | Template:Nominated | |||
PS2 | Grand Theft Auto: San Andreas | Template:Nominated | |||
Sunday Times Reader Award for Games | Grand Theft Auto: San Andreas | Template:Nominated | |||
Game Audio Network Guild Awards | 10 March 2005 | Best Use of Licensed Music | Template:Sort | Template:Won | <ref name="GANG"/> |
Best Dialogue | Template:Sort | Template:Won | |||
Game Developers Choice Awards | 9 March 2005 | Best Game | Grand Theft Auto: San Andreas | Template:Nominated | <ref name="GDCA"/> |
Excellence in Audio | Template:Sort | Template:Nominated | |||
Game Design | Template:Sort | Template:Nominated | |||
Writing | Template:Sort | Template:Nominated | |||
Golden Joystick Awards | 5 November 2004 | Most Wanted Game for Xmas | Grand Theft Auto: San Andreas | Template:Won | <ref name="Golden Joystick 2004"/> |
4 November 2005 | Nuts MagazineTemplate:'s Ultimate Game of the Year | Grand Theft Auto: San Andreas | Template:Won | <ref name="Golden Joystick 2005"/> | |
PlayStation 2 Game of the Year | Grand Theft Auto: San Andreas | Template:Won | |||
Best Game Soundtrack of 2005 | Grand Theft Auto: San Andreas | Template:Won | |||
Hero of 2005 | Carl "CJ" Johnson | Template:Won | |||
Villain of 2005 | Template:Sort | Template:Won | |||
G-Phoria | 29 July 2005 | Best Licensed Soundtrack | Grand Theft Auto: San Andreas | Template:Won | <ref name="G-Phoria"/> |
Game of the Year | Grand Theft Auto: San Andreas | Template:Nominated | <ref name="G-Phoria Nom"/> | ||
Best Action Game | Grand Theft Auto: San Andreas | Template:Nominated | |||
Best Voice Performance – Male | Template:Sort | Template:Nominated | |||
Young Maylay | Template:Nominated | ||||
Favorite Character | CJ | Template:Nominated | |||
Interactive Achievement Awards | 1 February 2005 | Console Action/Adventure Game of the Year | Grand Theft Auto: San Andreas | Template:Won | <ref name="AIAS"/> |
Outstanding Achievement in Soundtrack | Grand Theft Auto: San Andreas | Template:Won | |||
Game of the Year | Grand Theft Auto: San Andreas | Template:Nominated | |||
Console Game of the Year | Grand Theft Auto: San Andreas | Template:Nominated | |||
Outstanding Achievement in Game Design | Grand Theft Auto: San Andreas | Template:Nominated | |||
Outstanding Achievement in Character or Story Development | Grand Theft Auto: San Andreas | Template:Nominated | |||
Spike Video Game Awards | 14 December 2004 | Game of the Year | Grand Theft Auto: San Andreas | Template:Won | <ref name="Spike"/> |
Best Performance by a Human Male | Template:Sort | Template:Won | |||
Best Action Game | Grand Theft Auto: San Andreas | Template:Won | |||
Best Soundtrack | Grand Theft Auto: San Andreas | Template:Won | |||
Designer of the Year | Template:Sort | Template:Nominated | <ref name="Spike Nom"/> |
SalesEdit
Grand Theft Auto: San Andreas sold 4.5 million copies in its first week,<ref name="Sales Week"/> outselling Vice City by 45%.<ref name="Sales Oct"/> In the United States, it sold 2.06 million units within six days of release<ref name="US Sales 1"/> and generated Template:US$ in revenue in its first week;<ref name="US Sales 2"/> it sold 1.5 million units in November, totalling 3.6 million sales overall. Analysts noted the game, alongside Halo 2, led the industry to an 11% annual increase instead of a 21% decrease.<ref name="Sales Nov"/> In the United Kingdom, it sold an estimated 677,000 copies and grossed about Template:GBP within two days, setting the record for the most copies sold during a weekend,<ref name="UK Sales 1"/> and over 1 million copies and Template:GBP in nine days, becoming the country's fast-selling game.<ref name="UK Sales 2"/> In Australia, it sold over 58,000 copies in its opening weekend, becoming the country's eleventh-best-selling game.<ref name="Australia Sales 1"/>
Michael Pachter of Wedbush Morgan estimated the game had earned a gross profit of around Template:US$ within three months, and would generate Template:US$ in worldwide sales by the year's end.<ref name="WSJ Budget"/> San Andreas was 2004's best-selling game, with 5.1 million copies sold in the United States<ref name="US Sales 2004"/> and over 1.75 million in the United Kingdom.<ref name="UK Sales 2004"/> It was 2005's eighth-highest-grossing game in the United States.<ref name="US Sales 2005"/> The game topped the charts upon release in Japan, selling over 227,000 units in its first week.<ref name="Japan Sales 1"/> It was the best-selling game in the United States by April 2008, with over 8.6 million units sold,<ref name="Sales 2008"/> and the best-selling PlayStation 2 game with 17.33 million units sold by 2009.<ref name="Guinness 2009"/> Worldwide sales reached 12 million units by March 2005,<ref name="Sales 2005"/> 21.5 million by April 2008,<ref name="Sales 2008"/> and 27.5 million by 2011. It is among the best-selling games of all time.<ref name="Sales 2011"/>
"Hot Coffee" controversyEdit
{{#invoke:Labelled list hatnote|labelledList|Main article|Main articles|Main page|Main pages}}
The development team curtailed planned nudity and sexual content to meet the requirements for a "Mature" rating from the Entertainment Software Rating Board (ESRB); rather than removing the content, they made it inaccessible to players. Modders discovered the code on the PlayStation 2 release, and modder Patrick Wildenborg found how to enable the code after the Windows release. He released this modified code online under the name "Hot Coffee" after the euphemism used in the game, and it was downloaded over one million times within four weeks.<ref name="Eurogamer Hot Coffee"/>
The discovery of "Hot Coffee" resulted in legal backlash for Rockstar and Take-Two; both remained mostly silent on the matter.<ref name="Kushner"/>Template:Rp The ESRB re-rated the game "Adults Only" after an investigation,<ref name="IGN AO"/> while the game was banned in Australia until the explicit content was removed.<ref name="Eurogamer Australia"/> Rockstar and Take-Two received a warning from the Federal Trade Commission for failing to disclose the extent of graphic content present,<ref name="Ars FTC"/> while a class action lawsuit alleged that the company had misled customers who believed the game's content fell along the lines of a "Mature" rating.<ref name="PG Suit"/><ref name="IGN Suit"/> As a result of "Hot Coffee", the ESRB announced fines of up to Template:US$ for game developers who failed to disclose the extent of their graphic content.<ref name="GamesIndustry ESRB"/>
LegacyEdit
Critics agreed San Andreas was among the most significant titles in the sixth generation of console gaming<ref name="Best Generation"/> and among the best games ever made.<ref name="Best"/> Rockstar established a new narrative continuity for the series with seventh-generation consoles, focusing more on realism and details. With Grand Theft Auto IV (2008), the team focused on increasing the amount and detail of buildings,<ref name="Kikizo IV"/> removing dead spots and irrelevant spaces to allow "a more focused experience" than San Andreas.<ref name="OPM UK 2007"/><ref name="IGN IV"/> The focus on realism and depth was continued with Grand Theft Auto V, with the development team re-designing Los Santos and excluding San Fierro and Las Venturas; Dan Houser felt that by incorporating three cities into San Andreas, the development team was limited in how effectively they could emulate Los Angeles.<ref name="Edge Garbut"/><ref name="Guardian Houser"/> Garbut felt technical limitations prevented San Andreas from properly capturing Los Angeles, making it feel like a "backdrop or a game level with pedestrians randomly milling about" and effectively deeming it as a jumping-off point for the development of Grand Theft Auto V.<ref name="Game Informer Garbut"/>
Several moments from the game became common internet memes, such as Template:Visible anchor in 2016<ref name="Kotaku Food"/><ref name="Digital Spy Food"/><ref name="PCGamesN Food"/> and one of CJ's first lines—"Template:Visible anchor"—in April 2019.<ref name="Vice Meme"/><ref name="Time Meme"/><ref name="IGN Meme"/> An early mission, "Wrong Side of the Tracks", became notable for its difficulty; Big Smoke's dialogue upon failing the mission—"All we had to do, was follow the damn train, CJ!"—was considered an iconic catchphrase<ref name="Destructoid Train"/><ref name="TheGamer Train"/><ref name="GamesRadar Train"/> and later referenced in Grand Theft Auto V.<ref name="Game Rant Train"/> Modders have been known to frequently insert CJ into other games, such as Dark Souls (2011), The Legend of Zelda: Breath of the Wild (2017), and Street Fighter 6 (2023).<ref name="PC Gamer Dark Souls"/><ref name="PC Gamer CJ"/><ref name="Game Informer Zelda"/>
PortsEdit
Grand Theft Auto: San Andreas was released for Windows and the Xbox on 7 and 10Template:NbspJune 2005 in North America and Europe, respectively,<ref name="IGN Xbox Date"/> supporting higher screen resolutions, draw distance, and more detailed textures.<ref name="GamesRadar Xbox"/> The Xbox version was released for the Xbox 360 on 20Template:NbspOctober 2008 as part of Xbox Originals,<ref name="Xbox Originals"/> and the PlayStation 2 version for the PlayStation 3 on 11 December 2012 as part of PS2 Classics.<ref name="PS2 Classics"/> The Xbox Originals release was replaced with an enhanced version as part of the game's tenth anniversary on 26Template:NbspOctober 2014, featuring higher resolution, enhanced draw distance, a new menu interface, and achievements;<ref name="Xbox 360"/> the PS2 Classics release was replaced with this enhanced version on 1Template:NbspDecember 2015,<ref name="PS3"/> and the PlayStation 2 version was released for the PlayStation 4 on 5Template:NbspDecember.<ref name="PS4"/>
San Andreas was bundled with predecessors Grand Theft Auto III and Vice City in a compilation titled Grand Theft Auto: The Trilogy, released in North America for the Xbox on 8Template:NbspOctober 2005,<ref name="Trilogy"/> PlayStation 2 on 4Template:NbspDecember 2006,<ref name="Trilogy PS2"/> and Mac OS X on 12Template:NbspNovember 2010.<ref name="Mac"/> A remastered version of The Trilogy subtitled The Definitive Edition was released for the Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S on 11Template:NbspNovember 2021,<ref name="Definitive Edition"/> and for Android and iOS on 14 December 2023.<ref name="Definitive Edition 3"/> Existing versions of the game were removed from digital retailers in preparation for The Definitive Edition,<ref name="Definitive Edition"/> but later restored as a bundle on the Rockstar Store.<ref name="Definitive Edition 2"/>
A mobile port of San Andreas, developed by War Drum Studios,<ref name="Eurogamer War Drum"/> was released for iOS devices on 12Template:NbspDecember 2013,<ref name="iOS"/> Android on 19Template:NbspDecember,<ref name="Android"/> Windows Phone on 27Template:NbspJanuary 2014,<ref name="Windows Phone"/> and Fire OS on 15Template:NbspMay 2014.<ref name="Fire OS"/> The port featured updated graphics, shadows, and character and vehicle models.<ref name="IGN Review Mobile" /> In October 2021, Meta Platforms announced a virtual reality (VR) version of the game was in development for the Quest 2<ref name="Oculus PC Gamer"/> by Video Games Deluxe.<ref name="Oculus VG"/> Following the release of the Meta Quest 3 in October 2023, players questioned the status of the VR version and some suspected it may have been quietly cancelled.<ref name="Oculus Kotaku"/><ref name="Oculus Eurogamer"/> Meta said the port was "on hold indefinitely" in August 2024.<ref name="Oculus Verge"/>
NotesEdit
ReferencesEdit
External linksEdit
Template:Sister project Template:Sister project
Template:Grand Theft Auto Template:Rockstar North Template:Golden Joystick GOTY Template:Authority control