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=== 1993β2000: Formation and initial growth === Take-Two Interactive was founded by Ryan Ashley Brant (1971-2019), the son of media executive and ''[[Interview (magazine)|Interview]]'' co-owner [[Peter Brant]]. Ryan Brant had attended the [[Hotchkiss School]] and the [[Wharton School of the University of Pennsylvania]], graduating in May 1992. He began his career in May 1991, working for his father as the [[chief operating officer]] of Stewart, Tabori & Chang, a publisher of illustrated books, until August 1993.<ref name="Histories">{{cite book |title=International Directory of Company Histories |volume=46 |year=2002 |editor-first=Tina |editor-last=Grant |isbn=978-1558624641 |pages=390β391 |publisher=[[St. James Press]]}}</ref><ref name="dignity memorial">{{cite web |url=https://www.dignitymemorial.com/obituaries/west-palm-beach-fl/ryan-brant-8226376 |title=Ryan Brant Obituary |date=March 25, 2019 |website=Dignity Memorial |access-date=October 3, 2021 |archive-date=November 11, 2020 |archive-url=https://web.archive.org/web/20201111225727/https://www.dignitymemorial.com/obituaries/west-palm-beach-fl/ryan-brant-8226376 |url-status=live}}</ref> As Brant wanted to forge his own path, he decided to create a video game publishing company. He stated "I wanted to get into a business where I could raise capital as a younger guy. In technology, people expect you to be a younger person."<ref name="Histories" /> An initial {{USD|1.5 million}} in funding was raised from his family and private investors.<ref name="Histories" /> Take-Two was incorporated under the [[Delaware General Corporation Law]] on September 30, 1993, with Brant (21 years old at the time) as [[chief executive officer]] (CEO).<ref>{{cite web |url=https://www.sec.gov/Archives/edgar/data/946581/0000891554-98-000123.txt |title=Form 10-KSB β Annual Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 for the fiscal year ended October 31, 1997 |date=February 6, 1998 |publisher=Take-Two Interactive |via=[[EDGAR]] |access-date=October 3, 2021 |archive-date=October 25, 2012 |archive-url=https://web.archive.org/web/20121025101443/http://www.sec.gov/Archives/edgar/data/946581/0000891554-98-000123.txt |url-status=live}}</ref><ref name="forbes take who">{{cite web |url=https://www.forbes.com/forbes/2004/0412/064.html |title=Take Who? |first=Neil |last=Weinberg |date=April 12, 2004 |website=[[Forbes]] |access-date=October 3, 2021 |archive-date=May 26, 2021 |archive-url=https://web.archive.org/web/20210526154016/https://www.forbes.com/forbes/2004/0412/064.html |url-status=live}}</ref> The business was launched with assistance from John Antinori and Mark Seremet.<ref>{{cite web |url=https://triblive.com/local/westmoreland/latrobe-hires-local-native-former-ibm-manager-as-new-city-manager/ |title=Latrobe hires local native, former IBM manager as new city manager |first=Jeff |last=Himler |date=November 12, 2019 |website=[[TribLive]] |access-date=October 3, 2021 |archive-date=December 14, 2019 |archive-url=https://web.archive.org/web/20191214175301/https://triblive.com/local/westmoreland/latrobe-hires-local-native-former-ibm-manager-as-new-city-manager/ |url-status=live}}</ref><ref name="tce seremet">{{cite news |url=https://www.newspapers.com/clip/86411844/zoo-casual-video-game-market-proves/ |title=Zoo: Casual video-game market proves lucrative |first=Mike |last=Boyer |newspaper=[[The Cincinnati Enquirer]] |date=December 19, 2010 |page=G4 |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003165732/https://www.newspapers.com/clip/86411844/zoo-casual-video-game-market-proves/ |url-status=live}}</ref> Seremet sold his stake in the company in 1998.<ref name="tce seremet" /> Early on, Take-Two had a location in [[Latrobe, Pennsylvania]].<ref name="latrobe bulletin" /><ref>{{cite news |url=https://www.newspapers.com/clip/86426199/area-man-joins-firm/ |title=Area Man Joins Firm |newspaper=Latrobe Bulletin |date=August 22, 1995 |page=13 |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003190904/https://www.newspapers.com/clip/86426199/area-man-joins-firm/ |url-status=live}}</ref> By June 1994, the company had acquired and absorbed InterOptica, a software publisher owned by Wan Chai and headed by Catherine Winchester (later Heald); the latter became Take-Two's first [[President (corporate title)|president]].<ref>{{cite web |url=https://www.scmp.com/article/77741/powerpc-centre-taipei |title=PowerPC centre in Taipei |date=June 14, 1994 |website=[[South China Morning Post]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003165733/https://www.scmp.com/article/77741/powerpc-centre-taipei |url-status=live}}</ref> Later that month, Take-Two struck a deal with [[GameTek]] that would see the publisher distribute five of Take-Two's games worldwide.<ref>{{cite news |url=https://www.newspapers.com/clip/86412081/partnership-announced/ |title=Partnership announced |newspaper=[[South Florida Sun Sentinel]] |date=July 1, 1994 |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003165734/https://www.newspapers.com/clip/86412081/partnership-announced/ |url-status=live}}</ref><ref>{{cite magazine |url=https://www.wired.com/story/ripper/ |title=''Ripper''βthe Inside Story of the Egregiously Bad Videogame |first=Lisa |last=Wood Shapiro |date=October 9, 2019 |magazine=[[Wired (magazine)|Wired]] |access-date=October 3, 2021 |archive-date=January 23, 2021 |archive-url=https://web.archive.org/web/20210123154328/https://www.wired.com/story/ripper/ |url-status=live}}</ref> Starting with ''[[Star Crusader]]'' in September 1994,<ref>{{cite magazine |url=https://archive.org/details/ElectronicEntertainment09Sep1994/page/n75/mode/2up |title=Scouting Report β Gaming News You Can Use |magazine=Electronic Entertainment |issue=75 |publisher=[[IDG Communications]] |date=September 1994 |page=74 |via=[[Internet Archive]] |access-date=October 3, 2021}}</ref> Take-Two found its first major success with games that included [[full motion video]] with well-known live actors performing the parts, following the success that [[Mondo Media|Mechadeus]] had with ''[[The Daedalus Encounter]]'' which featured [[Tia Carrere]].<ref name="Histories" /> Take-Two hired [[Dennis Hopper]], among others, to star in parts for ''[[Hell: A Cyberpunk Thriller]]'' (1994), which sold over 300,000 copies over the following year and established profit for the company. This was followed by ''[[Ripper (video game)|Ripper]]'' (1996), of which {{USD|625,000}} of its {{USD|2.5 million}} budget was used to hire actors such as [[Christopher Walken]], [[Karen Allen]], and [[Burgess Meredith]]. The success of both these games, as well as earlier titles, led to a publishing agreement between Take-Two and [[Acclaim Entertainment]] to publish Take-Two's titles, as well as obtaining overseas distribution. Take-Two also secured a license with [[Sony Computer Entertainment]] to publish on the [[PlayStation]] line of consoles.<ref name="Histories" /> In February 1995, [[GameTek]] acquired a stake in Take-Two, aligning the studio with its own [[Alternative Reality Technologies]].<ref>{{cite magazine |url=https://archive.org/details/nintendo-power-issue-127-december-1999/Nintendo%20Power%20Issue%20069%20February%201995/page/113/mode/2up |title=More Breaking News |magazine=[[Nintendo Power]] |volume=69 |publisher=[[Nintendo of America]] |date=February 1995 |page=113 |via=[[Internet Archive]] |access-date=October 3, 2021}}</ref> By July 1995, Take-Two had established its head office in the [[Silicon Alley]] area of [[New York City]].<ref>{{cite news |url=https://www.newspapers.com/clip/86407666/new-media-growth-along-silicon-alley/ |title=New Media Growth Along 'Silicon Alley' |first=Jon |last=Pessah |newspaper=[[Newsday]] |date=July 9, 1995 |page=A36 |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003165735/https://www.newspapers.com/clip/86407666/new-media-growth-along-silicon-alley/ |url-status=live}}</ref> Take-Two expanded in its Latrobe location and, in September 1996, took over the second floor of its office building, which had been occupied by the Chestnut Ridge Chapter of the [[American Red Cross]].<ref name="latrobe bulletin">{{cite news |url=https://www.newspapers.com/clip/86407390/bulletin-board/ |title=Bulletin Board... |newspaper=Latrobe Bulletin |date=November 16, 1996 |page=4 |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003165734/https://www.newspapers.com/clip/86407390/bulletin-board/ |url-status=live}}</ref> Around 1996, the company was making about {{USD|10 million}}, but Brant wanted to further expand the company, and made its first acquisition of Mission Studios and publishing its ''[[JetFighter III]]'' game in 1996.<ref name="The End Game">{{cite web |url=https://www.gamasutra.com/view/feature/130449/the_end_game_how_top_developers_.php |title=The End Game: How Top Developers Sold Their Studios β Part One |first=Dan Lee |last=Rogers |date=March 3, 2004 |website=[[Gamasutra]] |access-date=February 3, 2018 |archive-url=https://web.archive.org/web/20170923193804/https://www.gamasutra.com/view/feature/130449/the_end_game_how_top_developers_.php |archive-date=September 23, 2017 |url-status=dead}}</ref> Brant decided to secure additional funds for acquisition by taking the company public.<ref>{{cite web |url=https://www.thestreet.com/story/10333888/1/take-two-interactive-probe-finds-backdating.html |title=Take-Two Interactive Probe Finds Backdating |date=January 22, 2007 |website=[[TheStreet]] |access-date=April 29, 2018 |archive-url=https://web.archive.org/web/20180829175457/https://www.thestreet.com/story/10333888/1/take-two-interactive-probe-finds-backdating.html |archive-date=August 29, 2018 |url-status=live}}</ref> The company announced this intent in April 1997, looking to raise {{US$|8.2 million|long=no}}.<ref>{{cite news |url=https://www.newspapers.com/clip/84954459/internet-firms-dare-to-share/ |title=Internet firms dare to share |first=George |last=Mannes |newspaper=[[New York Daily News|Daily News]] |date=April 14, 1997 |page=24 |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003165734/https://www.newspapers.com/clip/84954459/internet-firms-dare-to-share/ |url-status=live}}</ref> The company had its [[initial public offering]] (IPO) on April 15, 1997, being listed under the [[ticker symbol]] '''TTWO''' on the [[NASDAQ]] stock exchange. The opening price was {{US$|5.50|long=no}}, above the expected {{US$|5|long=no}}, and on its first day rose to {{US$|5.75|long=no}}.<ref>{{cite news |url=https://www.newspapers.com/clip/84954350/ipos-chase-upturn/ |title=IPOs chase upturn |agency=[[Dow Jones]] |newspaper=[[National Post]] |date=April 18, 1997 |page=21 |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003165735/https://www.newspapers.com/clip/84954350/ipos-chase-upturn/ |url-status=live}}</ref> From the IPO, the company gained about {{USD|6.5 million}} along with {{USD|4 million}} on venture fund promissory notes.<ref name="Histories" /> At this time, Peter Brant had been the largest shareholder in Take-Two at 25% owned through Bridgehampton Investors LP, which also had Ryan Brant as [[general partner]].<ref name="forbes take who" /> The additional funds allowed Take-Two to acquire GameTek's European operations, its internal Alternative Reality Technologies studio (later renamed Rockstar Toronto), and the rights to GameTek's ''[[Dark Colony]]'', ''[[The Quivering]]'', ''[[The Reap]]'', ''[[Jeopardy! (video game)|Jeopardy!]]'' and ''[[Wheel of Fortune (video game)|Wheel of Fortune]]'' games.<ref name="Histories" /><ref>{{cite web |url=https://www.gamespot.com/articles/gametek-assets-sold-to-take-2/1100-2467081/ |title=GameTek Assets Sold to Take 2 |first=Chris |last=Johnston |date=April 26, 2000 |website=[[GameSpot]] |access-date=January 20, 2018 |archive-url=https://web.archive.org/web/20171201031624/https://www.gamespot.com/articles/gametek-assets-sold-to-take-2/1100-2467081/ |archive-date=December 1, 2017 |url-status=live}}</ref> The company hired Kelly Sumner, a GameTek executive director, as part of this purchase. Additionally, the company acquired Inventory Management Systems, Creative Alliance Group, and Alliance Inventory Management, three video game distribution companies that helped to extend Take-Two's reach into the retail market.<ref name="Histories" /> In the same year, Take-Two stepped in as the publisher of ''[[Monkey Hero]]''. Its developer, Blam!, had been struggling financially after the game's original publisher, BMG Interactive, was shut down by BMG Entertainment (a unit of [[Bertelsmann]]), its parent company.<ref>{{cite news |url=https://www.newspapers.com/clip/86414439/bay-areas-developer-shops/ |title=Bay Area's 'developer shops' |first=Matt |last=Beer |newspaper=[[San Francisco Examiner]] |date=April 18, 1999 |page=A-15 |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003165735/https://www.newspapers.com/clip/86414439/bay-areas-developer-shops/ |url-status=live}}</ref> In March 1998, Take-Two acquired all assets of BMG Interactive for 1.85 million shares (16% of Take-Two's [[common stock]]), worth about {{USD|14.2 million}}.<ref>{{cite web |url=https://www.telecompaper.com/news/bmg-interactive-acquired-by-taketwo-interactive--132878 |title=BMG Interactive Acquired by Take-Two Interactive |website=Telecompaper |access-date=September 5, 2018 |archive-url=https://web.archive.org/web/20180827075418/https://www.telecompaper.com/news/bmg-interactive-acquired-by-taketwo-interactive--132878 |archive-date=August 27, 2018 |url-status=live}}</ref><ref>{{cite web |url=https://www.gamespot.com/articles/take-2-takes-bmg/1100-2462930/ |title=Take 2 Takes BMG |first=Chris |last=Johnston |date=April 28, 2000 |website=[[GameSpot]] |access-date=July 18, 2018 |archive-url=https://web.archive.org/web/20180827075250/https://www.gamespot.com/articles/take-2-takes-bmg/1100-2462930/ |archive-date=August 27, 2018 |url-status=live}}</ref> In the previous year, the United Kingdom-based [[DMA Design]] and BMG Entertainment had just released ''[[Grand Theft Auto (video game)|Grand Theft Auto]]'', and while it financially performed well but was not a critical success in Europe, it had sparked controversy over the use of violence in video games, with United States Senator [[Joe Lieberman]] speaking out strongly against it. Seeing the opportunity to capture attention on the game, Brant had initiated the acquisition of BMG as to acquire the ''Grand Theft Auto'' property, and at the same time, contacted BMG's [[Sam Houser|Sam]] and [[Dan Houser]] (both instrumental to getting ''Grand Theft Auto'' to market), Terry Donovan, and Jamie King to found a new label within Take-Two, called [[Rockstar Games]] for which to develop more titles like it.<ref>{{cite web |url=https://www.mcvuk.com/development/sam-houser-hisstory |title=Sam Houser: His-Story |website=[[Develop (UK magazine)|Develop]] |date=August 15, 2008 |access-date=March 17, 2016 |archive-url=https://web.archive.org/web/20190227021329/https://www.mcvuk.com/development/sam-houser-hisstory |archive-date=February 27, 2019 |url-status=dead}}</ref><ref>{{cite web |url=https://www.gamespot.com/articles/gta-rockstar-co-founding-brothers-squeeze-into-britain-s-1-000-richest-people-list-with-ps90-million/1100-6419714/ |title=GTA, Rockstar co-founding brothers squeeze into Britain's 1,000 richest people list with Β£90 million |website=[[GameSpot]] |date=May 18, 2014 |access-date=September 3, 2018 |archive-url=https://web.archive.org/web/20170710051025/https://www.gamespot.com/articles/gta-rockstar-co-founding-brothers-squeeze-into-britain-s-1-000-richest-people-list-with-ps90-million/1100-6419714/ |archive-date=July 10, 2017 |url-status=live}}</ref><ref>{{cite magazine |url=https://www.wired.com/2002/07/rockstar-3/ |title=Why Rockstar Games Rule |first=Logan |last=Hill |date=July 2, 2002 |magazine=[[Wired (magazine)|Wired]] |access-date=September 3, 2018 |archive-url=https://web.archive.org/web/20190417132910/https://www.wired.com/2002/07/rockstar-3/ |archive-date=April 17, 2019 |url-status=live}}</ref> [[Electronic Arts]]' (EA) 2008 CEO, [[John Riccitiello]], stated that, with the establishing of Rockstar, Take-Two effectively invented the "label" corporate structure, which EA followed into in 2008.<ref>{{cite web |url=https://www.gamespot.com/articles/dice-08-riccitiello-lords-over-city-state-studio-model/1100-6185814/ |title=D.I.C.E. '08: Riccitiello lords over "city-state" studio model |first=Tor |last=Thorsen |date=February 8, 2008 |website=[[GameSpot]] |access-date=September 5, 2018 |archive-url=https://web.archive.org/web/20180904011243/https://www.gamespot.com/articles/dice-08-riccitiello-lords-over-city-state-studio-model/1100-6185814/ |archive-date=September 4, 2018 |url-status=live}}</ref> With the rights to ''Grand Theft Auto'', Take-Two expanded its publication into North America, and the game became Take-Two's first financial success with over 1.5 million copies sold.<ref name="Histories" /> Take-Two also began taking on distribution capabilities, acquiring various distribution firms such as DirectSoft Australia for the Oceania market.<ref name="Histories" /> Notably, in August 1998, Take-Two acquired [[Jack of All Games]], an America game distributor, for about {{USD|16.8 million}}. Take-Two subsequently bundled many of its existing and future distribution outlets under the Jack of All Games brand.<ref name="Distributor">{{cite web |url=http://www.ign.com/articles/1998/08/25/take-two-acquires-distributor |title=Take Two Acquires Distributor |date=August 24, 1998 |website=[[IGN]] |access-date=July 18, 2018 |archive-url=https://web.archive.org/web/20180718234727/http://www.ign.com/articles/1998/08/25/take-two-acquires-distributor |archive-date=July 18, 2018 |url-status=live}}</ref><ref>{{cite web |url=https://www.nytimes.com/1998/08/25/business/company-briefs-516651.html |title=COMPANY BRIEFS |date=August 25, 1998 |newspaper=The New York Times |access-date=July 18, 2018 |archive-url=https://web.archive.org/web/20180719000331/https://www.nytimes.com/1998/08/25/business/company-briefs-516651.html |archive-date=July 19, 2018 |url-status=live}}</ref><ref>{{cite web |url=http://www.ign.com/articles/1999/02/18/news-briefs-416 |title=News Briefs |date=February 17, 1999 |website=[[IGN]] |access-date=July 18, 2018 |archive-url=https://web.archive.org/web/20180718234803/http://www.ign.com/articles/1999/02/18/news-briefs-416 |archive-date=July 18, 2018 |url-status=live}}</ref> In 1999, Take-Two acquired DMA Design (ultimately renamed [[Rockstar North]]), and invested into [[Gathering of Developers]] and [[Bungie]] (eventually transferred over to [[Microsoft Game Studios]]).<ref name="Histories" /><ref>{{cite web |url=https://www.gamespot.com/articles/microsoft-acquires-bungie/1100-2589928/ |title=Microsoft Acquires Bungie |first=Jennifer |last=Ho |date=May 17, 2006 |website=[[GameSpot]] |access-date=September 5, 2018 |archive-url=https://web.archive.org/web/20180904011307/https://www.gamespot.com/articles/microsoft-acquires-bungie/1100-2589928/ |archive-date=September 4, 2018 |url-status=live}}</ref> In September, the company also acquired Triad Distributors and Global Star Software, a video game distributor and publisher, respectively, both founded in 1993 by Craig McGauley and Damian Cristiani and operating out of the same offices in [[Concord, Ontario]], with the same management team.<ref>{{cite web |url=http://www.take2games.com/public/news/article.jhtml?articleid=135 |title=Press Release 9/1/99 |date=September 1, 1999 |publisher=Take-Two Interactive |archive-url=https://web.archive.org/web/20000523001627/http://www.take2games.com/public/news/article.jhtml?articleid=135 |archive-date=May 23, 2000 |url-status=dead}}</ref> Israeli developer Pixel Broadband Studios was acquired for {{US$|50.4 million|long=no}} in March 2000,<ref>{{cite news |url=https://www.newspapers.com/clip/86410354/take-two-to-buy-video-game-software-firm/ |title=Take-Two to buy video game software firm |newspaper=[[Star-Gazette]] |date=March 10, 2000 |page=6A |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003165735/https://www.newspapers.com/clip/86410354/take-two-to-buy-video-game-software-firm/ |url-status=live}}</ref> before Take-Two sold it off to [[Gameplay.com]] in October that year, receiving {{GBP|34.1 million}} in Gameplay.com shares in return.<ref>{{cite news |url=https://www.newspapers.com/clip/86410509/gameplay-picks-up-pixel-for-34m-but/ |title=Gameplay picks up Pixel for Β£34m but losses mount |first=James |last=McLean |newspaper=[[Evening Standard]] |date=October 3, 2000 |page=40 |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003160724/https://www.newspapers.com/clip/86410509/gameplay-picks-up-pixel-for-34m-but/ |url-status=live}}</ref><ref>{{cite news |url=https://www.newspapers.com/clip/86410652/gameplay-buys-stream-ability/ |title=Gameplay buys stream ability |first=John |last=Cassy |newspaper=[[The Guardian]] |date=October 4, 2000 |page=27 |via=[[Newspapers.com]] |access-date=October 3, 2021 |archive-date=October 3, 2021 |archive-url=https://web.archive.org/web/20211003160725/https://www.newspapers.com/clip/86410652/gameplay-buys-stream-ability/ |url-status=live}}</ref>
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