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Jacked: The Outlaw Story of Grand Theft Auto Hardcover – April 1, 2012
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Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life crimes. Jacked tells the turbulent and mostly unknown story of GTA's wildly ambitious creators, Rockstar Games, the invention and evolution of the franchise, and the cultural and political backlash it has provoked.
- Explains how British prep school brothers Sam and Dan Houser took their dream of fame, fortune, and the glamor of American pop culture and transformed it into a worldwide videogame blockbuster
- Written by David Kushner, author of Masters of Doom and a top journalist on gaming, and drawn from over ten years of interviews and research, including firsthand knowledge of Grand Theft Auto's creators and detractors
- Offers inside details on key episodes in the development of the series, including the financial turmoil of Rockstar games, the infamous ""Hot Coffee"" sex mini-game incident, and more
Whether you love Grand Theft Auto or hate it, or just want to understand the defining entertainment product of a generation, you'll want to read Jacked and get the real story behind this boundary-pushing game.
- Print length304 pages
- LanguageEnglish
- PublisherTurner
- Publication dateApril 1, 2012
- Dimensions6.43 x 1.06 x 9.49 inches
- ISBN-100470936371
- ISBN-13978-0470936375
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Editorial Reviews
From the Inside Flap
How does a group of young underdogs with big dreams but little experience transform a culture and industry? In the case of the $75 billion video game business, it helps if the outfit is run by a brash iconoclast with the vision of an outlaw and the work ethic of a Puritan?and grew up madly in love with gangster movies, video games, and rap music. It also helps if the company makes the most revolutionary, controversial, and successful video game franchise ever?Grand Theft Auto.
In Jacked, acclaimed author and journalist David Kushner takes you on an unauthorized joyride through the high-risk, high-profit, and fast-moving world of the biggest players in the game industry?and the haters out to get them. He reveals the untold story behind the people who created the product that defined one generation and infuriated another.
Drawing on more than a decade of his own reporting, game playing, and interviewing, Kushner goes deep inside the making of Grand Theft Auto (GTA), long veiled in secrecy, rumor, and myth. He also examines the cultural and political backlash that sent sales soaring, even as it threatened the game's continued existence.
This is a pop culture story for the ages. It begins in the back alleys of Dundee, Scotland, where the geeky geniuses at DMA Design invented GTA. Fledgling marketer and rebellious gamer Sam Houser saw GTA's enormous potential and pushed DMA to make it bolder, wilder, and funnier, and let players freely explore the game's gritty cities, wreaking havoc whenever they pleased. With its groundbreaking innovations and cinematic flair, GTA quickly became the centerpiece of Houser's new company, Rockstar Games, and the hottest title on the planet. But one of America's most notorious culture warriors, Jack Thompson, had his own mission?to ensure that GTA was banned from store shelves for corrupting youth and to bring Rockstar to their knees?even as the gamers of the world rallied against him.
With its incredible artistry, arch satire, and massive press coverage, GTA earned critical and commercial acclaim around the world, breaking the Guinness record for most successful entertainment product launch of all time. But deep within its urban wasteland lurked a nasty little secret?the now-famous sex mini-game, "Hot Coffee." It would mean big trouble for Rockstar Games and bring Houser and his rival, Thompson, to the brink.
Whichever side you're on, Jacked gives you a new understanding of this breakout industry, and the game that defined it.
From the Back Cover
How does a group of young underdogs with big dreams but little experience transform a culture and industry? In the case of the $75 billion video game business, it helps if the outfit is run by a brash iconoclast with the vision of an outlaw and the work ethic of a Puritan―and grew up madly in love with gangster movies, video games, and rap music. It also helps if the company makes the most revolutionary, controversial, and successful video game franchise ever―Grand Theft Auto.
In Jacked, acclaimed author and journalist David Kushner takes you on an unauthorized joyride through the high-risk, high-profit, and fast-moving world of the biggest players in the game industry―and the haters out to get them. He reveals the untold story behind the people who created the product that defined one generation and infuriated another.
Drawing on more than a decade of his own reporting, game playing, and interviewing, Kushner goes deep inside the making of Grand Theft Auto (GTA), long veiled in secrecy, rumor, and myth. He also examines the cultural and political backlash that sent sales soaring, even as it threatened the game's continued existence.
This is a pop culture story for the ages. It begins in the back alleys of Dundee, Scotland, where the geeky geniuses at DMA Design invented GTA. Fledgling marketer and rebellious gamer Sam Houser saw GTA's enormous potential and pushed DMA to make it bolder, wilder, and funnier, and let players freely explore the game's gritty cities, wreaking havoc whenever they pleased. With its groundbreaking innovations and cinematic flair, GTA quickly became the centerpiece of Houser's new company, Rockstar Games, and the hottest title on the planet. But one of America's most notorious culture warriors, Jack Thompson, had his own mission―to ensure that GTA was banned from store shelves for corrupting youth and to bring Rockstar to their knees―even as the gamers of the world rallied against him.
With its incredible artistry, arch satire, and massive press coverage, GTA earned critical and commercial acclaim around the world, breaking the Guinness record for most successful entertainment product launch of all time. But deep within its urban wasteland lurked a nasty little secret―the now-famous sex mini-game, "Hot Coffee." It would mean big trouble for Rockstar Games and bring Houser and his rival, Thompson, to the brink.
Whichever side you're on, Jacked gives you a new understanding of this breakout industry, and the game that defined it.
About the Author
Excerpt. © Reprinted by permission. All rights reserved.
Jacked
The Outlaw Story of Grand Theft AutoBy David KushnerJohn Wiley & Sons
Copyright © 2012 John Wiley & Sons, LtdAll right reserved.
ISBN: 978-0-470-93637-5
Chapter One
The OutlawsGrim city. Aerial view. A man in black runs along a river as a red sports car chases after him. Suddenly, a white convertible peels up in his path. "Over here, Jack!" shouts a beautiful young British woman behind the wheel. Jack leaps into her car, and she floors it. She has long auburn hair and stylish silver-framed shades. "You didn't know you had a fairy godmother, did you?" she asks, coyly.
"So where are we going, Princess?" Jack asks.
"To the demon king's castle, of course." She shifts into high gear, speeding through a parking garage to safety.
In 1971, there was no cooler getaway driver than Geraldine Moffat, the actress in this scene from Get Carter, a British crime film released that year. Critics dismissed it, saying, "One would rather wash one's mouth out with soap than recommend it." Yet as is often the case with anything new and controversial, the fans won out in the end.
The scene of Moffat lounging nude in bed with Michael Caine—a Rolling Stones album propped on the nightstand beside them—epitomized how hip movies could be. Get Carter became a cult classic,and Moffat, one of London's most fashionable stars. She married Walter Houser, a musician who ran the hottest jazz club in England,Ronnie Scott's.
Shortly after Get Carter's release, Moffat and Houser welcomed their first child, Sam. The boy's brown eyes sparkled with possibility. Every kid determines to be cooler than his parents, but when your mom's in gangster flicks and your dad's hanging with Roy Ayers, that's no easy game. Sam found inspiration in movies like his mom's. He became fascinated by gangs, the grittier the better. He'd trudge down to the local library, checking out videotapes of crime films: The Getaway, The French Connection, The Wild Bunch, The Warriors.
One day at Ronnie Scott's, the great jazz musician Dizzy Gillespie asked young Sam what he wanted to be when he grew up. The boy resembled his mother—the heart-shaped face, the wide flat bushy black eyebrows. "A bank robber," Sam replied.
WAVES CRASHED the sands of Brighton, the beach town south of London, but Sam wasn't interested in the shore. His parents had taken him and his stocky brother Dan, two years younger, here to play outside, breathe the fresh air, and listen to the gulls. Instead, Moffat found Sam banging at a tall, psychedelically illustrated cabinet. Sam had discovered video games.
At this time in the early 1980s, games were in their family-friendly golden age. Innovations in technology and design brought a hypnotic new breed of machines into arcades and corner shops, from Space Invaders to Asteroids. The graphics were simple and blocky, the themes (zap the aliens, gobble the dots), hokey. One of Sam's favorites was Mr. Do! a surreal game in which he played a circus clown, burrowing underground for magic cherries as he was being chased by monsters. The news shop near his house had a Mr. Do! and Sam would eagerly fetch cigarettes there for his mom just so he could play.
Sam's parents bought him every new game machine for home, from the Atari to the Omega and the Spectrum ZX, a popular computer coming out of Dundee, Scotland. Dan, more interested in literary things, didn't take to games, but Sam always shoved a controller into his hands anyway. "I don't know the buttons!" Dan would protest.
"It doesn't matter!" Sam replied, "You have to play!"
When Dan didn't comply, he suffered big brother's wrath. Sam later joked of having once fed Dan poison berries, sending him to the hospital. The terror subsided when Dan outgrew him. Dan proved his power by leaping onto Sam below from a balcony of their house, which resulted in a fistfight—and Sam's broken hand. One of Sam's favorite games didn't require an opponent at all. It was a single-player game called Elite, and it was his world alone to explore. Elite cast the player as the commander of a spaceship. The goal was to trick out your ship however you could—mining asteroids or looting. Sam reveled in the pixilated rebellion, being what he called a "space mugger." Video games, perhaps because they were still so new, had long been seen as a second-class medium, and gamers, as a result, felt a bit like outlaws, too. Now Elite was letting them live out their bad boy dreams, if only on screen.
The game wasn't the prettiest or most realistic, but it offered something tantalizing: freedom. At the time, most titles kept players in a box—sort of like moving through a scripted shooting gallery—but Elite felt radically open. Players could chose from an array of galaxies, each with its own planets, to explore. It had become a phenomenon around England, selling hundreds of thousands of copies and earning its collegiate creators a following. Elite was so immersive, so transporting, it epitomized the essence of what a game, for Sam, could do: transport you to another world.
ONE BY ONE, the boys inched uniformly down the line—taking their plates of, say, shepherd's pie, or steamed jam sponge and custard. They looked as neat and orderly as their trays. The dark blazers with the badges. The crisp white button-down shirts and dark ties. The charcoal pants and dark socks. The black leather dress shoes. All of the boys identical, almost, except the one seen around school with the Doc Martens boots poking out from under his slacks: Sam.
If Sam wanted to escape the real world, he would have to start here at St. Paul's, the storied prep school on the River Thames. Since the 1500s, St. Paul's had weaned some of the brightest young minds in the country, from Milton to Samuel Johnson. Now Sam and Dan, like many of the privileged young sons of London, had come to learn the finer things across forty-five leafy acres in Hammersmith: playing cricket on the lawns, studying Russian history, listening to the orchestra perform.
Yet as Sam's unconventional choice of footwear proved, he had little interest in playing by the rules. Brash and iconoclastic, he was already living the rock-star lifestyle. He wore his hair long, let his shoes scuff, and was occasionally seen leaving school in a Rolls-Royce. By their teens, he and his brother dispensed of their dad's music for something more vital: hip-hop.
Specifically, they dug Def Jam Recordings, an American music label already become legendary among hip kids in the know. Founded by a punk rocker named Rick Rubin in his New York University dorm room, the company had become the coolest and shrewdest start-up for the burgeoning East Coast rap scene. Rubin, along with his partner, club promoter Russell Simmons, began putting out singles from the freshest acts in the five boroughs. As a white Jewish kid from Long Island and a black guy from Queens, they were a unique and potent mix. They fused their love of rap and rock into acts with a decidedly mainstream flair, from a cocky kid named LL Cool J to a trio of bratty white rappers, the Beastie Boys.
They had more than great taste, though. Def Jam pioneered a new generation of guerrilla marketing. Simmons and Rubin had come from the urban underworld of street promotions—do-it-yourself campaigns used in both punk rock and rap to create word-of-mouth buzz. Simmons called it "running the track," promoting each artist in as many ways as possible. They slapped stickers—bearing the iconic Def Jam logo, with its big letters D and J—on lampposts and buildings. They threw parties around New York, producing elaborate concerts with over-the-top props—such as the huge inflatable penises at the Beasties show.
Devout fans like Sam consumed not only Def Jam records, but the lifestyle. When Rubin's single "Reign in Blood," for the heavy metal band Slayer, came out, Sam hungrily bought it—slipping out the Def Jam patch that he wore like a badge of honor. Sam had taken on a way of ranting about his fixations. His mouth would motor, words firing like Missile Command bullets, hands gesturing, head swaying, as though he couldn't contain the sheer awesomeness of his pop culture love.
"For me, a guy like Rick Rubin is such a fucking hero," started one of his breathless rants, "to go from pioneering in that world to doing hip-hop and to doing the Cult. When he did that album Electric! When you can hear Rick Rubin and his sharp hip-hop street production coming out of these rockers from Newcastle! For me, seeing someone like him suddenly being in rock and the hardest form of rock—Slayer!—I was, like, `These guys don't get any better, it doesn't get cooler than that.' And he kept on delivering ... People like that inspire me so massively."
Even better, Def Jam hailed from New York. Sam deeply admired the city, the fashion and culture and music. By day, he wore the stiff uniform of St. Paul's, by night he fashioned the uniform of NYC. He sat in his room, piled with vinyl records and videotapes, weaving chunky shoelaces as the rappers in New York did. It wasn't just a superficial love of fashion, it was about underdogs on the fringes who revolutionized a culture.
For Sam's eighteenth birthday, his dad took him to New York. On arrival, Sam bought a leather jacket and Air Jordan Mach 4 sneakers, as he'd seen on MTV. He roamed the open world downtown, soaking in the sights and the sounds. The yellow taxis. The rising buildings. The surly pedestrians. The hookers in Times Square. "From that point I was chronically in love with the place," he later recalled.
For lunch one afternoon, Sam's dad took him out with his friend Heinz Henn, a marketing executive for BMG, the music label for the German company Bertelsmann. BMG, Henn explained, was struggling to cash in on youth culture. As Sam sat there listening, he couldn't contain himself for long. "Why is everyone in the record business so old?" he asked. "Why don't you have young people working in this business?"
Henn eyeballed this rich white kid dressed like Run DMC, then spoke to Sam's dad. Who was this hot-tempered but very self-assured boy? "Your son is an utter lunatic," Heinz told him, "but he has some good ideas."
Sam had just scored himself a job.
(Continues...)
Excerpted from Jackedby David Kushner Copyright © 2012 by John Wiley & Sons, Ltd. Excerpted by permission of John Wiley & Sons. All rights reserved. No part of this excerpt may be reproduced or reprinted without permission in writing from the publisher.
Excerpts are provided by Dial-A-Book Inc. solely for the personal use of visitors to this web site.
Product details
- Publisher : Turner; 1st edition (April 1, 2012)
- Language : English
- Hardcover : 304 pages
- ISBN-10 : 0470936371
- ISBN-13 : 978-0470936375
- Item Weight : 1.13 pounds
- Dimensions : 6.43 x 1.06 x 9.49 inches
- Best Sellers Rank: #944,888 in Books (See Top 100 in Books)
- #1,919 in Video & Computer Games
- #2,390 in Computer & Video Game Strategy Guides
- Customer Reviews:
About the author

David Kushner is an award-winning journalist and author. His books include Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Jonny Magic and the Card Shark Kids: How a Gang of Geeks Beat the Odds, Stormed Las Vegas, Levittown: Two Families, One Tycoon, and the Fight for Civil Rights in America’s Legendary Suburb, Jacked: The Outlaw Story of Grand Theft Auto, Alligator Candy: A Memoir, and The Players Ball: A Genius, a Con Man, and the Secret History of the Internet's Rise.
Kushner is also author of the graphic novel Rise of the Dungeon Master: Gary Gygax and the Creation of D&D, illustrated by Koren Shadmi, and the ebook, The Bones of Marianna: A Reform School, a Terrible Secret, and a Hundred-Year Fight for Justice. Two collections of his magazine stories are available as audiobooks, The World’s Most Dangerous Geek: And More True Hacking Stories and Prepare to Meet Thy Doom: And More True Gaming Stories.
A contributing editor of Rolling Stone, Kushner has written for publications including The New Yorker, Vanity Fair, Wired, New York Times Magazine, New York, and GQ, and has been an essayist for National Public Radio. His work is featured in several “best of” anthologies: The Best American Crime Reporting, The Columbia Journalism Review’s Best Business Writing, The Best Music Writing, and The Best American Travel Writing. He is the winner of the New York Press Club award for Best Feature Reporting. His ebook The Bones of Marianna was selected by Amazon as a Best Digital Single of 2013. NPR named his memoir Alligator Candy one of the best books of 2016. He has taught as a Ferris Professor of Journalism at Princeton University, and an adjunct professor of journalism at New York University.
For articles and info, visit his website www.davidkushner.com.
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Sam Housar is a man who came to America with such wild dreams. The president and co-founder of Rockstar Games wanted to create video games that reminded him of the movies he enjoyed in his youth. Not only that, he wanted to make games immersive and sophisticated - an art form that older generations could no longer stereotype as 'children's toys.' But after the multimillion dollar success of the Playstation 2's "Grand Theft Auto" trilogy, Sam and his rebel crew at Rockstar found themselves caught in the crosshairs of an American culture war fueled by puritanical politicians and parents. Pressure only worsened as Rockstar's parent company, Take-Two Interactive, was struck by fraud investigations. Suddenly, making envelope-pushing video games was no longer a dream job... collided with cold reality, it was hell on earth.
The Hot Coffee scandal in particular really drove the boys to the brink. "Jacked" does a good job of showing the immense amounts of tension and soul-crushing strife in the aftermath that forced many to leave the company and others to view their stressful work environment as a place that wasn't quite so fun anymore.
Meanwhile, behind enemy lines and spearheading the attack on Rockstar (or at least trying to make a name for himself as a crusader for justice) was an embittered Miami lawyer. Having already had moderate success against Two-Live Crew and Howard Stern, Jack Thompson trained his litigating guns on a new scourge that was not only threatening the youth of America in his eyes, but putting his young son in danger on a daily basis: violent video games. And Rockstar made just the type of product that got Thompson's infamous press releases rolling.
"Jacked" fascinated me. I followed the entire controversy and free-for-all between Thompson, politicians and Rockstar Games during my college years, and this book recounts those warring days in perfect detail. I remember the blowup over "Kill All the Haitians," Hot Coffee, the numerous proposed bills, and Thompson's persistent trolling of GamePolitics.com. I was there for it all - and "Jacked" was a wonderful trip back in time as well as a fulfilling journey behind the scenes.
Speaking of Jack Thompson, the book's portrayal of him is surprisingly sympathetic. For gamers, he has come to represent a kind of mustache-twirling supervillain, a destroyer of fun wherever it may be. In stark contrast, the man presented here is a concerned father who only wants to make the world a safer, cleaner place for his son. Of course, if one were to dig up Thompson's lengthy, rambling, bile-filled press releases (which "Jacked" doesn't quite reproduce) they might see a different side of the disbarred lawyer... perhaps a man driven mad by a crusade that has consumed him.
Each chapter is headed by an illustration or quote that makes the story feel like it's straight out of a "Grand Theft Auto" playthrough. As Rockstar gets in larger amounts of trouble, the chapters are illustrated with increasing 'Wanted Level' stars. I loved this little element - it made the book even more of a fun ride.
Perhaps the book could have gone into more detail about some things. For example, Kushner left out any mention of Volition Inc. and how Sam Housar might have felt about the GTA clone "Saints Row" series - especially "Saints Row 2," which some gamers jumped onto as a response to GTA IV's focus on heavy realism and man-dates. The Sam in "Jacked" doesn't strike me as the type of person who would be too happy about that.
All in all, this was not only a great book, but a captivating page turner. I was sad to see it end so quickly. Like "Masters of Doom," "Jacked" has all the right elements for a fantastic movie: drama, humor and heartbreak. If you're like me and you've spent hundreds of hours between "GTAIII," "Vice City" and "San Andreas," you'd be doing yourself a huge favor by reading this book.
The only issue that I have with this book is the editing. There are sentences that make no sense, and there is an unusually high number of typos. Sometimes the context is enough to understand what the author means - sometimes not. But if there is one thing that is absolutely infuriating it's the misspelling of "pixelated". Kushner is absolutely hellbent on using this word (as many as three times in one chapter), and each time he spells it as "pixilated" - which, while an actual word, means something completely unrelated. And while this may seem like a petty thing to bring up, the frequency of this is what makes it.. annoying.
Overall though, great book, definitely worth a read.
I expected a good deal of bias. I figured Sam Houser would be portrayed as likeable, while Jack Thompson would be slandered. However, I felt sympathetic towards both men at the start of the book and sort of hated them both by the end. Additionally, Rockstar's actions throughout the GTA controversies and the working conditions, apparently for all of their games, left me feeling a bit guilty for supporting the company.
Overall, I enjoyed the book a great deal, finishing it within a day, but it left a bitter taste in my mouth, despite the fact that Kushner tried to show how they had "grown up" with GTA IV.
I did love the small chapters. Let me finish a chapter very often and move on to subsequent ideas.
Did not really know a lot about the GTA game before reading this. Was pretty educational too.
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In fact in more ways than one it made me feel more disconnected by giving the impression that someone like Sam Houser who is a genius of business, went from wanting to build this amazing game/world where anyone could be anything, it shows how someone can turn quite power hungry and forget their roots when they hit the big time.
The story depicts the rise of one character, Sam Houser, from an idealistic youth, to captain of the Rockstar fleet and its rise from a tiny game design crew to the mighty organisation it is now, and the protests of Jack Thompson, a man obsessed with righting the world and making it a perfect place to live in, whilst having the delusion that video games, or one in particular, is corrupting the youth of society.
It does make an interesting read to see both sides of the story, and two sides that I personally can relate to. Whether that be the gamer in me, or the father in me.
Its worth having a read if you have some spare change and time, but once you have read it once it will either remain on the bookshelf for a long time or end up at a boot sale.
Verdict: Its ok!
It doesn't read like a true story and aside from a few bits here and there was a very dry boring read
Plus it ends with GTA 4, so it is woefully in need of an update.
That said, I find it to be a little less technical than Masters of Doom, which I also thoroughly enjoyed - but if you want to feel like you were there, a fly on the wall, during the deals and trials occurring throughout the birth of the Grand Theft Auto series, it's definitely worth a read. If you were looking for a more objective look and technical details involved, it is lacking on that front.






