Violence committed (v) is proportional (∝) to money and status earned (m) So to say Grand Theft Auto "glamorises" or "sensationalises" violence, when all violence apportioned you were the tools to commit more violence, was inaccurate. 3D, yes, but set in a rainy, American East Coast shit-hole, where the only things you could buy were sex workers and guns. Grand Theft Auto III was similarly sullen. On the contrary, GTA 1's top-down, heavily-pixelated aesthetic leaves it, next to, say, DOOM, Postal or the other "nasties" of the era, looking comparatively tame. Although it awards you money or "points" in exchange for kills – and the more destruction you cause, the further you tend to advance – that hardly differentiates from or makes it more shocking than tens of thousands of other games. But really, those criticisms are hard to take all that seriously. Since its first game in 1997, the Grand Theft Auto series has been accused, more or less constantly, of glamorising violence. This post is part of VICE's 15th anniversary series, presented by VANS
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