Welcome all. Today we have an episode from
our Hot Topic series truly like no other. I'm Gary7 MT for the GTA Series Videos Crew
and in this video, we got something extra. We're going back - way back to the 3D era's roots. To the spirit and soul itself of
the entire Grand Theft Auto series. We're going to get into the GTA 3's beta content
but this time, thanks to rare inside news, we're going deeper still, than ever before. As some of you may know, thanks to our
other video series, we're really into collecting. And if you call yourself a collector,
your goal is always going to be to try to get specific, hard to find items
- even Electronic Press Kits together with Press Clippings and Briefing Books
from GTA 3's presentation at the 2001 E3. Some things are definitely harder
to find and acquire than others, but every collector has their own Holy Grail. And Holy Grails usually include stuff that
was part of the creation process of a game. Like original GTA sketches, or this big-ass framed print of GTA San Andreas displayed in Rockstar's NY offices more than
a decade ago that shows very familiar artwork, but for the first time, with all four
OG members of the Grove Street Families, including never-before-seen artwork of Big Smoke. There's more of course, and hopefully we can drop an
episode in the future with our Rockstar Collection series. But today we've got something here truly special. An authentic GTA 3 Design Document
dated December 29th, 2000. Now to break it down for those who don't
already understand what this actually is: one could describe it as no less
than a seminal instruction manual. A huge, elaborate document delineating,
in fine detail, the entirety of the game. Though it was made to promote the idea of GTA,
and show those in high places their progress, you should think of it as more than
a blueprint for the developers. This book for the first time anywhere, births every detail about how things
work, how places should look and even what set of specific sounds
are connected to a particular location. Or how many vehicles should appear
in an area, at any given time, how characters should look, behave, how
the missions work, and so, much, much more. This may not be a one-of-a-kind item,
but it is a rarity. Now, from the jump, this "document" was
probably duplicated dozens of times, so every department or lead
developer could have one. Its content was updated on the fly
- often with pages of new details and information replacing older ones. From reading the book cover to cover,
it's clear some pages are extremely old, and explained what the
general framework was to be. These pages were written in the very early
days of the virtual world's creation. Probably from a period when GTA3
was more idea than functioning game. Go further through the pages,
and you discover clear speak of a world that has achieved concrete foundations. The fact that this official
copy's last update is dated December 2000 - in itself,
tells us most insightfully how the world's seminal development
was evolving at the timeframe, about a year - our time -
before the game was released. Now before delving into fine, fine detail
- we at GTA Series Videos respectfully say we know what this document
means to many of you. It means as much to us too, y'all. It goes without saying, any GTA fan would
love their very own copy of this scarce, original document to dissect from A to Z. As collectors and fans, we surely understand, but we've decided to share the document's
contents in the form of a video. Specifically, this video. Only. And as you can see from the length of it,
we ain't half steppin' on detail. Thanks are also in order to Mr. Jago, Sergiu, Son of Big Boss, Jinx and all the guys behind
the Grand Theft Auto 3D mod on GTAForums. Thanks to Game Informer, we do
know that GTA 3 was originally intended to be released on the SEGA Dreamcast, but considering SEGA's situation at that time, and that the Dreamcast didn't have the
processing power Rockstar required, that version was scrapped and the project's development evolved
with the PlayStation 2 in mind. All told GTA 3's gestation took a full 27
months - from August 1999 to October 2001 - and a team of 23 people, between artists,
programmers, designers and musicians. Back in Edinburgh, Leslie Benzies led this
team as DMA's lead producer while additional support came from the New York crew. Despite years of experience and a clear
vision for bringing the freedom of the 2D GTAs to a fully-realized 3D world, understanding the main reason for the GTA
series' success wasn't clear even for Rockstar. They surmised that instant
rewards for easy missions, coupled with the fact that we all
secretly really want to drive around realistic urban environments we all
identify with and shoot stuff up, and do it completely free of consequence, was
probably the most obvious reason for its success. With the transition from 2D
to full 3D, emotion became an important characteristic of the series as well. Thanks to the ability to have realistic
characters with believable faces and voices, the main next step should have been to make
the players bond with those characters, feel anger, sadness, joy, and
more as they play the game. The first and most important change Rockstar
chose to make to GTA 3 was the name itself. Stepping away from any designs
derived from the GTA2 logo by dropping the acronym and creating
a logo so iconic it's still used to this day. While this change was emphasized
in the 2001 E3 document, there were two features promoters were asked to avoid: One, not to play-up the violence and
two, "Do not use the acronym GTA," but use the full "Grand Theft Auto III" name instead. GTA 3 is set in the present
day - away from those "future looking nerd games"
- loosely basing cars on real vehicles, buildings built in American style and ripping
off New York but calling it 'Liberty City'. Featuring areas like the slums, Chinatown, a Red
Light district, Docks and Residential all dicey. Though brightly lit, still scary and full
of pedestrians easily recognizable as good, bad or indifferent. They wanted a final look that
was dark and smoggy, and thanks to 3D, shadows could be
used to enhance the environment. Vehicles play a large part in the GTA series and obviously this Design Document
must focus pages on them. First there are the pages that explain in
detail how the various vehicles handle, where every maneuver should fall according
to its own unique physics calculations, how every block on the map has a ratio that
creates variety in the spawning of vehicles, and all manner of other technical
stuff that explains exactly why we got what we got at the end:
cars and boats that are fun to drive. What's interesting is how, way back
then, Rockstar had thought about implementing incredible sound
detail into the game such as: powered car windows being raised and
lowered, and hoods opening and closing. Or adding airbags - just like in real-world
vehicles, something they haven't done yet, probably because it wouldn't be
that much fun stealing a car, hitting the first thing on the road and then trying to drive
with an airbag in your face. Extremely interesting also is
this list of every vehicle, starting from the very last one:
the Wingless Cessna, a.k.a. the Dodo. This entry definitely debunks a
theory spread in past years claiming that the game was originally meant to
feature the ability to fly airplanes and that this feature was removed after the
events of September 11, 2001 in New York. That means that there were no
missions involving a full-winged Dodo before or after 9/11, and that's certainty the case now. There were three boats at that time and
three boats are what we ended up with, but the story with vehicles is different. The first column of the list indicates
the inspiration for the vehicle, the second a priority value - maybe an in-game
value or something tied to development, the third column is for the
name of the vehicle in-game, the fourth is for additional details and the
fifth is for the weapons the vehicle should have - which is none for any of them at
this point in their development. The lists show a lot of vehicles and thanks also to some renders available on
detailed cards in the Design Document, we can recognize most of them, but
let's look them over one by one. First on our list is an unknown vehicle,
the 2-door saloon. There aren't enough details visible to
actually say what this was supposed to be. A 2-door saloon vehicle could actually be anything
from a Ford Cortina, Escort or P7, to a Fiat 500. Considering the rest of the list,
this car could be the Stallion, despite it being more of a
muscle car than a 2-door saloon. Next on the list we have the Ambulance, called
Midicar - probably intended to be Medicar. The Armor truck now known as Securicar and
the Army Truck known as the Barracks OL. The Beamer is based on a 1995 BMW 530i, now known
by players as the Sentinel - or Mafia Sentinel. The name Sentinal was given
instead to a car based on the 1997 Dodge Intrepid that later became the Kuruma. The speed boat is clearly the Speeder. The Bus is, well, the Bus and the Esperanto or Esparanto has always
been based on the 1976 Cadillac Eldorado. Next is the Aster, based on the Chevrolet
Astro Van we now know as the Moonbeam. The Coach didn't change its name,
while the Space or Space Carrier - based on the Dogde Caravan - is the Blista in GTA 3. The Rumbler became the Banshee
considering it's based on the Dodge Viper - the Rumbler was actually the name
of a vehicle in GTA2 that resembled a Dodge Copperhead more than a Viper anyway. Next is a Ferrari Testarossa
named Rocket, the Cheetah in GTA 3 and then we have the Panto based on a
Fiat 128 which didn't make the cut at all. The Fire Truck remained unchanged, like the Stretch, the Fishing Boat was renamed Reefer and the Freightliner FLD-120
became the Linerunner. The Garbage Truck became the Trashmaster, the HumVee became the Patriot, the Ice Creamer/Ice Cream Van
became the Mr. Whoopee and the Dyablo, inspired by the
Lamborghini Diablo, became the Infernus - while also gaining a different, rounder
look than what's shown in this render. Then we have two vehicles called Luton;
lutons are specific types of vans. The Luton 1 has a full 3D render, while
the card of the second one is empty. The dimensions clearly resemble those of the Mule - and considering that in GTA 3 we
have two renditions of the Mule, the default and Mr. Wongs - these
could be the ones we're talking about. Or the second Luton could be the Yankee,
another rendition of the classic Luton van. Next is the Maurice, inspired by
the Chevrolet Nova Station Wagon - which in the game became the Perennial. We have nothing at all for Off-road, apart from being good on bumps and with
the special ability of being bouncy which leads us to the one and only BF Injection. The Old Taxi is clearly the
Cabbie and speaking of vehicles, according to the 2001 E3 document,
we were supposed to meet various characters inside
taxis, five or six in total, including a "Martin Scorsese style
cuckold" and a "Sean Penn-esque lawyer". This led to the idea that the side-mission
was originally meant to be less repetitive and maybe feature talking passengers and jobs that are a little more complex
than simply "drive me here or there". "See the woman in the window?" "That's my wife." But let's get back to the vehicles. Next on the list is the Ariant - clearly based
on a Plymout Reliant - which became the Manana, despite its characteristics describing
it on the list as a four-door vehicle. The Police Boat was renamed
Predator in the final game, like the Cop Car ended up with the name Police - and yes, the render is still the
one with the blue and white vehicle. The Shark, based on a Porsche Boxter,
was the original name of the Stinger and the little remote control buggy we now know
as the RC Bandit was originally named The Bug. The Hachura, inspired by the
Ford Riviera, became the Idaho. The Train was originally named Subway Train, like the Enforcer which is
named SWAT Van in the document. Another vehicle dropped from this
document is a tank which looked like this and whose name would have been "F- you too" - an APC like that only ended up being
added first into San Andreas and then to The Ballad of Gay Tony. Same goes for the Tanker, a vehicle only
added a few years later in GTA San Andreas - we know its a classic fuel tanker by
what it says under Special on the card "Massive explosion if too damaged" and by the AmCo added after the
name on the same card. AmCo is a Petroleum Company in GTA 3's Liberty City. While the Taxi didn't see any significant change, the vehicle we know as the Bobcat,
was based on the 1990 Toyota Pickup and the name for it was supposed
to have been the "U-Jerk Truck". Last on the list is the Transit but we don't
have a card for it like the Wingless Cessna. This vehicle was probably
what we know today as the Pony - despite the Pony being more inspired
by the Ford Econoline than the Transit. Various pages focus on weapons and
explain their modes of collection - by simply running through its spinning 3D model, and how they can also be obtained from
crates, special cars or special buildings. There are schematics explaining
exactly how each weapon works, from the stance, to which button makes it work, the damage effected, percentage of
damage inflicted, radius, etc. Each weapon is also accompanied by
a cute sketch of Claude holding it. Thanks to the sketches and the list of weapons,
we can see that at this point in development Claude would have also been able
to use weapons like a Golf Club, a Crowbar, a weapon called "Magnum"- probably
a Colt Revolver or Desert Eagle, a Silenced Pistol and Silenced UZI, a Mini Gun for which we have the details, but
the images are the same as the Rocket Launcher's, and a Time Bomb also called a Satchel Charge. This is probably the landmine - of which we still
have the model and the textures inside the game. The explanations then move onto targeting
detailing exactly what we ended up with: two targeting systems, free aim and lock on, plus the special camera when we use
weapons like the Sniper Rifle which, in the document is explained with the words "This would use a similar targeting system to
the one used for the sniper rifle in Goldeneye" referring to the popular first person
shooter made by Rare in 1997 for Nintendo 64 which actually was pretty advanced for its time, marking a point in history demonstrating the viability of consoles as
platforms for a shooter game. But there's more. Thanks to the work of two valued members of GTAForums.com,
Fire_Head and The Hero, also known as AAP, more details have been discovered. We're talking about the addition of
a First-Person View camera in GTA 3 - a feature that took over a
decade to appear in the series, first seen in the PS4, Xbox
One and PC versions of GTA 5. Without delving too far into details,
Game Informer provided an initial glimpse of the First-Person View with
this screenshot and text. The First-Person View camera was
conceived and developed for the PC version and featured dedicated animations and different
points of view, but was never fully completed. Later the camera view was edited to
include the protagonist on screen, rather than just an arm and weapon, thus the original version of the
First-Person camera never made the cut. Liberty City is undoubtedly
the main protagonist of GTA 3 - just like any of the other
cities featured in every GTA. There are no maps or details in the document, apart from small cards giving technical info about blocks in areas and identifying
the features of the place. The area's style, what kinds of
vehicles and peds to spawn and the sounds associated with it are also detailed. An interesting tidbit is given in a
paragraph concerning Building Destruction. According to the document,
"destroying all buildings would be impossible, but we can define
some buildings that can be blown up." For example, mission can require
this type of destruction - "Take out the Kiki restaurant on 42nd Street." Once a building has been destroyed, it will
remain in that state for the duration of the game giving the player a 'I did that'
feeling every time they drive past. That is exactly what happens
during the mission "Blow Fish" where the player drives a Trashmaster into the
Triad Fish Factory destroying it in an explosion. And speaking of places, lets
look at the common ones first. Each of the districts should've had the following: Police Stations used as restart
points and mission locations, Medical Facilities where players
can enter to obtain health and Fire Stations, used as mission locations. Even if not specified as a mission location, the card might identify a
place with the related odd job, like the Bus Stops and the Train
Stations marked as places where the player could start side missions
focused on driving the bus or train. Other common places are Gun
shops used to buy weapons, the Respray shop used to repair cars
and drop wanted levels to zero and a Bomb shop where the player
can have bombs fitted to vehicles. The Radio Station was marked as a mission location and the Bank as both mission
and odd job locations. Players would be able to steal armored
cars supplying the bank with money. We'll next move on to the Industrial sector, also called District One, a dark,
grimy, rough and polluted area. Here we have Chinatown, the Docks that supposedly were to have had forklifts -
something not present in GTA 3, the Union Offices marked as a
mini gang area same as the Slums, described as an area full of rubbish,
graffiti, bins, broken windows, boarded up windows, fire escapes, leaking pipes, playgrounds, concrete and mesh covered corner
shops where people could hear screaming, crying, shouting and loud music. Then we have the warehouses used for missions
- with the ability to allow vehicles to enter - which are probably the main inspiration
for the Import/Export missions. Before quitting odd jobs, Portland
should have had a Multi Storey Car Park used as a playground for a racing side
job and also as a mission location. The car park would have been full of
vehicles, customers and security guards, so the building was probably meant to be
attached to a Mall or something like that. Another area would have been
the one with the Factory where the player should have been able to start
a side mission focused on running deliveries. The area had forklifts, trucks
and construction workers. What's interesting is that the main
inspiration for this area was Leith, a port area in the north of the city of Edinburgh, where Rockstar North offices actually were located at that time before moving after
the success of GTA San Andreas. Then we have two of the main areas
rumored to have been removed in Portland: The Power Plant and the Chemical Plant. The first should have been a fenced-off
mission location full of signs, company logos, flashing lights
and people in white overalls. The Chemical Plant too was an area
marked as a fenced-off mission location full of danger signs and company
logos and white overalled workers. Not many details are known about this
area, but thanks to a couple images we know that both places were located in
a peninsula in the north-west of Portland. After that, we have the Garages/Lockups where the
player could start a side mission stealing cars - some of them may have even contained
spray booths to "clean" the vehicles. Next is the Park, filled with all kinds of peds
during the day, but only criminals at night and yes, like the Wasteground,
this area was cut as well. Envisioned as an area full of
winos, wrecked cars and bumpy roads. The Junkyard was retained, but the side mission to bring cars was
removed together with the Strange owner. The Red Light District was instead kept, but JJ the pimp was removed along
with an odd job related to him - maybe it's the same pimpin' side mission
we can play in GTA San Andreas instead. The strip club would have had a cheerful
interior full of strippers, drunks and pervs. The Road tunnel, like the
Basketball court, was retained. Clubs and Bars were supposed to have had
interiors with young, drunk people and music. The Abattoir wasn't removed, but we
lost the interior, the white overall and hat wearing workers and sleazy men,
together with trucks full of sheep. In Portland we would also have
the Storm Drains a la Los Santos where we could get some car
racing jumping off as an odd job and a Marina with wooden jetties
and small boat berthing where we could have started another
side activity: boat racing. The pages then begin to list mission
locations tied to characters. First, Salvatore Leone - whose name
during development was "Frankie" - was supposed to inhabit a fat mansion that
had a pool out back with Maria but was cut, along with the pair's cars. Also, the area was supposed to be surrounded
by bodyguards but in the game, there are none. Next is Joey's garage, which seems to have survived unchanged
from what we read in the description, while in the script this place
is described way different: "Joey hangs out in a warehouse that has been
transformed into a very well-equipped garage. It has a walled yard out front (with
a sliding gate) which leads to the door to the workshop proper within the warehouse. The gates into the warehouse are closed
and if Joey emerges to speak to the Player, he will exit the warehouse through a
secondary door set into the bigger gates. The garage has an air of busyness with a
cacophony of workshop noises emanating from within (pneumatic wrenches, the high-pitched whine of
screw drivers and the 'squek-k-k' of arc welders). Standing with an ever so slight slouch, Joey emphasizes gesticulations with the heavy
monkey wrench that is always at his side." Toni's Mums Restaurant, located in an area called Little Italy, had Toni, his mom,
customers and all kinds of peds - it's also marked as a mini gang location
with buildings in the classic red brick style. Same goes for Luigi's Club, a club in
the Red Light District full of johns together with Luigi and his bodyguard, "Muscles". Then we move to the second district called Commercial - basically Manhattan
as written in the document. The island has a Marina and an Underground
Car Park like the ones in Portland. It was also to feature an international
port full of piers, car parks, warehouses, a massive area with aircraft carriers and cruise
liners that was clearly scrapped completely. Again, we can get an idea of what this area was
supposed to be like by looking at the beta map - here we can see a lot of sketched warehouses
and buildings, along with a very, very long ship, probably one of the cruise
liners mentioned before. Another massive area dropped was the Airport,
placed in a northern area of Staunton Island. The scope the developers had in mind
was clearly too massive for that time and despite most of that being scrapped, the entire airport area was moved
to the south of the third district - an area that as of December 2000,
wasn't clearly developed yet. Still in Staunton, the island would have been
full of restaurants with outside seating, menus, umbrellas, flower pots,
waiters and peds of all kinds. The Staunton Island City Hall
was supposed to be a Museum and the island would have been filled with
theatres - all inaccessible unfortunately. The Casino, like the Football Stadium, was already programmed and both places
had their own specific sets of peds. Other areas were dedicated to Offices and Hotels, and there was supposed to be a certain Corporate H.Q.
but no deeper description is given. The Court House and Town Hall are in the same
building, a building appearing in the final game. Both are marked as mission
locations full of town officials, judges, lawyers, police,
criminals and normal peds. Wall Street was supposed to have had armored
cars that we could steal as an odd job and the island has a Shopping Mall. Time Square was marked as a mission location
and feature scenery like Central Park, Broadway and the University. Tied to the campus was a University Science Area,
labeled a mission location and weapons area with students and professors along with various
vehicles described as "mostly very shit cars." Another scrapped area is the Ferry
Port used as a mission location and as an area allowing players to cross the water with their vehicles without
using bridges or tunnels. The area was supposed to have Ferry Workers
all around and various cars and boats. We have an idea of what this area would have
been thanks to GTA Liberty City Stories, a prequel to GTA 3 developed years later, that has in Portland and Staunton
Island a fully functional Ferry Port. And speaking of boats, one or more large static
boats were supposed to be around Staunton Island. This was to be a mini gang area full of sailors. Two other scrapped locations are the
Lawyer's Offices and the Car Hire, a business where we could have started an
odd job consisting of returning stolen cars. And while we're still on side missions, another one that didn't make the
cut was tied to the Cathedral, where we were supposed to traverse the city gathering churchgoers and bringing
them to the Cathedral for mass. As for the character locations tied to
the Yakuza, we have Toshiro's Skyscraper - a contact point, which means Toshiro would
have been a character we would have worked for, Kenji's Casino and Kemuri's Condo - with
the latter being Asuka Kasen's beta name. As for the other characters, Machowski was tied to
a Café, not the Bellville Park's public bathrooms and Maria was supposed to be in a
Posh Hotel, not Asuka's apartment. And that brings us to the third district
called Suburbia in the document, and Shoreside Vale in the final game. The first card is for a
skanky zone called the Multis, a mission location and mini gang area full of
towering, graffiti, concrete skyscrapers. Here all the stereotypical hood features are on
display: idle swings, broken windows, car parks and garages with junkers everywhere while
gangs and scummy peds roam the pissy streets. Clearly this is the description of the
north-west part of Shoreside, Wichita Gardens. The area called The Projects
also recalls Wichita Gardens. This too is a mini gang area with run-down
buildings, shitty vehicles, gangs, and the like. The last location is a Skate Park -
another mini gang area full of gang members and skateboarders navigating jumps,
rails and half-pipes - unfortunately this area was left out too. Completely different is Cliffside Drive, another mini gang area, but it
enjoys swanky people and cars, boats on trailers, fenced,
phat houses with long drives, flowers, ponds, swimming pools, tennis courts and even a golf course on a cliff overlooking the
sea complete with a winding road up to the area. This area could be the north-east
part of Shoreside - Cedar Grove, obviously without the golf course. The River and Lake is probably
the area from the Dam to the sea, marked as scenery areas and mission locations. Here we also were supposed to be
able to have boat races as odd jobs. Probably related to this area, because
both are marked as "separate parts of map", also is the Park, a scenery area with boats. This area could actually be the Staunton
View Picnic Area, but we're not sure. Another scrapped location is the
Second Hand Car Dealer full of old ass cars with "For Sale" signs
and a building with huge windows. This is the perfect description of Capital Auto Sales, but that building ended up in
Portland, instead of Shoreside Vale. This location was also the point where starting
an odd job focused on stealing and selling cars, with the latter actually having been
added to GTA Liberty City Stories five years after the date of this
document, like the Ferry Port. Then we have the Mansions, clean, rich,
white, gated communities brimming with rich folks and
expensive cars used in missions - again, Cedar Grove. The Villas too are marked as missions locations and they're different from the
mansions 'cause they're smaller - but still posh, with rich peds and hot cars. The Graveyard was supposed to be in this district,
but in the end, it was moved to Staunton Island. This was supposed to be a clean area
surrounded by walls with statues, tombs, gravestones and a church. Here between mourners and grave-diggers,
we were supposed to find a Hearse - a vehicle only added to the
series a year later with Vice City. Next are the Morning Star Houses and Facility, both quiet areas filled with various
cars and Morning Star workers - not a lot of details on the houses, but the Facility was a large high security
compound with large swanky buildings. Both places are marked as mission locations and strangely enough, in GTA 3 there is
a company called Morningstar Industries, but exactly what they do, is
hidden from us uninitiated folks. There are ads around the city
and the headquarters is located in the Morningstar Building in
Torrington, Staunton Island, with the Morningstar plaza just in front of it. Clearly this company had a bigger part
in the game before being almost erased. Something else completely erased from the game
is the Military Base and the Military Test Site. The former was a large military
base augmented by a security fence and possessing a variety of military vehicles
and soldiers throughout the installation. According to the document, here we were supposed to be able to find
a mission contact called Major Hale - more about him later when we get more
into the characters of Grand Theft Auto 3. The Military Test Site seems
to be one big firing range, 'cause the area is described as a large piece
of waste land surrounded by a security fence, saturated with soldiers all over using
most vehicles as target practice. Actually, sounds kinda fun... Then we have four different
areas, all tied to Zaibatsu - to those who have never played GTA2, the Zaibatsu Corporation
plays a major role in the game by being the only criminal
organization controlling areas in each and every district of
Anywhere City - the city in GTA2. According to a Liberty City Tree
article and some commercials, the Zaibatsu is a pharmaceutical company
promoting a new drug called Equanox, a wonder drug banned by the FDA
for causing psychotic behavior and being practically a more toxic version of PCP. The Zaibatsu's presence in Shoreside Vale was high - starting from their identical Zaibatsu housing provided by the company to all employees
accompanied by a Zaibatsu vehicle. The Test Facility is a contact point, meaning
we would have worked for the corporation. To be precise, for a contact working in
the "Zaibatsu High Energies Division". Another contact point was the Zaibatsu Villas, a series of identical very posh, swank
houses for the corporation's employees. Additionally, we have the Zaibatsu Skyscraper,
a large building still under construction. This too was to be a contact point. Lastly, we had another Zaibatsu property, a mansion called Toshiro's Villa
- more about this fella, later. The villa was supposed to
be a mission location full of various very sporty and expensive vehicles. That's it for the third and final
district, but not all for Liberty City. According to the document there was supposed to be
a "Prison Island" used for the intro of the game and described as an area full of concrete,
bars and a massive entrance and car park. Complete with a security force, barbed wire,
tall walls, searchlights and plenty of darkness. The only peds accounted for
in this area were the Bad men. The name of this island could have
been Nixon Island - according to an example of a police
radio dispatch in the document. Nixon Island is a name already used in
the first Grand Theft Auto to identify Rockstar's counterpart of Roosevelt Island, where a prison was actually built through the 19th century after the
City of New York bought the island. Interestingly enough, this location is present
in GTA 4, and is called "Colony Island". Next is the Country Club,
a place described as thus: "The rich Mafia bosses come
to the golf course to relax. This is a perfect location for
head mashing with a golf club." This location was mainly split into three areas: The Club House - a plush, wooden bar with
outdoor tables, parked cars and golf carts. The Practice Hut - open and spacious
but with no vehicles, only golfers and the Golf Course - lush, green and huge,
full of senior citizens and golf carts. Let's chill for a minute before delving too
deeply into the characters, and vibe on the gangs. According to a page in the document the game
was supposed to have four main criminal groups. A Mafia, all dressed in smart suits with Italian
accents, dedicated to protection rackets. The Yakuza, a bit of a mix, with the more
senior gang members dressed in sharp suits, but henchmen wore more "street clothes". This group is very organized and very violent. Then there's the Street, unorganized thugs who
rob liquor stores, do drive-by's and jack dealers. Of course, we can't forget Corrupt Cops, little more than criminals with badges whose
only intention is to prey on anyone they can. But the other pages tell
of a little more than that. We have the Hispanics, lead
by El Burro of Portland with two of his five missions focused
on giving the Forellis a bad rap - the Forellis are another Mafia family in Portland, huge protagonists in GTA Liberty City Stories
but almost inexistent in GTA 3. The last criminal organization
in Portland are the Thongs, who were renamed Triads in final version. Yardies and Hoods are also mentioned, but their
appearance is only shown in the missions table, which is probably one of
this document's last updates. What is completely missing from this document
is a page giving details about the Masks, an unknown organization we were supposed to fight. It's quite obvious that this group
was the first iteration of what later became the Colombian Cartel
and Catalina itself. The story's concept wasn't significantly changed, but it seems it was made a little
better by adding that personal element; instead of being ambushed, Claude was betrayed. So instead of having a revenge
story on a mysterious group, Claude is hunting down people he
knows who tried to f- him over. There are various pages in the document
focused on the characters of the game and even more can be learned from the pages
of information about the story, missions or by looking at the document supplied to all
Rockstar employees in attendance at the 2001 E3 - the document is a guide on what to do, what to
avoid and what's OK for them to share and whatnot. Let's start with our protagonist - Claude. He's described as an American guy, 5' 9'', 29 years old who has a very specific
distinguishing feature: a mole on his ass... Well, another detail is that Claude's
clothes were supposed to change sometimes and that this feature was supposed to be completely
controlled by the game script, not the player - which is something that actually happens
during the first mission of the game. Claude goes from the Prison
uniform to his classic outfit, but it's a onetime only kind of thing. But the main thing we can learn about Claude, can be learned by looking at the script
for the introductory mission of GTA 3. According to Rockstar, Claude was
always designed as a silent guy; he wasn't supposed to be able to talk,
partly to aid people identifying with him, but mostly because they had so many other problems
to solve and this didn't seem like a major issue. Rockstar even pushed this
concept affirming in a Q&A that at no point did they plan
for Claude to have a voice and that the quote "Get out of the car" heard in the first
ever gameplay footage of the game wasn't genuine: "This is fake. This is an old bit
of gameplay footage, for sure, but we think the voices were added
at a later date by someone online as at no point did we plan for Claude to have a
voice or even design how a speaking protagonist would be implemented until Vice City." In our collection we have various official press disks,
created by Take-Two / Rockstar Games to promote their titles. In one of them dated February 23rd 2001
- before that same footage was released by IGN on their website
- we have that exact same video. In that video we can clearly hear someone
saying "Get out of the car", an audio clip from GTA2 reused
and edited for this trailer, while Claude is throwing someone out of the car. "Get out of the car, man!" "Get out of the car!" But that's not all. On page 172 of the design document we
have the complete script of the cutscenes and missions for the Industrial sector and after some blazay-woo-woo
of which we'll talk later, we also have the lines of
dialogue between the character and we can clearly see that here,
Claude was supposed to have a voice. Another mission in which Claude has lines
is "Pulp Friction" - the document name for the mission we know as "Chaperone". Unfortunately, these are the only lines
for Claude in the entire document. Apart from these two, missions are
soliloquies from bosses, like we're used to. That said, we got tidbits
about other characters too. 8-Ball for example ended up in jail after one of his devices detonated on
a job before he'd properly placed it - which is why his hands are all messed up. 8-Ball's a Mafia associate, in fact the only
brother in the group, so everybody knows him. Not only was he always available at
his garage in the South Industrial area - where players could
fit explosives to vehicles, but 8-Ball was also often
available at Luigi's club where, for a price, he would sell
us other kinds of explosives. Nothing really new about Luigi "The Snake"
Goterelli, apart from being shorter than he looks and according to his description,
would rather charm, than shout. Luigi's always accompanied by a 6'
7'', 35 year old bodyguard called "Muscles", described as "bloody huge." We later discover his name's Mickey. The only two people who dare to mess
with him are Luigi and Salvatore. Next in line is Joey Leone, Salvatore's son. We're given generic details like
his love for motor vehicles and that he prefers overalls to the suit
and position in the organization. Toni - whose last name in this
document was Fucile - is one of the territorial lieutenants of the Mafia. An aggressive defender, he deals with the family's
operations and deals ruthlessly with rivals. Toni's described as an ugly, middle-aged, Italian man with a spreading waistline
who wears a suit and gold jewelry. He has a violent, crass personality only
mitigated by his mother, who he still lives with. Inspite of all this, she still
thinks of him as her golden boy. She constantly embarrasses him
in front of other Mafia members, but people are too scared to tease him about her. Maria is a 25 year old, 5' 10'',
olive-skinned Italian-American beauty with a toned body and perfectly
proportioned "ass-ets". She's the designated player love
interest throughout the game. As Claude progresses through the levels,
his fate becomes intertwined with Maria's. Thanks to GTA San Andreas, we discover that Maria was a waitress at the Caligula's
Casino where she met Salvatore. The two became a couple from that moment on. But Maria's past according to
the document was quite different. "She moved to Liberty City to study and
like many female students in the States, she turned to erotic dancing to
fund her way through college. After a month at Luigi's club, she became a bit
of a starlet and despite Luigi's persuasive ways, she never took up the offer to become
one of Luigi's 'working girls'. Inevitably she attracted Salvatore's attention
on one of his many visits to the club and soon became the center
of his amorous advances. As soon as she'd acknowledged his existence,
she found herself isolated from the opposite sex. She was Salvatore's girl
whether she loved it or not. She then grew to like Salvatore, but
he didn't like her carrying on her education and liked even less her aspirations for a career. She soon found herself housebound and
as Salvatore became more used to her, so the romance waned and Salvatore's
darker side revealed itself. She is now desperate to
escape her tragic situation." The last character depicted and described
with ties to the Mafia is Salvatore. Called "Frankie Leone" at the
time this document was written. Salvatore was a 56 year old, slightly balding,
6' foot man with very Roman features. Sal favors traditional tailoring and
carnations in his suit jacket's buttonhole. He's the head of the Leone family and believes in traditional Sicilian family values and
expects respect from every quarter. Salvatore suffers fits of
explosive rage when wronged, although these outbursts aren't
usually directed at people. Whole restaurants however have been demolished
as his lieutenants try to placate him. It's well known that his wife Maria has
borne the brunt of his darkest moods. Already at this point in the game's development,
Salvatore's fate was to be killed by the player. Misty's description doesn't offer
additional details about her, but we do learn more about Mike Lips and Chunky Dave - known in the final game
as Chunky Lee Chong. Both end up as targets in Joey's Leone missions. "I got a little job for you pal." "The Forelli brothers have owed me money for too long
and they need to be taught some respect." Mike Lips was a local businessman and long-time
poker player who found himself at the wrong table. He ended up being owned by Joey
- according to the document. Chunky Dave instead sold various narcotics
through his noodle stand for the Mafia but when he started dealing Rapture - or SPANK as it's known in the final game -
he signed his fate at the hands of the Mafia. Lastly, is Curly Bob, described as the Mob's finest gun - that is until a close call cost him his nerve. He started drinking to calm his
nerves to continue being a sniper, until finally he was too
messed up to shoot straight and dropped down to doing
menial tasks for Luigi. His addiction was the key to
the Masks using him as informer. Moving from Portland to Staunton Island
the first character we meet is Asuka, called Kemuri on some pages. According to this document, Asuka isn't Kenji's
sister, but head of security for the Yakuza. A sharp dresser she oozes self-confidence, preferring chic trouser suits to accentuate
her figure and create a more masculine image. Her character is mainly inspired by Lucy Liu from
Payback, Ally McBeal and more. Another character based on
famous actors, is Ray Machowski, described as a "Columbo meets Harvey
Keitel". An interesting mix we admit. He's a 48 year old, 5' 8'' dirty cop. According to his back story, Ray loves money. Everything and everyone else is so
expendable that he gained a reputation for "losing" partners - as we know. What we didn't know is that Ray was supposed
to have women sprinkled throughout Liberty, all of which he kept living in a high standard of. Also, Asuka's original concern about Ray was
his growing arrogance and air of untouchability, which is leading to the end of his
usefulness as a police contact. "This is it, I'm way over my head and I'm starting to drown here!" "The CIA seem to have a vested interest in SPANK
and they don't like us screwing with the Cartel." Kenji is described a 6 foot, 28 year old man
with delicate almost elfish, Japanese features. Kenji is one of a new breed who's managed to blend ancient Yakuza traditions with the modern
capitalism of the States seamlessly and regularly supplies the black
market in Japan with American cars. The counterfeit project was his idea
and he saw it as an opportunity to show the Yakuza what an excellent head of the
criminal organization in Liberty he'd make. Above all, he first wants to make
a good impression on Toshiro. We've heard the name before but now it's
time to understand the man behind the name. According to the document, Toshiro is
a 62 year old, 5' 6'', heavily lined man. His face conveys a serenity and benevolence
that bellies the power he wields and the number of people he has killed. Impeccably dressed,
he carries an ivory handled cane. Toshiro came to the States as an eager young man in the late '60s and started work
as a runner for a family betting shop. He experienced the lingering post-war
antipathy toward Japanese immigrants that increased as Japanese manufacturing
techniques caused mass unemployment in America. He soon realized that America was not its people, but its opportunities and
so began his Yakuza Empire. With the counterfeiting operation,
he will have gained the reputation and respect in Japan to allow him to return
to an honorable and wealthy retirement. He has a fatherly pride in
Kenji's progress within his Yakuza family and has every confidence
in leaving the concern in his control. So, according to his backstory, as Portland was
mainly focused on Claude working for the Mafia, Staunton Island was a territory exclusively focused on the Yakuza
- but we'll get into that later. For now, just know that
Shoreside was also Yakuza turf. Upon reaching Staunton island
we started working for Asuka, moved on to Kenji, then Ray and lastly Toshiro, with the entire Yakuza arc mainly
focused on the counterfeiting operation, which is also the reason why we found
ourselves free at the beginning of the game. But here's where the document clearly jumps from a "Masks" centered story to a version more
similar to the one we ended up playing. In the final pages, The Masks
had been replaced for some time by the Colombian Cartel and Claude's
vengeance is now against Catalina, a woman described as Claude's ex-lover,
a fiery Latin American beauty. "A man-eater, a femme fatale
black widow praying mantis bitch with the kind of ambition that sees the dry husks of her ex-lovers fall by the
wayside like so many paper-dry corpses. Always climbing to her next goal, there
is always something more she desires. "Satisfaction" is an alien concept to her. She's currently using Miguel "La Vibora" and
the Cartel to further her boundless ambition." This describes her perfectly, not only
as the character we have in GTA 3, but also the one we met and
worked with in GTA San Andreas. "What the f- did you want?" "Nothing, I'm looking for a friend of mine's cousin.
Mexican guy. He ain't here...." "You? But Cesar said you was a real man." And while these are all the info about the characters
we could obtain from this document, there is more we can still learn
from other sources. We already talked about a
character named Major Hale. Unfortunately, who the Major is, why
he's on the Zaibatsu base in Shoreside, and what kind of missions he
would have given us, is unknown. Considering his military background, Hale could have had the role that was
assigned in the final game to Phil Cassidy - someone who helped provide
access to military grade weapons. Thanks to never-before-seen artwork, we can
see how this character was supposed to look: middle-aged, heavily built,
and somewhat intimidating, Hale was clearly a serious person
- nothing like Phil Cassidy at all. He does however share some similarities with the artwork of Donald Love
- despite the age difference. And speaking of Donald Love, many of
you may ask where he is in all this. Well, Donald simply isn't part of the game yet. Everything we know tied to the
multi-billionaire owner of the Love Media conglomerate either doesn't exist yet or is related to characters
we've already discussed - more on that when we examine the missions. Love was clearly created in a timeframe
between December 2000 and June 2001 and we know this because the character
is listed in the 2001 E3 document and described as "a necrophiliac Donald Trump. Big business and a white
man making all the money. He instigates a power struggle between
the Yakuza and the Colombian Cartel." "If you have a unique commodity, the world
and his wife will try to wrestle it from your grasp... even if they have little understanding as to its true value." At a certain point during its development, Sam Houser intended for GTA 3 to bring characters
like Bubba and Brother Marcus from the first GTA, along with others from GTA London. These intentions extended
to all the gangs from GTA2 because they had "the room to include them all." By the end of 2000, these plans ended up as nothing more than lore shared with
a journalist because as we know, none of any of those characters or gangs ended
up in GTA 3. The only exception being El Burro - which, thanks to the already
mentioned 2001 E3 document, we know was originally intended to be homosexual. "Now it's time for you to find out why they call me the donkey!" "I'm going to reward you personally this time!" Now, one of the more obscure, yet still widely known scrapped characters of GTA 3
is undoubtedly Darkel. Rockstar Games gave an official answer
about who this character was in a Q&A article from December of 2011. According to them, Darkel was an insane
bum giving insane missions, five in total. He was removed long before the
9/11 related game changes, and none of his missions involved Russian communists, blowing up a school bus full of children or flying
planes into buildings as was always speculated. According to a preview dated February 2001, Darkel was a brooding old man who
wanted you to perform hideous tasks like stealing an Ice Cream Truck,
filling it with dynamite and attracting as many people
as possible to it before detonating it. To those familiar with the game,
this task is almost identical to El Burro's side-mission "I Scream, You Scream" and this actually supports
Rockstar's words about Darkel: he started with 5 missions
and they were slowly all cut, when only one or two were left, they were all removed as the character
just didn't work alongside the others. Unfortunately, of the other four
missions we have no info or details. At a certain point, Darkel is
mentioned in the 2001 E3 booklet, listed between characters the player was
supposed to interact with exclusively via phone. In other words, a character that
would be heard, but never seen. This means that Darkel was still
part of the game until June 2001. "I want you to show these punk ass bitches
how a real drive-by works." "Take these nines off of here!!" But more can be said about Darkel himself
thanks to a page in the document. Darkel was originally meant
to be used as a replacement for the Kill Frenzies we've seen in GTA 1 and 2. Darkel was a stinky, blind tramp who could
be found randomly wandering Liberty City and who always seemed to have
some heinous job for Claude. Those jobs weren't critical to the game,
but sure were fun to complete. A typical Darkel job would be to kill 20 random
businessmen with a Rocket Launcher in one minute. If the player was able to complete the task,
he was rewarded accordingly. Considering the mission detailed in the
article and the one shown in the document, it's pretty easy to understand why a
character like Darkel was cut from the game: civilians are never a direct target in game. There are no missions or odd jobs where the
game prompts you to murder innocent people. Rather it's always focused on gang members,
apparently bad people - or generic vehicles. Getting into his details, not many exist:
Darkel's age is unknown, but his height is 5' 2'' and
he may or may not be blind. His special features are listed as
"unkempt, unhealthy and vagrant." His smell is so tangible that pedestrians who
pass him hold their noses so as not to puke. Darkel is an enigma described as both a smelly
old tramp and shuffling prophet of the Apocalypse. Unlike any other game characters, Darkel moves
from area to area, being impossible to kill and always available for bizarre
requests known as "special jobs," which could reward anything from useless junk
to weapons, armor, snippets of information or even unlock previously
inaccessible areas of the city. The story clearly changed from its
first plot to what we ended up with. Unfortunately, we don't have a script of the
entire plot. We only have from the beginning, to when we unlock the second island, Staunton. This is what the page tells us: "Claude has just escaped a successful
bank heist with the loot and his gang when The Masks ambush them." This is already a big difference. In the final script, Claude is betrayed by Catalina
who is in cahoots with the Colombian Cartel. Instead, Claude and his gang is ambushed
by a group called The Masks who seem to be the main
villains according to the script. "Left for dead he is patched up, convicted
and packed off to Liberty to do time. He shares his prison truck with
8-Ball (an explosive expert), an old Japanese gentleman and a prison guard. 8-Ball's hands are bandaged up.
As the small convoy crosses the bridge that leads into Liberty City's industrial
sector, they are ambushed by the Yakuza. Their aim is to free the Japanese gentleman
(a plate engraver crucial to their counterfeiting plans) and they're keen for there to be no survivors." Almost everything is identical to the
final version, with the exception being here the convoy is stopped by
the Yakuza, not the Colombians and that we finally have information about the mysterious Japanese gentleman,
described as a plate engraver - plates are used to print cash, so an excellent engraver is fundamental
for producing credible counterfeit money. "A lucky break sees Claude and 8-Ball
escape into the industrial sector. Unable to drive but with knowledge
of his home turf, 8-Ball helps Claude get to a club in the red light
district where they meet Luigi. An old friend of 8-Ball's and a key member
of the local Mafia, Luigi offers Claude work. After doing errands in and around Luigi's
pimping business, Claude gets to witness the presence of a new drug on the
streets, Rapture and he meets Joey Leone." Actually, nothing new to see here,
with the exception of the drug's name, "Rapture" in this document,
"SPANK" in the final game. "There's a new high on the street goes by the name of SPANK." "Some wiseguy's been introducing this trash to my girls down Portland Harbor." "Joey is the son of Mafia boss Frankie
Leone, and runs a specialist garage down by the docks where he prepares
and boobytraps vehicles for missions. His specialty is robbery, hijacking and anything
else that might require mobility around Liberty. While driving on an armored car heist,
the Masks ambush Claude and the loot is stolen." Apart from Frankie's name change
to Salvatore later in the game, we have a few more details about
what Joey was actually involved with. There is no proof to support this description
is more than just background for the guy. By the way it's highly unlikely
that we would be able to actually use his services outside of specific missions. With that said, the last sentence is
again focused on this mysterious group, The Masks, who again ambush Claude. At this point its pretty clear that this
group is keeping tabs on our protagonist, exactly why and how is yet to be discovered. "The Mafia is put on a war footing and
Claude is introduced to Toni Fucile. Toni is Frankie's general, a mean little man
who switches from subservient momma's boy to violent psychopath at the drop of a pizza. He feels that there is a period of
instability coming and that the Mafia must seek to reinforce its grip on the industrial
sector before a confrontation with the Masks." Toni here is described exactly the way
he's drawn in one piece of early artwork - a little psychopathic man. Also by checking the second iteration of Toni, we can see a slight resemblance
to the actor Joe Pesci - so maybe that was the direction
Rockstar was going with this character. That said, clearly the Mafia isn't happy that
the Masks are moving into their business, so Toni's job is to prepare the
gang for a counter-offensive. "To this end he asks Claude to initiate hostilities
with the Thongs, a gang that runs Chinatown. Claude continues to run missions
for Toni throughout a bloody gang war before being introduced to Frankie Leone. The player's first meeting with
Frankie is also his first with Maria. Maria is young and beautiful and
totally trapped in a relationship with her much older and violent husband. A songbird in a barbed wire cage, she only gets to
fly when Frankie is doing 'business' at Luigi's. The player's first job for Frankie is to
chaperone Maria on one of her nights of freedom." A couple things here - first the name of the
Chinese gang: here called Thongs and not Triads. Secondly is Maria. The Maria we meet in the game
is clearly both the victim and the executioner. Sure she's a fine-ass woman,
but she doesn't really channel the classic damsel in distress vibe,
which is clearly what Rockstar was going for. "Yeah, yeah, yeah! I'm sure your new lap dog has everything covered, and isn't he big and strong?" "Frankie discovers a grass in the family
and Claude is given the job of tailing him. He follows Curly Bob to a meeting with the
Masks on a derelict freighter in the docks. He interrogates Curly afterwards and finds that
the freighter is a factory manufacturing Rapture." In the game we all played,
this mission is clearly "Cutting the Grass." The differences again are the Colombians replacing
the Masks and the drug SPANK was called Rapture. But what's really interesting here,
is that as Claude, we were supposed to interrogate Curly
after his meeting with the Masks... but how could we do that if our
character wasn't able to speak? "Frankie decides that enough is
enough and the Masks must go. While the Mafia sorts out the Masks on the street, Claude is charged with
destroying the Rapture Factory. He enlists 8-Ball and together
they assault the Mask's stronghold. Gaining some revenge for his
earlier hospitalization and conviction by killing one of
The Mask Bosses in a brutal gunfight, Claude helps 8-Ball demolish the
freighter in a spectacular fireball." According to this script, Claude and
8-Ball's attack on the freighter was accompanied by the Mafia attack on the streets
of the Industrial sector against the Masks. During the mission Claude
killed one of the group bosses - and destroys the freighter, which actually remained in the final
version of the mission in the game. "On returning to Frankie's, the player
learns that Maria has run away. Frankie is furious and ready to order her death, but Claude persuades him that he
might be able to bring her back. As he heads into the Commercial sector, the
player receives a pager message from Maria..." And here we have another huge difference
between the script and the final game. According to this version Salvatore didn't plan a trap for Claude because Maria probably
didn't tell him that they were a thing. Maria simply left Salvatore and
Salvatore couldn't accept it. Again, we have another hint at the possibility
that our character was actually not mute 'cause otherwise how could he have
persuaded Salvatore to let Maria live? "I couldn't let him do that, I mean the worst thing is,
it's all my fault... because I told him, we were an item. Don't ask me why. I don't know." With that being the preamble and first look
at the plot narrated like a short story, more details are given in the document
thanks to what we can call the Script. Like a screenplay, this part of
the document gives details on who is on the set, how cameras should move, what kind of effects should be used and,
obviously, the lines the characters speak. So, let's go back to the beginning of
the story and get into the details. "Claude is backing out of a bank with
two cohorts, all wearing ski masks, all armed, all carrying bags full of cash. The alarm is ringing and the staff and
customers are all lying face down on the floors, the player's cohorts turn
and run out the back door, while Claude armed with a shotgun, lets off two shots into the ceiling eliciting screams
from those on the floor, showering them with chunks of polystyrene
tiling. He then turns too and follow his mates. The Player is gunned down and the lead mask
strolls over and takes the player's bag. Fade to black with the Dual Shock
beating out a weak pulse. The players can hear paramedic, surgeons, judge and jury saving his life
and convicting him respectively. The clamor of voices becomes
louder and louder until the Judge's gavel silences the crowd like a gunshot. This marker coincides with a
sudden switch to bright white. The Player's view clears a little
as we soar in the sky above Liberty. There is no sound except the
hushed roar of the city below. The player gets a look at the different areas to be explored in Liberty as
the camera sails about the sky." This entire scene in the game was replaced by a shot of a journal with the voice of a
journalist explaining what happened. Also, the entire presentation
of Liberty City was removed, probably due to an extremely
limited field of view. Showing an empty city with
details popping up here and there, surely ain't the best way to introduce a game. "We focus attention on the suspension bridge that leads into the Industrial sector
and a police convoy heading that way. The camera swoops down into the
thunder of the early morning traffic, dropping in behind the Prison Truck. While a botty kicking tunes starts, two black
vans speed past the camera, overtaking the convoy. Here the opening credits start to
punctuate and accentuate the action with freeze-frames and strobed visual effects. Inside the truck we see the player sitting beside
another convict (8-Ball) who has bandaged hands. The player looks up at an old Japanese
gentleman, flanked by a guard, sitting opposite. The OJG, Old Japanese Gentleman, turns his head away and looks out of the
thick armored glass in the rear door. Cut to a camera following
the truck at about 3 meters, we can see the OJG looking out of the rear window. The camera rises above the truck
to give a view of the road ahead. In the distance we can see two
black vans parked across the road. The camera zooms into the
roadblock at hyperspeed and stops, framing two Yakuza soldiers who have exited a van and are pointing a rocket
launcher at the oncoming convoy. Our POV is blinded by the flash of the rocket
launcher while the kick ass tunes stop abruptly. Camera POV changes to that of the rocket as
it flies at hyperspeed towards the leading cop car. POV changes to above and behind the prison
truck as the police car is blown into the air, spiraling over the truck, and while the kick
ass tunes blast back into the action. POV switches to behind the Yakuza roadblock, looking towards the convoy as the
truck screeches to a sliding stop. The rear police car avoids the truck,
handbraking to a stop across the road. The police get out as the Yakes open up with
machineguns but they are rapidly gunned down. Camera stays behind the Yakes
as they advance on the truck, emptying their magazines into the truck cab (civilian vehicles continue to add to the
pile up a few meters behind the truck). They go around the back, point the rocket launcher
at the rear doors and shout in Japanese. The doors open and a cop staggers
into the sunlight, hands in the air. The old Japanese gentlemen gets out, is greeted
with a bow from the Yakes and he is lead away. The cop keeps his arms in the air as he turns, following the OJG's progress and
keeping an eye on the Yak's guns. His arms lower slowly, then BLAM, he's
whacked in the jaw by a huge bandaged fist. The camera pulls back and we see 8-Ball
and Claude stood over the unconscious cop." And here is where Claude's
first lines of dialogue came in. As we can clearly see, the Hollywood
way of describing the scenes, the cuts and movement of the cameras,
the characters and everything else, is exactly the kind of stuff we expect
from a Rockstar Game production today, but just look at the beauty of what we're saying: this is how they were already
thinking 20 years ago. There's more in the script about the
upcoming missions, so let's peep them. We've already seen in an
international 2016 exhibition called "GAME ON: Why are video games so interesting?" a whiteboard with the entire GTA 3 mission structure that included some additional
info and artwork. What we have in this document is
basically a paper version of that board. It features dozens of pages focused
on how the game should be played, giving, as a primary objective, getting revenge on
the Masks by completing a string of 50 to 60 missions - each rewarding the player with
cash, useful tools or cutscenes. The main difference between
the document and the board, is that the latter was clearly updated to a point
that left it closer to the official game release. We know this because we got Donald Love and
other characters sporting their final names and pretty much the final names and
exact rewards for each and every mission. The document on the other
hand has all kinds of goodies, from lines of dialogue, objectives and more. But we decided the best way to do this
chapter was to do a line by line comparison. We're taking every detail on the missions
between the flowchart, the script and sketches, and comparing them with the missions we
ended up playing in the game - in order. According to the document, missions could have
started with the player briefed using a cutscene or by reaching a payphone where a
talk with the boss would happen. Another way was by "bumping" into characters. Them reaching us in the area we are, instead of us reaching them at their contact
points - like it would have been with Darkel. We already talked about the intro - the Masks instead of the Cartel shooting
at Claude, the courthouse, the Yakuza instead of the Colombians
attacking the police convoy and how Claude was supposed to talk with 8-Ball. The rest of the mission was supposed to be more
or less the same with the duo stealing a car, reaching the hideout, changing
clothes and driving to Luigi's. Finally, the mission name
"Give me Liberty" survived. Luigi's very first mission in the document
is called by three different names: "Whore Drop-off", "Ho Drop-off"
and "Luigi's Girls". The introductory cutscene was supposed to end
with Claude entering the club from the back door and stepping out wearing new clothes,
probably a classic Mafia suit. Once in the right clothes we
were to steal a 4-door car, pick up Trixie and Misty - two of Luigi's
girls - by stopping in front of the club. We drop the first at Reverend Flannery's
and the second, Misty, at the Clinic. Once that's done, we were to return to Luigi. This mission clearly underwent various
iterations but thanks to the iOS version of the GTA 3 Anniversary Edition, we know that at one point
the sequence was inverted, and we had to get the girls from the Reverend and
the Clinic and then bring them back to Luigi's. From this point on, all missions were
supposed to start in the narrow alley with Muscles (Mickey), blocking
our way to the back into the club and telling us that Luigi's "busy" and that he told him to give us an
envelope with the details for the next job. "Don't Spank ma Bitch Up" was
called "Don' Smack ma Bitch Up" and while in the flowchart the mission
already mentions the new drug as SPANK, in the script it's still called Rapture. The mission was also shorter,
including only the first part of beating a drug dealer with a baseball bat
- no cars to steal, repaint or park. Thanks to a screen from
Electronic Gaming Monthly magazine, we can also see that in another
iteration of this mission, the car we had to retrieve was a
bright pink Perennial, not a Stallion. "Drive Misty for Me", renamed "Misty Drive",
is unchanged if we ignore Luigi's words and the next two missions are inverted
between the flowchart and the script - with the flowchart using the same
order as the one in the final game. "Pump-Action Pimp" is mostly unchanged with
the script being about some random wise guy, while in the flowchart Luigi is already
pointing his finger at the Diablos. In "The Fuzz Ball" Muscles was supposed to
give us the pager - which we magically posses in the game instead - and through it,
receive the mission details. According to the script we need to
retrieve a bus, bring it to Luigi's to fill it with his girls and then reach the
Fuzz Ball on the corner of Street and Street. Not only does that last sentence show a
major difference in the mission we played where we had to retrieve
the girls around Portland, but also shows that early in development Rockstar's intention was to give specific
names to each street in the game, something actually done from
Grand Theft Auto 4 onwards. The number of missions for Joey changed with one
missing from the script, but let's go in order. "Mike Lips' Last Lunch" was called "Lips
Forelli's Last Lunch" but the mission was the same - steal his car, fit it with an explosive then park the car in the same place he left it
and blow it up once Mike Forelli got in. In this version also, by reading Joey's words, it looks like we were supposed to
bring Mike's vehicle to Joey's garage, not to 8-Ball as explained some lines later. In the next three missions Joey was supposed to
be working under a car and pointing out to us an envelope on a bench containing
instructions for the next jobs. "Kill 'Chunky' Lee Chong" previously named "Kill Chunky Dave" was mostly the
same mission we ended up with. The difference being, according to the script, we were supposed to pick up a Pump-Action shotgun
in a store before reaching Chunky in Chinatown. In the flowchart "Van Heist" didn't change at all, but according to the script, the armored
van was doing the weekly pay run from the bank to the Chemical Plant
we talked about before. The van was supposed to be unescorted,
giving us the chance to hit it hard, steal it and bring it to a warehouse
where Joey's guy could crack it. This is the famous mission where we were
supposed to be ambushed again by the Masks. This is how that event was to
unfold according to Rockstar: "The warehouse is a ramshackle
corrugated steel construction. The warehouse doors slide open and the Player
drives in. There is a scene of devastation. Numerous overalled bodies lie
in pools of blood and Mask One is standing there with his hooded
goons. A goon approaches the van. The Player kicks the door open,
knocking the goon to the floor, and dives out of the van,
grabbing the goon's dropped Uzi. The Masks open up with Uzi's and
the Player sprints towards some crates/drums and dives for cover. As the crates and drums gets riddled with bullets the Player uses the Uzi to cut an arc in the
corrugated wall and he kicks it through. Cut to alley outside. Claude runs
down the alley into the street. End cut. Just like in an action movie. Not all of this is available in
the flowchart - another indication of how the pages of this document reflect
various stages in the game's development. Joey's fourth mission was called
"Escort Toni Home" instead of "Cipriani's Chaffeur" and here too the
flowchart and script have discrepancies. In the script, Joey's introduction
is centered around the Masks and the mission only required bringing Toni -
with Fucile still as his last name - to his house. In the flowchart instead the mission is
almost identical to the one in the final game. "Dead Skunk in the Trunk" is the
missing mission from the script, while details in the flowchart describes
the same mission we actually played. The Last one is "The Getaway" in the document
called "The Bank Job" and "Daylight Robbery". The latter is the script name of the
mission that requires us to get a van, reach the guys, pick them up
and drive to the bank. At this moment the robbery
would start - synchronized to an on-screen timer set to 45 seconds. We were to drive around the block during
that time to avoid raising suspicion and stop the van in front of the bank 5 seconds
before the alarm goes off to scoop up our boys. With the boys onboard, we had to reach a second
car they would switch to before disappearing, while we dispose of the van
at an automotive compactor. On the flowchart the mission instead was
far more similar to the one we played, the difference being one of the
boys had a line of dialogue, saying that we should have
dropped the team at the safehouse and then again, the vehicle used for the mission
should have been taken to the car crusher. Toni's contact point is unchanged:
he sits at a table outside his Mom's restaurant while various 'family
members' drop in to get their orders. Like with Joey, in the flowchart we
can see five missions tied to Toni, while only four are available in the script. This difference is explained
by another flowchart where we can see that Toni's last mission was
split into four smaller objectives, but we'll talk about that later. First of all, Toni's first mission in
the script "Taking Out the Laundry", was directly tied to Joey's mission in which
we have to drive Toni to his restaurant - in other words, those two missions were
consecutive, with Toni's starting as Joey's ended. Between the script and the flowchart,
the only real change was dialogue, but the mission itself was practically the same: to blow up three Laundry vans 'cause
they didn't un-ass that protection money. Now in the document they use Molotov cocktails
but, in the game, we ended up with grenades. The next mission started with the
player sitting at a table picking up the menu where Toni's instructions are written. Known as "The Pick-up" in the
game and on the flowchart, as "Thong Ambush" that name was clearly
too indicative of what was going to happen. The mission, again, really
didn't change that much. Next is "Salvatore's Called a Meeting" - again
same name on the flowchart as in the game, but different in the script: "Frankie & Maria". According to the flowchart, the mission was
exactly the same as we played in the game, but if we have to consider the script,
despite having the same introduction message, this mission was merely used as a bridge to bring
the player to Salvatore and unlock his strand. In the script Toni's fourth mission
was called "Thongs for the Memory" - while on the flowchart, and in the
game, it's called "Triads & Tribulations". But let's go in order by looking
at the script's version first. Upon picking up the menu,
the player sees this message. The objective of the mission is
clear - and even clearer on the other flowchart as the mission requires
completing four different objectives: 1. Destroying the fish factory; 2. Destroying the fish trucks; 3. Destroying the fish market and 4. Killing all Thong members. The purpose of this mission was to eradicate
the Thongs from Portland, once and for all. We know this mission was retouched and split into
two different ones from looking at the flowchart. In the first mission we originally had
to trash the Triads' fish market in Chinatown and kill at least 20 Triad gang members, while the next mission, called "Blowfish" - single
word in the document, two words in the game - required us to collect a dustcart
rigged with explosives and park it between the gas canisters at the
Triad fish factory, then detonate it. And now, to Salvatore's missions. As we said before, according to the
script the player triggered the mission when he arrives outside Salvatore's
whilst on Toni's third mission. The name of this mission was originally
"Pulp Friction" - a clear reference to Pulp Fiction's rather eventful dinner
date with Vincent Vega and Mia Wallace. "No, no, no, no, no." "I do believe Marcellus, my husband, your boss,
told you to take me out and do whatever I wanted." Later changed simply to "Chaperone", in the
game, it evolved into something quite different: starting with us outside Sal's mansion
we see several mobster's parked cars. As the player exits his car,
he's approached by Salvatore. Sal tells the player that
he needs a ride to Luigi's and that Maria needs a chaperone for the night. The rest of the cutscene is Salvatore
and Maria yelling at each other with the duo finally entering
the player's car at the end. Once Salvatore is dropped at Luigi's
for his meeting, the second part of this mission starts with us taking Maria to
"The Crazy Camel"... and doing some wild shit. The mission explanation on the flowchart instead is not that different from
what we played in the game with Salvatore and his lieutenants
in the house and Maria out for the night - first taken to a dealer,
then to a rave, etc. - obviously if we don't consider
the lines of dialogue between Maria, Chico and Claude which we've already discussed. From this mission on, the script explains that
Salvatore is never available as a mission contact, but that he's the one approaching
the player when he needs something - he would have sent us a message
on the Pager telling us to reach a specific payphone and call him for the details. Anyhow, Salvatore's second mission
is called "Cutting the Grass", a name kept unchanged for the game. According to the script, Bob was sent
on an errand, followed by the player. Grabbed after his meeting with the Masks, Bob's
brought back to Luigi who squeezes him for info. On the flowchart instead the mission is
quite similar to the one in the game. Follow the guy after he's inside a taxi,
let him meet with the Columbians labeled the baddies - that's right, no more
Masks from here on out on the flowchart - then kill him and call Salvatore
from a payphone for updates. The mission "Bomb da Base" was always
marked as a money-wall kind of deal - in other words a mission that
won't start unless the player meets specific requirements. In this
case, a specific amount of money. In the game the mission has
the same name as in the script, while on the flowchart it's simply
identified as "Buy explosives". The next step is the actual mission,
in the game called "Bomb da Base: Act II". The flowchart explains the mission
exactly as the one we played, while in the script things go a little different. The objective is still the freighter but
while Claude and 8-Ball are focused on that, the Mafia goons attack the Masks
on the streets of Portland. After reaching the freighter
and killing all the Masks, 8-Ball would "run onto the ship,
kneels by 'funnel-thang-wotsit'" - which we believe is a placeholder to
indicate a ventilation duct or some such object - and he "fiddles about it, then throws the case
with the explosive down the 'funnel-thang-wotsit'. Cut to Claude and 8-Ball running
down the quay towards the camera. There is a dull, deep 'whoomp' noise, then
secondary explosions rip through the hull, culminating in a final blast that destroys
the upper super structure in a huge fireball, breaking the ships back." And this brings us to Salvatore's last mission, "Last requests". A name used in
both the game and the flowchart, while in the script the
mission was called "AWOL Moll". According to the flowchart, before starting this
mission we had to complete all of Toni's missions, then Salvatore would ask us to get a car
from around the block from Luigi's and take it to the compactor before the cops find it. Upon reaching the car, Maria pages us
and wants us to meet her at the pier near Liberty Bridge - this was
Callahan Bridge's beta name. Once there, we discover that Sal was
sacrificing us to the Cartel to make a pact. Maria however was having none of it and
decided to escape her gilded cage with Salvatore and let us know that now we were
a marked man on Mafia turf. With the help of Asuka we were
then to move to the next island. There was no jealousy, or passion whatsoever in Salvatore's motives
for selling us out... it was just business. The script instead tells a different story. Like we said - the mission name was "AWOL Moll"
and was focused on Maria leaving Salvatore. With him not keen on letting
her go, he sends us find her. We would then receive a page from
Maria saying "Claude? It's me, Maria. I can't explain everything but
you've got to meet me at <location> in the Commercial District. Please hurry!." After receiving the message, we were to
move to Staunton Island and once there, a cutscene showing the place triggered. This specific part is explained
as such in the script: "Because the player can use different
routes into the Commercial District, the scene should be a generic intro
to this second level. Go crazy." And this is where the script ends, but luckily
for us, the flowchart instead continues, including the missions for El Burro,
the leader of the Diablos. Missing are the missions for Marty Chonks,
owner of the Bitch'n' Dog Food Factory. On the flowchart we have
five missions for El Burro, the first of which was to be called
"Low Rider Race" instead of "Turismo". The mission was practically the same:
a race around the Industrial area, starting at the top of the bridge,
against three other Hispanic rivals. The second mission was called
"Drive By/Uzee Lu" or someshit. This is the missing mission focused on performing
quick drive-bys on two Forelli restaurants. The idea was to ruin the chain's reputation
by gunning down their customers. And if you ask me, that'd do it. But clearly
one can see why something like that got cut. Again - random civilians are never
intended to be targets in the game. El Burro's third mission is "Fried Ice Cream" a different take on the in-game
mission called "I Scream, you Scream". According to the flowchart, in this mission we
were supposed to steal a Forelli Ice Cream Truck, rig it with explosive, bring
it to a busy pedestrian area and use the jingle to attract customers. Get a nice crowd around it, start the
time bomb and get the fuck outta dodge. If this sounds familiar, it's because you remember
a similar plan from Darkel explained by IGN. In the flowchart this mission ended up tied to
the Hispanics attacking the Forellis instead. The mission actually exists in the game,
but with various major differences. First, we have to retrieve a generic
"Mr. Whoopee" truck - not a Forelli one - secondly, we have to use a remote detonator
to trigger the bomb, no timer, no running. Lastly, but most importantly,
the targets are not civilians, but a rival gang who'd been threatening El Burro. The next mission in line on the
flowchart is "Donky Porn Shipment", which is now known as "Big'n'veiny". The only difference is that
the truck wasn't stolen, but was simply dropping its
cargo we had to retrieve. Also, between the game and the flowchart,
the last two missions are inverted. This takes us to "Burn them, Burn them all!"
renamed in game as "Trial by Fire". The mission is more or less the same - killing
a bunch of Triad members using a flamethrower. The reason however is quite different. In the game El Burro is mad because the
Triads stole and burned his favorite car, but on the flowchart what the Triads
stole and burned was his pet donkey. And that brings us to the missions in the
second district, a.k.a. Staunton Island. The first person we would have worked
for was Maria according to the script, but unfortunately, as we said, we don't have info about the
missions from the script anymore, just the flowchart that was clearly made
months after the first version of the story. So, the first mission in Staunton is
instead "Farewell Salvatore", called "Sayonara Salvatore", for Asuka with the mission
being exactly the same as the one in the game. The next two missions for Asuka were
inverted between the flowchart and the game. "Paparazzi Purge" is unchanged, while "Under Surveillance" was called
"Sniper Surveillance" on the flowchart. The mission is basically the same, except it didn't involve any Mafia
goons, but rather five FBI agents. The deal was to kill them using a sniper
rifle before the time available expired - also after killing the third
agent, we'd have the FBI after us. So, the mission was supposed to be way,
way harder than the one in the final game. "Payday for Ray" is exactly the same
on the flowchart as it is in the game, while "Two-Faced Tanner" was
called "Kill Two Faced Tanner". Tanner's car by the way was an
Eldorado - which could easily be the name of the Esperanto during the beta. And that brings us to Kenji's missions.
"Kanbu Bust-Out" is identical in every way. The second mission, called
"Grand Theft Auto" in the game, in the script is named "Gone in 60 seconds"
exactly like the 2000 movie with Nicolas Cage. While in the final game we had to steal
specific vehicles and bring them to a garage, according to the flowchart we were actually able to also steal those vehicles
if we found them around the city. The drop point in this case
was supposed to be a warehouse. Next, we have "Deal Steal", while the mission
kept its name, everything else was very different. Instead of simply stealing a Yardie Lobo, we were supposed to find and kill the
Yardies that were going to the deal, steal their car and pick up a load
of Yakuza gang members - not just one - then get to the location of the deal. Here the Yakuza would have killed
just about every Colombian, but some of them were to have been
able to jump in a car and get away. To complete the mission, we had to kill
all the remaining Colombians in the area, then chase down the car and kill those in it too. "Shima", the next mission, also
kept its name in the final game but in executing the mission
there was one small difference: after reaching the last pickup, we were
supposed to find it trashed and with a sprayed tag over the front of
the shop from the Hispanics - at this point still named
as such - not the Diablos. This is the point where things start to
change and a lot from the final game. Instead of "Smack Down", the
next mission for Kenji was called "Save the Old Japanese Gentleman", a mission in which we have to
steal a Colombian gang car, use it to infiltrate the Colombian's compound, kill the enemies and save some Old Japanese
Gentleman that managed to get kidnapped... again. In the final game this mission is called
"Liberator" and it's Donald Love's first mission. As we said before, in this document
there are no traces of Love, but despite his absence, those missions are still in the flowchart
- they're just from different characters. Kenji's strand would have ended at this point
while Ray's would start with "Silent Witness". The mission is more or less the same as "Silence
the Sneak" the only difference being its target. In the flowchart it's a witness
to the hit on Salvatore Leone, while in the mission it's Ray's
former partner, Leon McAffrey. The mission "Arms Shortage" was called "Arms
Protection" with it being the same as we played. "Evidence Dash" kept the same name
and more or less the same gameplay, but the reasons were quite different. Instead of retrieving six pictures of
Donald Love feasting in the morgue, we had to retrieve eight packages of
documents collected by Internal Affairs about Ray's activities in one of Ray's old haunts - lastly, with all the packages retrieved, we were supposed to bring everything back to
Ray's hideout, instead of torching the vehicle. "Gone Fishing" and "Plaster Blaster"
in the final game are exactly the same, from the names to the missions themselves. In the game at this point we're supposed
to be working for Donald Love, but as we said, Love is not a character
in the Design Document. Instead of him we have Toshiro with his
first mission called "A Drop in the Ocean". Exactly like in the namesake mission for Love, we were supposed to retrieve several
packages dropped from a Cessna into the bay - thanks to the flowchart we know that the
packages were supposed to contain forging plates and that the mission was a decoy to lure
the cops away from the real forging plates. Toshiro's second mission was called
"Getting into the Airport" and it was the second paywall in the
game after "Bomb da Base" - the real plates were in the
Cessna and the Customs officials stripped the plane at the airport. To retrieve them we'd have had to pay a huge cash bribe to either airport
security or the customs officers. Completing this mission would
have opened the third district, also unlocking the mission
"Grand Theft Aero" for Toshiro. Before continuing with Toshiro's missions, let's talk about the Yardies and
the Southside Hoods for a minute. The Yardies had three missions instead
of the four available in the game. The first was called "Drug Rush" and it wasn't
a simple race like "Bling-Bling Scramble". The objective of this mission was to deliver some new drug to some freelance
pushers before the rivals. In "Gangcar Round-up", called "Gang Cars",
we had to retrieve a Mafia gang car, a Triad gang car and a Hispanic
gang car within a time limit - in the game this mission's only difference is the name and the Triad gang car
was replaced by a Yakuza gang car. "Kingdom Come" was called "Suicide Bombers" and I don't think I need to explain
why that name was changed. The mission itself however didn't change much, the Colombians found out that
we were working with the Yardies and they set a trap by rigging some psychos high
on Rapture - SPANK in the game - with explosives. The player knows only that
he has to steal a car for Muff Daddy - the working name for the character
who later became King Courtney - and after discovering the trap he has
to either kill all psychos or escape. The Southside Hoods, simply called
the "Hoods" on the flowchart, are also lacking one mission of the
five we ended up with in the game. The first mission for Dr. G, renamed D-Ice in the game, was called
"RC Assassin" instead of "Toyminator", but the mission itself was almost
identical save one small difference: the armored vehicles were police vans, not
Securicars used by the Nines to run SPANK. "Rigged to Blow" is the same mission,
with the only difference being that the garage to reach was 8-Ball's,
not another one in Portland. Next in line is "Bullion Run", again,
same name, same mission, the difference being that we had
to collect gold, not platinum and that there was no Federal Reserve flight, just a van damaged by some Hoods
that's now losing gold all over the city. The last mission was called "Baseball bats
at dawn", renamed "Rumble" in the game. The flowchart explains that there is a regular, organized rumble between the Zeros
(the Purple Nines in the final version) and the Hoods (renamed as
Red Jacks) and that we were invited to drive everyone there and then join in. The two missing missions for the Yardies and the Southside Hoods in the document
are "Uzi Rider" & "Uzi Money", both similar missions where while in
a vehicle we have to kill a specific number of gang members from the opposite gang.
With the optional missions covered,
let's get back to Toshiro's missions assuming that we've found the amount
of money necessary to unlock Suburbia, the third district we all know as Shoreside Vale. As we said, the mission was called
"Grand Theft Aero" and was more or less the same mission we can play for Donald - reach the plane while some Palantic
Construction vans speed away, fight the Colombians in the hangar, discover
that the plates aren't there anymore, reach the Palantic Construction site using
a heavy vehicle to break down the fence and fight our way through the Colombians to
reach Catalina, Miguel and the plates. A bit of clarification here if we may: yes, the company was called "Palantic
Construction", not "PanLantic Construction." Second, the construction site wasn't
supposed to have such easy access. Third this is the first time ever in the
entire document that Catalina is mentioned. We've already dropped the mysterious Masks
for the Colombians some time ago, but this is actually the first time both
Catalina and Miguel became part of the game. "No es nada! No es nada!" "I left you pouring your heart out into the gutter!" "Don't shoot amigo." Toshiro's fourth mission was called
"One of the gang" and it's a unique one. After liberating the Old Japanese Gentleman
and retrieving the plates from the Colombians, the Counterfeiting operation can start and
Toshiro organized a party to celebrate it. We were supposed to reach Toshiro at an
illegal fight at an underground car park where we would have the opportunity
to bet on one of the fighters. With that done, we had to bring Toshiro to
the Casino where the party was to be held, but upon our arrival at the party we
were to be attacked from a rooftop. A sniper kills Toshiro despite our reaction
time in grabbing a rifle and picking him off. With Toshiro dead, Kenji replaces him
as the Yakuza's head in Liberty City. This also opens two new strands of missions:
one for Kenji, the other for Asuka. Let's start with Kenji's second strand. The first mission is called "Smack Down" in which Kenji asks us to kill all the Yardies
pushing Rapture - SPANK - for the Cartel. The mission is more or less the same
as the one we play in the final game, the difference being that sometimes
the pusher may have a backup vehicle according to the flowchart,
making the mission a little harder. "Boss Meat", the second mission, was another
unique mission available only in this document. According to the flowchart, the
Yardie posse lords are meeting a Cartel representative at a defunct factory. In this fun mission we had to find a way
onto a roof and throw Molotov cocktails into their midst making sure
that no-one got out alive. The third mission is another
unique one, called "Defender". After our attack, the Cartel starts
hitting Yakuza businesses with sushi restaurants marked as likely targets. Thus we had to patrol Yakuza territory and
rush to the aid of any business paging us. "Escort Service", Kenji's fourth mission, is another one of those we play
for Donald Love - more or less. We have to escort and eventually
defend a van holding the first batch of counterfeit cash
from the Cartel's attacks. The reason why Kenji is worried is because
one of the counterfeiters has gone missing and he fears he might have
been kidnapped and tortured or simply turned informer for the Cartel for money. Either way, the van was supposed to
start from the counterfeiting set-up and end up at the Casino where
the money will be laundered. Kenji's fifth mission was
called "Swat the S.W.A.T." and it's another one that
didn't make the final game. According to the flowchart, Ray
tips off Kenji that the Liberty PD is going to mount a raid on the
Yakuza's counterfeiting operation. Three S.W.A.T. vans are going
to approach the hideout from different directions to corner any escaping cash, equipment or Yakuza and our job
was to allow the Yakuza to get away by taking out the S.W.A.T.
teams by any means necessary. Kenji's last mission is called "Kenji's Dead". The mission was meant to be a simple
cutscene in which we find Kenji dying. But before he bites it, he manages to
tell us that Maria's been kidnapped. This brings us to Asuka's second strand of
missions with the first one called "Bait". This mission isn't that different from
its namesake we know from the game, in fact the gameplay is exactly the
same, with just details changing. We have Yardies selling SPANK
- instead of death squads. The objective being to drive
near a group of Yardies, use the horn button to piss them off so
that they will chase us into a kill zone filled with Yakuza gang
members armed with bazookas. The following mission is "Expresso to Go",
renamed "Espresso-2-Go!" in the game, but this is the only difference. "Coffee Co.", is the name of the
third mission and while it's unique, it's still a direct segue from the previous one. Miguel reveals that the Cartel is using
a Coffee company to import cocaine. Our job was to sneak in, open a door and let
in the Yakuza to kick start a major shootout. "Plane Sailing" is the fourth mission and
it's more or less like the mission "S.A.M.". Except that we were supposed to get
a boat to a runway light pontoon, shoot down the aircraft that brings
fresh, monthly cocaine shipments, collect the crates from the debris in the sea
and stash them in an old dockside warehouse. Our fifth mission was called "Emergency Services"
and it's another cut mission from the final game. In this one Asuka is informed that the
Cartel is flying in reinforcements. After hitting the cocaine shipment,
the airport security has been stepped up, making it impossible for us to bribe our way in.
We were supposed to steal a Fire truck, gather some Yakuza members dressed
as firemen and drive to the airport. Here, we were to throw a Molotov Cocktail
over the fence hitting any flammable materials to set off the airstrip fire
alarm so we can get access to the gates. Once inside, we had to reach the plane and
massacre the Colombians as they try to deplane. "Asuka's Dead", was the sixth and last
mission of this second strand for Asuka and again was probably just a cutscene
showing Asuka and all the others dead. With both Kenji's and
Asuka's second strands ended, we would unlock the mission "Marked Man" for Ray. According to the flowchart the CIA
is making money from Cartel deals and is concerned that the Yakuza
are hindering the operation. They discovered that Ray is helping the
Japanese gang and decided to 'rub him out'. Now Ray is running scared and
needs a ride to the airport - no one's at his contact point, so he sends
us a message via pager asking us for help. From this moment on, the C.I.A. is after us too. When we catch up to Ray, we find him dressed
in a Hawaiian shirt and with two packed bags. With the C.I.A. hot on our heels, we have a limited time to get him
to the airport for his flight. To make matters worse, the C.I.A. may even
have assistance from Black Ops helicopters. After ending the mission,
Ray gives us a shitload of cash. It's a bit more complicated than its namesake
mission in the game, but not by much. And that brings us to the end, hitting the third
and last paywall in the mission "Cash for Maria". Now we need to raise enough money for Catalina to replace the drugs we stole during
Asuka's mission "Plane Sailing". With enough money on our hands,
the last two missions can be triggered. The first is merely a cutscene called "Exchange" - nothing more or less than
"The Exchange" opening cutscene. When the Player arrives at the Colombian Mansion, he's frisked. Stripped of weapons
he's taken to Catalina. After taking the money for Maria's and
our freedom, Catalina orders us killed. Claude quickly sows some seeds of doubt in the remaining Colombian goons
concerning Catalina's motives and in the confusion, he fights his way free
grabbing as much fire power as he can on the way. With the cutscene ending, the next mission
called "Catalina's Escape" would have started with the player following Catalina
to the dam where her helicopter is waiting. After fighting his way through goons to her,
the player would find her injured and a cutscene would have started
giving the player the choice to execute Catalina or leaving her to the police, concluding the story with alternate endings of
which, unfortunately, we have no details at all. And there you have the details
for each and every mission, without considering a page full of
ideas of possible other missions like: knocking out the power plant; recovering
a body from the dumpster - limb by limb; kidnaping a baddie, taking him
out of town and shooting him; stopping a plane taking off or chasing and destroying a plane dodging
in and out of moving jets. Or pick our mom up from the hospital; kidnap a rich guy's daughter; deliver a music demo to a radio station
and hear it on the radio later. Or using a funeral to lure gang members
together, then killing them all. The possibilities were literally infinite and
it's a shame that some of those ideas or even some of those removed missions
never saw the light of day... probably due to that time's limited technology. From its inception, GTA 3 was supposed
to feature multiple languages - not voiceovers, mind you - we're
talking subtitles, menus, tooltips etc. We do know the game was
translated into five languages: English, French, German, Italian and Spanish. At the time Portuguese and Japanese
were other possible choices. While Portuguese never saw
an official localization, Japanese became available two years
after the initial release of the game. Once Rockstar Games made an agreement
with Capcom to allow them to localize, publish and distribute the blockbuster
title in the Land of the Rising Sun, things were off and running. "So keep your hands on the wheel!" "If you don't mess this up, maybe there be more work for you." The document also states that they were
planning only 6 radio stations - then, just a couple paragraphs after
the number is raised to 8 - against the 9 we got in the final game. It also even mentions,
albeit with a question mark, the Country\Western genre - one of the
few music genres absent from GTA 3. Radios were supposed to have loop times of
16 minutes each, with 32 tunes more or less. They were to be unlocked by reaching new areas in
the game - with just 5 radio stations in Portland, a couple more in Staunton and the remaining
available only after unlocking Shoreside Vale. As the document stated, the game would
have made inventory visible on the HUD, containing not only the weapons but any
other pickups the player might have. Now we don't know if it only applies
to items like the detonator, or if health and armor pickups, for example, were collectables that could have been
used at different times as well or not. And speaking of health, Claude was supposed to
gain health not only by going to the hospital, but also when visiting a pharmacist
- known as chemist. Another idea the developers had was to offer the
players various styles of HUD's to choose from - something never added to the game, but that
gave GTA that extremely recognizable look. Among many other things, cash was also meant to buy special cars of which
unfortunately we have no details about. There were supposed to be five wanted
levels, not six like we ended up with. In the first two wanted levels we had only
Cops - who won't use their firearms at first, but they would if the wanted
level is raised to two stars. The third level was for the SWAT Team aided
by helicopters with miniguns and searchlights. The fourth level was for the FBI.
They rolled in unmarked cars and dressed in sharp suits and shades. The last one was for Army soldiers,
armed with Rocket Launchers, who were actually supposed to drive
around in tanks, jeeps and APC's. Changing cars unnoticed was a way to
confuse police and lower your wanted level - along with heading away from the police,
using respray garages or completing a mission. Like the player, the pedestrians were also
supposed to have their problems with the cops. The list of possible felonies included:
running over pedestrians, running red lights, speeding,
crashing into cars or objects, shooting pedestrians, stealing cars, possessing a firearm and fleeing cops
in vehicles - leading to car chases. Cops would only chase wanted
pedestrians that are within range but the cops were also supposed
to be able to arrest them, shoot them down - just like in real life
- or use their "whackers", or nightsticks. They would have followed the
pedestrian on foot or in their cars. If the ped left his car,
they'd continue the chase on foot. If they happened to lose him or their cars
got destroyed, they would return to HQ. Almost all of this actually happens in GTA 4 - it seems all they needed was
a more powerful platform. There's an entire paragraph on the page
explaining how peds should behave when injured - there is even a sentence considering the
death of the ped and whether or not such deaths would have been a problem for censors. A way to "solve" the problem was to let the
pedestrians 'get up' after a small pause. Uninjured peds were to have been
able to do everything as normal, but an injured one was instead supposed to have access only to a specific
set of "injured animations", again something only added years later in GTA 4. According to their vision,
injured peds were supposed to act according to the type and severity of the injury, from stumbling along slowly dragging
their leg behind if the leg was broken or having their arm hanging
limp if their arm got broken, while with serious injuries, peds would lie
on the ground and crawl along very slowly. Clearly not all of this was possible and dead
peds weren't really that much of a problem considering the dismemberment and gore that
later became a much beloved feature of the game. Speaking of gore, violence was a topic discussed in almost every
preview and review of Grand Theft Auto 3. Every article adhered to the concept
that Rockstar Games wasn't interested in creating a video game for kids, but for adults. That their interest was to trigger
an evolution of video games, not only as wider media, but as
something created by adults for adults. This somehow collided with
a snippet that we read from an article inside the Official Press Clippings where the journalist talks about
the possibility that DMA was considering developing two
different versions of GTA 3, the "real" game for adults, but also
another version with muted violence, swearing and adult themes
that aimed for a T rating. Somehow tied to the police
are the "grasses" - a special type of pedestrian that enjoyed
ratting out any criminal activity. For example, if they spotted Claude doing some
gangster shit, they would run to the nearest phone-booth shouting 'Police, Police'
to inform the law of his wrongdoings. If, for some reason, the grass didn't make it
to a telephone, then Claude gets off scot-free. This feature was actually added later in
another Rockstar production, "The Warriors". "We need some damn police down here!" Pedestrian-wise Rockstar's vision
was simply ahead of its time.
Rockstar was already thinking
of gangs working together - members who had just been
walking down the street, come running to a fellow gang member's
aid fighting some enemy or cop. Peds stopping and talking
to each other like friends, leaning against walls, laughing and shaking hands, while other peds look at
store windows, sexy people, cars or whatever else they're programmed to like. ATM machines were supposed to dot the map and
be used by the pedestrians to withdraw money. Day/Night cycles were intended
to be actual gameplay features of the experience, rather
than just graphic aspects. And according to the document, 24 hours in
game was to have lasted 30 minutes, not 24. Plus the type of peds walking around would have
been different according to the time of day, with violent people mostly on the prowl at night. Certain missions are tied to specific
hours, but the game was also supposed to make some missions easier or harder
depending on whether it was day or night - escaping the city center during rush hour
would've been harder during daytime than doing it during the night for example. As we said in our Hot Topic episode
focused on Beta content from GTA 3, the game was originally intended
to include a multiplayer mode. While there are no additional details to add
to what the community has already uncovered, it is a fact that some game modes
could have been played in split screen on one console - so, not only
as an online feature. At this point of development there
were five distinct game types: Death with the objective being to kill
as many of your opponents as possible; Points where you had to score
as many points as possible; Race and Stunt Race where the first to finish wins and lastly Tag, where the player surviving
being hunted the longest, wins. This amazing document ends with a "to add" list, that ranged from ads and cinema
trailers, character lists, save game features, rewards and
more even "taking ideas from wall". The document is dated December 29th, 2000, almost a year before the release of
the game that truly changed the genre. One thing that's clear from
reading these pages is that Rockstar has always looked at their
productions with a cinematic eye. By pushing themselves and throwing everything
into their steaming cauldron of ideas, then busting their asses to make
the absolute most of all that amazing hardware to accomplish
exactly what they envisioned. Some of the ideas in this document
had to be postponed and implemented in subsequent titles only to surface
one, three, five or more years later. Sometimes because those ideas were just too
complicated to develop in such short time or simply because the hardware wasn't
powerful enough to give the developers the tools they needed to turn those
ideas into actual gameplay features. Well there you have it. We've learned a lot about the past of a truly
trailblazing game that has become a true, international, cultural icon. We discovered a host of different names, features, and stories that lacked some of the
game's most recognizable characters, and featured missions that were maybe
a little too damn good to be true but through it all we became
better acquainted with the very soul of Rockstar as a company
and Grand Theft Auto as a game. While this surely was a long video we hope
you thought it was as interesting as we do. Above all, we hope you enjoyed it. So keep following us on Twitter,
Facebook and Instagram or jump in our Discord server to holla
at other fans of Rockstar Games. From GTA Series Videos this was Gary7 MT. Peace.