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Let’s go back to 1997 and play the original ‘Grand Theft Auto’

We are going to review every main ‘GTA’ game starting...now!
Photo of Grand Theft Auto 1997
PHOTO: Grand Theft Auto

To understand how the Grand Theft Auto series came to occupy the near-mythical status it enjoys in 2026, you need to go back to 1997. Frankly, there are many reasons to go back to 1997, reasonable property prices and full-size chocolate bars being just two of many legitimate reasons to fashion a time travel machine. We digress: It’s also the year GTA came out.

It isn’t just the releases themselves that tell you why this series is special. It’s the gaps between them, too. Imagine being a magazine-reading, demo-disc-collecting gamer in 1997 and having your mind blown by a top-down arcade game where you can run amok in stolen cars and commit crimes—and then four years later, that series shows you a fully open world where you can do all the same stuff, but in 3D. What a leap forward into an unthinkable new future that felt.

Photo of Grand Theft Auto 1997

It’s important to remember the humble beginnings of the series, in other words, and just as important to remember that with the PlayStation 1’s limited polygon-crunching power and disc space, Dundee-based DMA Design delivered a crime sim that felt like no game up to that point.

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The pressure was on the studio to follow up its big hit Lemmings, and one of many prototypes DMA experimented with was a vehicular cops and robbers game where you played the law enforcement officer, chasing down criminals.

Photo of Grand Theft Auto 1997

Only when the developers realized it was way more fun to be the robbers running away from the cops did Grand Theft Auto click into place.

What stood out was the sense of freedom. Here was a game that not only didn’t seem to care which direction you set off in, but also actively encouraged the wanton removal of its miniature denizens. Sure, the police would get involved if you started mowing down civilians in your stolen car or firing indiscriminately into crowds, but since evading the police was so much fun in the first place, you could hardly argue that it acted as a moral deterrent.

It was a hit. It was probably always going to be a hit. But just to make sure, publisher BMG hired publicist (and subsequent convicted sex offender) Max Clifford to seed outrage among the media and politicians. It worked, of course: Legislators found themselves having to debate Grand Theft Auto in parliament and had found a new moral outrage to yell about for a few weeks.

Photo of Grand Theft Auto 1997

Photo of Grand Theft Auto 1997

Best remembered as a tabloid-baiting controversy magnet that let you go on mindless killing sprees, the original Grand Theft Auto did also have conventional missions and a gang system inspired by, of all games, ’80s space trading classic Elite.

The studio’s creative director Gary Penn had come over from Elite developer Frontier and brought with him ideas about taking on jobs for rival factions, as the player did in Frontier’s game. Only this time, instead of schlepping spaceships full of magnesium between planets, you were transporting narcotics, stolen cars, and fugitives.

It’s a formula the series has religiously observed ever since. Regardless of the technical innovations and side activities that garnish the modern games, their core is about doing jobs from the criminal underworld, pitting factions against each other, and rising through their ranks to become kingpin.

Photo of Grand Theft Auto 1997

You’ll do it in GTA 6, too. And it’s all because an Elite developer joined a studio in Dundee during the mid-’90s to help out on their cops-and-robbers game.

The genius of Grand Theft Auto’s version is that it all lives in the player’s mind. You don’t see the crime bosses, the illegal substances, the deals gone wrong. There are no cutscenes here, no voiced dialogue between you and your mob handlers.

Photo of Grand Theft Auto 1997

It’s down to some garbled, cartoonish nonsense over payphones and a few text subtitles to tell the whole story of who you are, where you are, what you’re doing, for whom, and why.

By making you an active collaborator in its crime sim story, Grand Theft Auto is incredibly effective. You’re filling in so many of the blanks after taking one of those phone calls that starts a mission. The on-screen text tells you that a gangster’s gone rogue and made off with a shipment of...a substance that carries a high street value.

You need to track him down, wipe him out, and retrieve the shipment by driving his car to a drop-off location. Really, you’re just driving to a map location, shooting a guy, and swapping cars, but your mind’s doing the rest.

Photo of Grand Theft Auto 1997

Although it’s light on exposition and dialogue, Grand Theft Auto is a rich audio experience thanks to the radio stations you find yourself listening to in the car. Another series-long staple that finds its way into GTA 6, it all came about due to the PlayStation 1’s CD-ROM capacity.

Discovering that the team still had some space to fill on the disc, DMA worked up a few ideas about how to use it. Developer Colin Anderson and audio engineer Craig Conner devised a way to bring Conner’s various demo tracks into the game, arranging them by genre into radio stations that played when you stepped inside a vehicle.

It deepened the feeling of having stolen someone’s car, listening to country music or rock blaring out of their speakers. The series would take that idea and turn it into a soundscape that parodied modern media in its entirety, but it all started with some spare CD-ROM space.

And it really is still enjoyable to play in 2026. It’s immediate and simple. It takes one second to understand the premise, and five seconds to get yourself into big trouble. That purity of experience is too scarce in modern games, and perhaps the original Grand Theft Auto still has some untapped wisdom to impart to its descendants.

Photo of Grand Theft Auto 1997

NOTE: This article first appeared on TopGear.com. Minor edits have been made.

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PHOTO: Grand Theft Auto
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