Grand Theft Auto VI: Vice grip.

The Grand Theft Auto series prides itself on repetition more than innovation. It’s not known for bringing us new worlds and concepts, but brilliantly mimicking and skewering the ones we already live in. It’s no secret that I adore the series, but I also consider it to be flawed in lamentable ways. What would I like to see in Grand Theft Auto VI?

Character: I would love for the GTA series to buck the trend and provide us with a female lead. Have we seen an epic amount of grousing when someone floats the possibility? Yes! However, reactionary fans also heavily protested the introduction of the series’ first black lead as well—a move that did not harm the success of Grand Theft Auto: San Andreas in the least. Given the rise of women in criminal organizations as madams, scammers, and drug mules it is only reasonable that a female character would eventually take point in a story arc. Moreover, we’ve already seen aggressive and powerful women such Elizabeta and Catalina as supporting characters.

And yet the truth is that the lead character of GTA VI will more than likely be male. Again, the series loves repetition, not only in its settings but its lead characters as well. Both Claude and Niko illustrate the plight of the bewildered transplant to the big city. CJ and Franklin are both young black men from West Coast ghettos on the fringes of gang life. With Michael we see the coda to Tommy Vercetti’s life—a career-criminal living comfortably off of his ill-gotten gains in a new world of excess and celebrity. Luis and Victor are family-oriented Dominican men trying their best to remain legitimate while their associates drag them further into the muck. And Johnny and Trevor are poorly adjusted individuals cast aside as “white trash” by mainstream society.

Which leaves us with Toni Cipriani. He is the only lead character of the Grand Theft Auto series that is without a counterpart. And I believe he will be given one in Grand Theft Auto VI. I predict the lead of the new series will be a man in his early thirties who—like Toni—is firmly entrenched as a low-ranking member in a criminal organization. However, I do not believe the mafia will be at play here, but a powerful cartel instead. Given what I expect the location of Grand Theft Auto VI to be, the lead will more than likely be a Caribbean Latino instead of white like Cipriani. But unlike Luis and Victor, the character will be able to pass for Mediterranean or southern European.

Location: And what of the location? I would prefer that the game be set in the American south in an ethnically and racially diverse city with extreme wealth disparity, gang activity, a thriving and lucrative entertainment industry, and both rural and urban architecture. I am personally biased towards Atlanta and would love to see a city that apes it called Meleager, but given Rockstar’s predictable habits the game will likely be set in the fictional Miami of Vice City. It’s a choice I certainly can’t find fault with. Miami has all the attributes and flaws of Atlanta with the addition of a beautiful beach landscape. It’s Atlanta with the added benefit of boat missions!

And yet given Rockstar’s penchant for repeating itself, we might get something even more wondrous than a return to Vice City—three cities in one. Grand Theft Auto: San Andreas gave us Los Santos (Los Angeles), San Fierro (San Francisco), and Las Venturas (Las Vegas). Since that game gave us three western cities, would Rockstar be ambitious enough to provide us with three southern ones—Vice City (Miami), Meleager (Atlanta), and New Bougival (New Orleans)? Rockstar has never been content to rest on its laurels, which it would be doing by merely providing players with a chance to return to Liberty City and Los Santos. Graphics have not advanced enough for a return to those cities to seem fresh and exciting. And while tossing three cities that differ so wildly into one state requires too far a suspension of one’s belief, placing three cities in different states and using a fade-to-black cut scene while driving along the interstate or running through the woods is certainly feasible.

Oh, and more interiors, please! Safe houses! Nightclubs! Trap houses! Restaurants! Give players places to spend (or launder) all of that virtual money. And more importantly, give them places to rob to get more of it.

Theme: A satirical look at American culture, crime, and capitalism has always been the main focus of the Grand Theft Auto series. However, in 2017 the aggressively juvenile humor and “ironic” bigotry championed in Grand Theft Auto III and Grand Theft Auto V is dull and dated. A more mature approach akin to Grand Theft Auto IV and Grand Theft Auto: Episodes from Liberty City is required. Female characters and characters from marginalized groups weren’t reduced to one-note jokes but were carefully fleshed out. Ethnic subcultures were not lampooned but had their positive and negative aspects highlighted.

“Ironic” bigotry is useless when in the real world young American men glorify Nazis and protest the existence of feminism. It neither shocks one into realization nor pushes the envelope, but reinforces the hate already in existence. And depictions of sexuality in the series have been so repressed and mean-spirited one would think the jokes had been written by and for thirteen-year-old boys. Given that the series is at heart a crime drama, healthy depictions are not expected—but accurate ones are. For far too long Rockstar has leaned on stereotypes and dick jokes. I’d love to see a more sophisticated level of humor. And I’d love to once again see women as powerful and shrewd criminals instead of shrill idiots—especially if the criminal elements of the sex industry are to be highlighted (and they should be). When series such as The Witcher and Mass Effect—as far from “edgy” as one could possibly get—are more open about sexuality, there is clearly a problem. I also think Rockstar should give players the option of making the lead character straight, gay, bisexual, or asexual depending on which romanceable characters they decide to approach. It would not take much to add back the dating system from earlier incarnations.

Allies and Enemies: I want a dog. And yes, it is important enough to deserve its own section! Jokes aside, I would love to see a return of notable characters from Grand Theft Auto: The Ballad of Gay Tony and Grand Theft Auto: Vice City. Or if not a return, Easter eggs would be nice (for example, a brief mention of President Donald Love on the evening news).


Twintelle-ing on yourself.

It’s amusing to me to watch American video game journalism outfits dance around labeling Twintelle—the new fan-favorite character found in the upcoming Arms game from Nintendo—as black. After all, it seems as if Nintendo’s development and marketing teams took great care to ensure that American audiences would identify the character as such. The character comes equipped with a handful of well-known “soft” stereotypes regarding black American and Caribbean women. There’s the curvaceous build with an emphasis on the character’s ample ass and thighs. There’s the dark skin tone. There’s the unique name with a randomly attached French suffix or prefix. There’s the incredulous tea sipping pulled directly from slang and memes originated by black women and black gay men. And finally there’s the oversized jewelry—those are damn near doorknockers, folks—curly, colorful hair, and skin-tight attire taken straight from your average Instagram baddie or cookout-attending cousin. I’d be annoyed by the blatant pandering if the character wasn’t so recognizable—and adorable.

My God, is the character adorable! I’m so mad.

Twintelle from Arms

I’m sure for East Asian audiences Twintelle has a different name and is considered a young Japanese star enamored by and participating in a Ganguro renaissance (which apparently entails dressing like you escaped from a Bad Boy video circa 1997). And that is just fine, absolutely correct, and a clear example of Nintendo’s marketing savvy that the company can create such mutable characters that blend seamlessly into multiple subcultures and ethnicities.

I’m certainly not one to label every dark-skinned character appearing in an East Asian animation or video game as black. In fact, I’d argue that a sizable number are actually meant to be read as dark-skinned Asians or Pacific Islanders by Asian audiences and American audiences. But there are simply too many context clues regarding Twintelle to believe that Nintendo had zero designs on tapping into the brand loyalty and overwhelming support that black audiences provide when approached with positive representation. Black individuals are recognizing themselves in Twintelle because that is exactly what I believe Nintendo wanted to occur. His mama named him Clay, I’mma call him Clay.

What is sadly familiar is the backlash from those who profess to be “beyond” race but seem determined to squelch the joy of any black girl or woman who sees a link between a positive image in the media and her own blackness. The response is repetitive, intrusive, and shows that said individuals are not the impartial observers they claim to be, but are very much the product of centuries of successful anti-black propaganda. Were this not the case, identifying blackness in something that is considered good by the masses would not trouble them so. For them, blackness is to be emphasized and reserved for criminal suspects and objects of ridicule alone.

Ignore them. Celebrate. Embrace every pleasant surprise in the media you find. And brush up on those combos before June 16.


Bully for you.

I’ve never been a fan of Westerns, but the many Americans who are will soon be able to enjoy the return of Red Dead Redemption to their consoles and computers. Rockstar Games sits upon a deep bench of intellectual property, and while I adore the Grand Theft Auto series, I believe two additional cult favorites should return—Bully and Manhunt.

Manhunt should be revived because America is in desperate need of a cathartic release. Much in the same way that the 1970s vigilante and Blaxploitation hero have made a resurgence, the time is right for a character that gives voice to those who believe they are voiceless. It is the perfect point in time to provide a powerful avatar to the disenfranchised (or merely disgruntled)—one that they may live vicariously through. Were I at the helm of such an undertaking, I would make certain that the lead character be mute and fully customizable. And as much as I clamor for female leads (especially for the Grand Theft Auto series), I would make the character male to best fit the initial setting of a privatized prison for men. The villains of note? Avaricious elite who use the marginalized for profit and corrupt officers who abuse them for sport.

While I would stress full customization, I would in no way ignore the impact that race, nationality, religion, and sexuality have on one’s life—especially in prison. These elements would affect gameplay, altering alliances, opportunities, and privileges. I would lean heavily on real-life data in design, and would hope that players would discuss said data as they shared tips and commented on unique walkthroughs. The goal would be to create a work that allows individuals to see themselves and have their grievances validated, but also see “the other” as human. In fact, reaching out to the other—by either playing as a different type of character or having a conversation with one who did—would allow one to enjoy different cut scenes and exclusive side stories. In real life we don’t have much of an incentive to step into the shoes of another. Our games—our stories—can provide that incentive.

Where Manhunt would pinpoint where we are devoid of power and provide an emotional salve for said lack, Bully would highlight the areas of our lives where our actions leave an impression. It would show how much speaking out and speaking up can change things for the better—both personally and for the community at large. Harassment is a topical issue. And I think the more we only encounter people who are different as static images and words on a screen, the easier it is to abuse them. It is ironic that a connection to virtual characters might allow children to be more empathic to peers in real life, but if our technology allows for that, should the option not be explored?

I wouldn’t back away from sensitive issues. If today’s teens are experiencing it, creative adults should be brave enough to confront it—and be able to do so with humor, honesty, and grace. To provide not only an amazing and entertaining game, but also a “life simulator” for the more socially disconnected to explore potential consequences would be highly beneficial—and lucrative.

It would also be controversial, but Rockstar Games has never been one to back down from controversy.


Grand theft autonomy.

“I loved gaming when I was younger, but as I got older I learned pretty quickly that it wasn’t a world that loved me back.”

Laura Beck

I can’t find fault with Laura Beck’s statement. In fact, it is a statement I have made myself in regards to other mediums where race is concerned. But I feel that Beck’s exasperation with the three male leads in Grand Theft Auto V is misplaced. Michael, Franklin, and Trevor exist, not because Rockstar is fearful of a female lead, but because Rockstar Games is determined to retell the cherished stories of GTA’s past. Grand Theft Auto V is not about innovation, but renovation—replicating the very same characters and situations that brought the company its previous success. Michael is Tommy Vercetti, Franklin is Carl Johnson, and Trevor is Phil Cassidy. Niko of course, is a modern-day Claude Speed, which is why he was chosen as a stand-alone character to launch Grand Theft Auto IV in the same manner that Claude, and Claude alone, championed the new sandbox version of the Grand Theft Auto franchise we have all come to love with Grand Theft Auto III.

I’ve discussed this at length before, but a quick summary is in order: Claude and Niko represent the poor white immigrant’s journey through New York City’s underworld; Michael and Tommy are symbols of established and firmly entrenched organized crime; C. J. and Franklin represent wayward but hopeful youth trapped in inner-city black communities decimated by the emergence of crack cocaine. The comparisons between lead characters can be taken even further, playing upon the similarities between Victor and Luis, young Latino men with family obligations thrust into a world of debauchery and excess, and Johnny Klebitz and Toni Cipriani, low men on the totem pole in criminal organizations chock full of duplicity and double-crossing.

Rockstar brings nothing new to the table, but what is brought is so comforting and satisfying that the complaints are few. That said, there are clear issues regarding gender within the GTA franchise. I hope, just as the time between Grand Theft Auto III and Grand Theft Auto IV allowed Rockstar to fix the glaring racial stereotypes found within the franchise, so will the time between Grand Theft Auto IV and Grand Theft Auto V allow Rockstar to rectify its skewed depiction of women. However, clues to Rockstar’s enlightenment will not be found in Grand Theft Auto V‘s lead characters, but in its NPCs. Specifically? Its sex workers.

The obvious omission of male prostitutes from Grand Theft Auto IV proved that Rockstar’s desire for an element of realism was not to be had at the expense of alienating sexist players who could not handle seeing men placed in a sexually submissive role. Male hustlers are an obvious fact of life in New York City—and in Los Angeles. Should their presence be lacking in Grand Theft Auto V, kowtowing to bigoted players will likely be to blame. And I will certainly not be sticking around for the next installment of the series.

But unlike Beck, I feel that Rockstar is laying the groundwork for a new female lead character. After all, they have almost run out of characters to recycle! I believe that in a year or two we will all be lining up to purchase Grand Theft Auto: The Legend of Packie McReary, featuring Patrick, a Korean protagonist clearly reminiscent of Huang Lee, and a female drug runner and madam of Mexican descent. After all, to have a story set in a city suggestive of Los Angeles that does not feature Latino and Asian communities is criminally stupid—just as it is to have a story focused on crime that does not involve women. Women are notorious for being drug mules and participating in illegal sex work, and have been a part of Los Angeles’ street gangs for decades. Plus, the addition of female thieves to be used in heists in Grand Theft Auto V is likely Rockstar’s attempt to ease bigoted fans into a more progressive and inclusive stance regarding female protagonists.

But the question is not whether fans will purchase a game starring a female lead. We know they will. Lara Croft is a testament to that. The question is whether the boys’ club at Rockstar Games can provide a female lead that is well-rounded, well-written, and fun to play. A female lead will need to focus more on stealth, speed, and firepower instead of street-brawling skills demanding of upper-body strength. Will Rockstar make the adjustments necessary to accommodate this? Plus, given the mockery of trans women (the deep voices of the prostitutes Niko frequented were inserted for amusement) and the flat, stereotypical depiction of women in Grand Theft Auto IV, I’m not confident a female lead would be given the fleshed-out personality provided to male leads. The Grand Theft Auto franchise is populated with shrill harpies and dim-witted party girls. We really haven’t come that far from Catalina and Maria, and the blame can be laid squarely on Rockstar’s writers for that.

It can also be laid on the writers that inspire Rockstar’s writers. After all, the Grand Theft Auto series borrows heavily from America’s most beloved crime dramas, dated dramas that focus on the lives of men. If Rockstar wishes to venture into the uncharted waters of a female GTA protagonist, it will need new source material. Celebrity, technology, and changing social mores have revolutionized the roles of women in criminal enterprises. Twitter, Instagram, and reality television allow high-end call girls to discretely advertise to wealthy clientele—and contraband can easily be shipped right along with the woman a lovelorn musician, CEO, or athlete has unwittingly paid to transit. Finally, all one needs is a pretty girl and an iPhone to obtain the layout of a mansion for a later armed robbery. Three crimes for the price of one—and one hell of a fun GTA side mission!

Unlike Beck, I will be purchasing Grand Theft Auto V—and I will be closely examining how the game lays the groundwork for the next GTA installment—an installment that hopefully makes Beck and her peers finally feel welcome.


Payned reactions.

Lord knows, you can love a work and yet find it immensely problematic. Though I enjoyed Max Payne 3, Rockstar’s latest release in the Max Payne franchise, I have to admit that concerning matters of race, I find the work unsettling. A white hero slaughters endless waves of black and Latino men, his only allies a fair-weather friend who is on the take and a cop who is too cowardly to effect any change in a society he admits is riddled with corruption. He asks Max to act in his stead, essentially begging a white man to do his work for him.

As I said, problematic.

Of course, we do not expect Raul Passos to save the day in a game titled Max Payne 3. However, I think the work provides a classic example of a larger problem in video games and in geek culture in general where race is concerned. For the most part, men and women of color are sidekicks, not heroes. And yet in regards to villainy? That is the moment when it seems all too easy to include us in droves—as zombies, as faceless military grunts, as gang members, as savages.

Balance is needed. I am reluctant to set aside Max Payne 3 as an example of the problem when Rockstar Games has done such a credible job in the past of bringing racial balance to its selection of heroes—Luis Lopez, Carl “C. J.” Johnson, Huang Lee. Though, to be fair, I have just listed a selection of criminals, criminals placed in a positive light, but criminals nonetheless.

Other companies, such as Ubisoft and Valve, have followed Rockstar’s lead and should be commended. However, I generally identify Rockstar as a trailblazer in regards to race due to their selection of lead characters that cannot, by any stretch of the imagination, be identified or classified as white. For even when protagonists of color are presented to fandom, skin colors are lightened and features are often “softened” to ease race past more bigoted consumers. Yet the problem does not merely reside with the maker of the game but with the player as well. I clearly remember fan requests for “white” player skins in order to cloak the blackness that racist players apparently felt was too offensive or jarring to endure while playing Grand Theft Auto: San Andreas.

And yet I see no demands for brown or tan skins for Max Payne.

Perhaps the “shock and awe” method enacted by Rockstar is the best method to push change? “Here’s our lead. He’s black. Deal with it.” Of course, making said change is a lot easier when done from the safe cocoon of a lucrative franchise. It’s something to think about—not only in blogs, but in boardrooms as well.


Auto motives.

For those who bemoan the fact that characters from the Grand Theft Auto III era have not and will not appear in Grand Theft Auto IV and Grand Theft Auto V, I present to you the fact that they have appeared and will appear—simply in different incarnations. Rockstar Games has once again presented to its fans the world it built during the Grand Theft Auto III era. Yes, there is a new engine. Yes, the graphics have improved. However, the stories? The stories are the same.

This is far from a complaint. I was lamenting the lack of a female protagonist when I realized why we were not provided with one. Adding a lead character of a different gender would be a deviation from the pattern previously set forth. Rockstar Games has done an astounding job of updating the stories we all once gravitated to for this new era. And technology has advanced enough that providing an old story in a new way makes the story itself seem novel as well.

However, we still have a hard, quiet man of action struggling to make sense of the big, Northeastern American city. Claude’s story is Niko’s story—that of a young newcomer wading through the refuse of Liberty City’s underworld. We see them both form friendships that cross cultures, discover rich patrons, and bounce back from the duplicitous actions of former tentative allies—all in all, the immigrant’s rise to riches, the outsider made good.

Grand Theft Auto V brings us newer versions of Tommy Vercetti and Carl Johnson. The names and decades have changed; however, the premise remains the same. C.J. and Franklin are both young black men living in Los Santos and engaged in small-time criminal activity. They will both likely provide a bridge connecting the worlds of inner-city poverty and wealthy celebrity. Finally, Tommy and Michael are both men who were deeply enmeshed in the world of organized crime and had to take drastic measures to sever ties. Both were successful and managed to benefit financially afterwards.

The characters even resemble each other physically to the point where fans questioned if they were actually seeing a return of the characters they once loved.

For the most part? They are.