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GTA III (2001): The Ten Days That Changed Take-Two

How GTA III's late-October 2001 launch shows up in Take-Two's own filings, plus its platform rollout, sales snapshots and review scores.

Most histories of Grand Theft Auto III describe what it did to games. This page looks at something narrower and easier to check: what it did to the company that published it. Take-Two's fiscal year ended on October 31. GTA III reached stores on October 22, 2001, with ten days of that year left, and it still turned up as the company's single biggest title in the annual report. A year later it was nearly a third of everything Take-Two sold. Those filings, together with the launch reviews, are the record this article is built on.

At a glance

ItemDetailSource
North American release (PS2)Oct 22, 2001Metacritic; Rockstar Oct 13 2011 release (October 2001)
Later platformsPC (May 2002), Xbox (in the Grand Theft Auto Double Pack, November 2003), Japan via Capcom (PS2 and PC, 2003), iOS and Android (announced Oct 2011)Take-Two 10-K filings and releases; Rockstar Oct 13 2011 release
DeveloperDMA Design, later renamed Rockstar NorthTake-Two FY2001 and FY2002 10-K
PublisherRockstar Games (Take-Two Interactive)Take-Two FY2001 10-K; Rockstar Oct 13 2011 release
SettingLiberty CityRockstar Oct 13 2011 release
ProtagonistA silent, nameless criminal, later named by Rockstar as ClaudeIGN review, Oct 22 2001; Rockstar Oct 13 2011 release
Units"Approximately eight million" by December 2002; "over 11 million" by October 2004Take-Two FY2002 10-K; Rockstar Oct 25 2004 release
Metascore97 (PS2, 56 reviews); 93 (PC, 20 reviews)Metacritic

What is counted, and how

Every sales number here is a company statement, quoted with the date it was made. Take-Two never broke GTA III out on its own in a single lifetime figure that we could find after 2004, so the table below stops there rather than guessing. The units are what Take-Two and Rockstar called "sold" or "shipped"; those are publisher figures, not retail tracking.

The revenue shares come from Take-Two's annual 10-K reports, which list the percentage of net sales each top title contributed. We use the three-year table in the fiscal 2003 10-K because it puts all three years side by side. The earlier reports give slightly different figures for the same years (7.4% for fiscal 2001 and 30.0% for fiscal 2002, against 7.3% and 29.8% in the later table). Both versions are cited.

The day count is simple: from Oct 22 to Oct 31, 2001, counting both days, is 10 days.

Left out: the often-repeated claim that GTA III sold a specific number in its first weeks, and later lifetime totals, because we could not open a primary source for them. Also left out for now: the story of GTA III's delay after the September 11, 2001 attacks and the content changes attributed to it. We have not yet confirmed it against a primary source we can cite, so it waits for a later update.

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The setup

The player starts as an unnamed criminal who is double-crossed by his girlfriend during a bank robbery, shot and left for dead, as IGN's launch review put it. The game never gives him a name. Rockstar's later material names him: the company's 2011 anniversary release calls him the game's "lead character, Claude."

Liberty City is split into three large areas, which IGN described as industrial, commercial and suburban districts, "each with appropriate architecture, landscapes, and aggressive, distinctive AI."

What it changed

Rockstar's own summary, in the 2011 anniversary release, is that GTA III was "the first three-dimensional, open-world Grand Theft Auto title." Sam Houser, Rockstar's founder, said in that release that the game "showed us the potential of open world games."

IGN's launch review is more specific about what that meant next to GTA 2 and the original game, which Doug Perry noted had been on PC and PlayStation:

ElementIn GTA IIISource
World"The 3D world of Liberty City is on a scale that's truly epic"IGN, Oct 22 2001
View distanceThe game shows "almost the entire city at one time"IGN, Oct 22 2001
Genre"a hybrid game comprising driving, shooting, exploring, and in the truest sense, role-playing"IGN, Oct 22 2001
SoundRadio stations in cars, collisions, in-game speech and weather effects "researched and implemented carefully and thoughtfully"IGN, Oct 22 2001
CollectiblesOne hundred hidden packages across the cityIGN, Oct 22 2001

The radio point matters for later games; our radio stations page follows that thread.

The ten days, in Take-Two's books

This is the table no other page on this site has: GTA III's share of Take-Two's whole business, year by year, from the company's own 10-K.

Take-Two fiscal year (ends Oct 31)GTA III PS2 share of net salesGTA III PC shareWhat happened that yearSource
FY20017.3% (first reported as 7.4%)nonePS2 release Oct 22, 10 days before year-end; NPD's number one game of 2001 in North AmericaFY2003 10-K; FY2001 10-K
FY200229.8% (first reported as 30.0%)3.1%First full year; PC version in May 2002; top-selling U.S. game in dollars and units for the fiscal yearFY2003 10-K; FY2002 10-K
FY20032.4%0.4%Vice City takes over at 33.6%; PS2 Greatest Hits reissue; Japan release via CapcomFY2003 10-K; Sep 3 and Dec 18 2003 releases

Read across the rows and the pattern is plain. A game that was on sale for under two weeks of fiscal 2001 was still large enough to be named as a principal product. In fiscal 2002, combining the PS2 and PC lines from the later table gives 29.8 + 3.1 = 32.9% of net sales from one game.

The unit figures grew in step:

Date of statementGTA III unitsFranchise unitsSource
Dec 2002"approximately eight million units globally to date"not statedFY2002 10-K
Sep 3 2003not stated"over 25 million"Take-Two Q3 FY2003 release
Mar 1 2004"over 10.5 million" shipped"over 30 million" shippedRockstar release
Oct 25 2004"over 11 million" sold"over 32 million" soldRockstar release

Reception

OutletReviewerDateVersionScore
IGNDoug PerryOct 22 2001PS29.6
IGNIGN StaffMay 27 2002PC9.4
IGNDouglass C. PerryOct 22 2003Double Pack (with Vice City)9.7
Metacriticaggregatechecked Oct 11 2026PS2 / PC97 / 93

IGN's headline verdict called it "Rockstar's greatest achievement." Rockstar's 2011 anniversary release quoted GameSpot calling it "easily one of the greatest games of all time" and called it the highest-rated PlayStation 2 game on Metacritic, at 97.

Legacy

GTA III set the template that Vice City and San Andreas refined in the following three years. Liberty City came back in Liberty City Stories on PSP in October 2005 and in GTA IV in April 2008.

On Oct 22, 2021, 20 years to the day after GTA III's release, Rockstar announced Grand Theft Auto: The Trilogy - The Definitive Edition, a remastered set of GTA III, Vice City and San Andreas adapted by Grove Street Games in Unreal Engine. It launched digitally on Nov 11, 2021. Its launch went badly enough that Rockstar posted an apology, saying the updated games "did not launch in a state that meets our own standards of quality," and said it would put the classic PC versions back on the Rockstar Store.

Trivia

  • Rockstar's Oct 13, 2011 anniversary release names the hero as Claude and announced a 1:6 scale Claude action figure, dressed in cargo pants and a bomber jacket and supplied with a Liberty City prison jumpsuit.
  • Take-Two's fiscal 2001 annual report says the company stopped selling GTA III in Australia "for several weeks" while it made content changes to comply with the local rating system.
  • GTA III reached Japan about two years late, on PS2 and PC, through a license with Capcom. Take-Two said it sold about 300,000 copies there by the week ending Dec 7, 2003, citing Famitsu's parent company Enterbrain.
  • GTA III first reached the Xbox as half of the Grand Theft Auto Double Pack with Vice City, scheduled for Nov 4, 2003 in North America, with Europe planned for Jan 2, 2004.

Sources

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