Grand Theft Auto III (PS2, Xbox, PC)
Year: 2001
Nominated by Brad, Stryker, Chris Delp, Mr. Do! and pretty much everyone we consulted with
Brad: Grand Theft Auto 3 wasn’t the first “crime simulator” that let you commit all kinds of heinous, illegal acts (it is part 3, after all). It wasn’t the first game to be narratively structured around completing missions, while giving you free time between missions to do whatever you wanted (this time was generally spent committing even more heinous, illegal acts). It wasn’t the first game to have a functional city with cars that follow traffic laws, people who behave believably, and neighborhoods laid out in logical ways. But it was the first to do all those things in one game, and more importantly, do it extremely well.
That’s not to say the game wasn’t innovative, either. GTA3 was so far ahead of its time that it’s almost as if some time traveler from the year 2020 visited here and accidently left it behind, inadvertently jumping gaming ahead two decades all at once. The city itself was far larger than what we had ever seen in a game before, complete with weather, a day/night cycle (including sunsets, darkness, lights coming on, etc.) , and a population that acted on their own instead of simply reacting to you. And it was all actually there – if you saw a tall building way off in the background, it wasn’t just some flat background painting, you could hop in a car and actually drive to it. This was mind-blowing in 2001.
What’s really remarkable is that this game is so huge that other games that have been completely absorbed into it. Do you like Crazy Taxi? Well there’s something like it in GTA3, except it’s more fun and it’s only a minigame. Carmageddon? Yeah, that’s just called “commuting” here. Ditto for our once-beloved dark horse Felony 11-79 (which actually got a low grade from us specifically because GTA3 does everything it did, only better). Hell, just stealing a police car and playing Vigilante missions is more fun than a lot of other games, and that’s only a tiny, tiny portion of GTA3.
The level of detail was staggering for the time, too. Hop into a car and you could listen to the radio – not just one station, but multiple stations each with their own format, individual playlists, DJs and commercials that went with it. There were dozens of different cars, all of which handled differently (tip: The fire engine is a near-unstoppable monster). Instead of having subway stations magically warp you to various locations around the city, there was an actual subway system, with trains running on schedules and tunnels you could drive down Italian Job style.

Insurance rates are about to go up.
And within this environment is the incredible, awesome, anarchic gameplay that binds the whole thing together. This is a game almost completely free of arbitrary restrictions. In other words, if it’s physically possible to do it in the game, for the most part it you can do it. And there’s so much to do. I remember spending hours trying to create the biggest pileup of cars possible, for no other reason than to toss a grenade into the middle of the pile and see how massive of a chain reaction I could cause. Or parking an SUV at the top of a tall staircase, and pushing it off to play “pedestrian bowling”. Your options are pretty much limited only by your imagination.
And this freedom applies not just to your sandbox time, but to most of the missions as well. Want to try to pull off a bank heist in some crazy vehicle? Go for it. I remember one mission where the objective was to kill a mob boss. You are told the time and place, and there’s a sniper rifle conveniently placed on a rooftop across the street. But that’s doing it the boring way. I instead blocked off the entrance to his hideout with a bunch of stolen busses, then leisurely tossed Molotov cocktails at his car as he attempted to get around my roadblock.
This game rewards creativity, which is something the later sequels have badly gotten away from, opting for a more structured approach to the missions. Compare it to GTA 4, which more or less punishes thinking outside the box, with most missions giving you very specific requirements to pass (Drive this car, wait at this spot, follow this route, wear these shoes), and causing you to fail if you deviate from the plan that has been laid out for you. The somewhat overbearing approach of the later sequels completely goes against the spirit of the game, which is why GTA 3 ended up being our choice for “new classic”.

…well, I mean that and because it’s awesome.
Seriously though, Grand Theft Auto 3 is the best game to have come out between 2001-2010, bar none.
Stryker: Grand Theft Auto 3 has done for its genre what Doom did for First Person Shooters – it’s not necessarily the first game of its kind, but it’s the one that put them on the map, made people take notice and popularized them. And this has been a real bounty for gamers. Aside from its own worthy sequel, GTA: Vice City, we’ve also gotten plenty of other enjoyable games following the Grand Theft Auto formula – Saint’s Row 2, Red Dead Redemption, and The Saboteur, just to name a few. Remarkably, GTA3 is still more fun than most, or maybe even all, of the games that followed in its footsteps.
Chris: GTA is greatness. I don’t know if I’ve ever had so much fun behind the wheel of a virtual car. Well, outside of tournament play…
And I’m sure I wouldn’t be playing Skyrim tonight if GTA3 hadn’t came out.
Mr. Do!: Anyone who labels this game a “cop killing hooker murder simulator” is missing the point completely. Or, at the very least, they’re overlooking the driving on the crowded sidewalk, blowing up entire traffic jams, and ramming buses into the ocean aspects of the game.