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Jacked: The Outlaw Story of Grand Theft Auto

Page 2

by David Kushner


  The game wasn't the prettiest or most realistic, but it offered something tantalizing: freedom. At the time, most titles kept players in a box—sort of like moving through a scripted shooting gallery—but Elite felt radically open. Players could chose from an array of galaxies, each with its own planets, to explore. It had become a phenomenon around England, selling hundreds of thousands of copies and earning its collegiate creators a following. Elite was so immersive, so transporting, it epitomized the essence of what a game, for Sam, could do: transport you to another world.

  ONE BY ONE, the boys inched uniformly down the line—taking their plates of, say, shepherd's pie, or steamed jam sponge and custard. They looked as neat and orderly as their trays. The dark blazers with the badges. The crisp white button-down shirts and dark ties. The charcoal pants and dark socks. The black leather dress shoes. All of the boys identical, almost, except the one seen around school with the Doc Martens boots poking out from under his slacks: Sam.

  If Sam wanted to escape the real world, he would have to start here at St. Paul's, the storied prep school on the River Thames. Since the 1500s, St. Paul's had weaned some of the brightest young minds in the country, from Milton to Samuel Johnson. Now Sam and Dan, like many of the privileged young sons of London, had come to learn the finer things across forty-five leafy acres in Hammersmith: playing cricket on the lawns, studying Russian history, listening to the orchestra perform.

  Yet as Sam's unconventional choice of footwear proved, he had little interest in playing by the rules. Brash and iconoclastic, he was already living the rock-star lifestyle. He wore his hair long, let his shoes scuff, and was occasionally seen leaving school in a Rolls-Royce. By their teens, he and his brother dispensed of their dad's music for something more vital: hip-hop.

  Specifically, they dug Def Jam Recordings, an American music label already become legendary among hip kids in the know. Founded by a punk rocker named Rick Rubin in his New York University dorm room, the company had become the coolest and shrewdest start-up for the burgeoning East Coast rap scene. Rubin, along with his partner, club promoter Russell Simmons, began putting out singles from the freshest acts in the five boroughs. As a white Jewish kid from Long Island and a black guy from Queens, they were a unique and potent mix. They fused their love of rap and rock into acts with a decidedly mainstream flair, from a cocky kid named LL Cool J to a trio of bratty white rappers, the Beastie Boys.

  They had more than great taste, though. Def Jam pioneered a new generation of guerrilla marketing. Simmons and Rubin had come from the urban underworld of street promotions—do-it-yourself campaigns used in both punk rock and rap to create word-of-mouth buzz. Simmons called it “running the track,” promoting each artist in as many ways as possible. They slapped stickers—bearing the iconic Def Jam logo, with its big letters D and J—on lampposts and buildings. They threw parties around New York, producing elaborate concerts with over-the-top props—such as the huge inflatable penises at the Beasties show.

  Devout fans like Sam consumed not only Def Jam records, but the lifestyle. When Rubin's single “Reign in Blood,” for the heavy metal band Slayer, came out, Sam hungrily bought it—slipping out the Def Jam patch that he wore like a badge of honor. Sam had taken on a way of ranting about his fixations. His mouth would motor, words firing like Missile Command bullets, hands gesturing, head swaying, as though he couldn't contain the sheer awesomeness of his pop culture love.

  “For me, a guy like Rick Rubin is such a fucking hero,” started one of his breathless rants, “to go from pioneering in that world to doing hip-hop and to doing the Cult. When he did that album Electric! When you can hear Rick Rubin and his sharp hip-hop street production coming out of these rockers from Newcastle! For me, seeing someone like him suddenly being in rock and the hardest form of rock—Slayer!—I was, like, ‘These guys don't get any better, it doesn't get cooler than that.' And he kept on delivering . . . People like that inspire me so massively.”

  Even better, Def Jam hailed from New York. Sam deeply admired the city, the fashion and culture and music. By day, he wore the stiff uniform of St. Paul's, by night he fashioned the uniform of NYC. He sat in his room, piled with vinyl records and videotapes, weaving chunky shoelaces as the rappers in New York did. It wasn't just a superficial love of fashion, it was about underdogs on the fringes who revolutionized a culture.

  For Sam's eighteenth birthday, his dad took him to New York. On arrival, Sam bought a leather jacket and Air Jordan Mach 4 sneakers, as he'd seen on MTV. He roamed the open world downtown, soaking in the sights and the sounds. The yellow taxis. The rising buildings. The surly pedestrians. The hookers in Times Square. “From that point I was chronically in love with the place,” he later recalled.

  For lunch one afternoon, Sam's dad took him out with his friend Heinz Henn, a marketing executive for BMG, the music label for the German company Bertelsmann. BMG, Henn explained, was struggling to cash in on youth culture. As Sam sat there listening, he couldn't contain himself for long. “Why is everyone in the record business so old?” he asked. “Why don't you have young people working in this business?”

  Henn eyeballed this rich white kid dressed like Run DMC, then spoke to Sam's dad. Who was this hot-tempered but very self-assured boy? “Your son is an utter lunatic,” Heinz told him, “but he has some good ideas.”

  Sam had just scored himself a job.

  2

  The Warriors

  Random Character Unlocked: Jack Thompson

  Follow the “J” icon to Beverly Hills. Find Jack Thompson. Forty-one-year-old from Miami. Attorney. Golfer. Expectant dad.

  I got my twelve gauge sawed off. I got my headlights turned off. I'm 'bout to bust some shots off. I'm 'bout to dust some cops off.”

  It was July 16, 1992, as the performer rapped onstage in Beverly Hills, but this wasn't Ice-T, the artist who wrote these lyrics. It was the square-jawed superstar actor Charlton Heston. Though best known for his portrayal of Moses in The Ten Commandments, Heston brought his booming voice to the Regent Beverly Wilshire Hotel for a higher cause today: getting this song, “Cop Killer,” banned.

  The occasion was the annual shareholders meeting of Time Warner, which owned the label that put out this record. Since the release of the track in March, “Cop Killer” had become a national controversy, decried by police groups and President Bush. Ice-T, who had written it in the wake of the recent Rodney King riots, defended it as an honest portrayal of a character fed up with police brutality.

  Yet the shareholders in the crowd today seemed to be believing everything Heston had to say. As he bellowed the refrain—“Die die die pig die!”—one man watched the performance in awe: Jack Thompson. Born-again and Republican, Thompson had the readiness of a schoolboy dressed for a yearbook photo. He wore his suits crisp, his prematurely graying

  hair neatly combed at the part, his blue eyes twinkling. He could feel the electricity of the moment. Heston had, as Thompson later put it, “lit the fuse on the culture war.”And this young warrior was ready to fight.

  Compared to the NRA supporter onstage, however, Thompson hardly seemed like the warring kind. Growing up a scrawny straight-A student from Cleveland with a debilitating stutter, Thompson was so myopic that he'd run across the Little League field chasing balls that didn't exist. His fellow players hated him. “It was fairly traumatic,” he later recalled. One day he acted out. He went into his garage, poured gasoline on the floor, tossed gunpowder caps around, and started pounding them with a hammer until they exploded in flames.

  Thompson survived the prank but enjoyed the heat. An eighteen-year-old Robert Kennedy acolyte and liberal, he got his tires slashed and life threatened after leading a student protest to desegregate housing. He listened to Crosby Stills and Nash, and hosted a radio show at Dennison University.

  But Jack had a Ripper growing inside. When a Black Panther student replaced the school's American flag with a Black Power flag, Thompson confronted him. “What are you doing?” he asked. “W
e share the American flag!” The guy pulled a machete on him. Thompson recoiled, literally and philosophically. “It was a radical time, and you had to choose sides,” he later recalled. “I became a conservative over the lunacies of political correctness.”

  With a William Buckley book tucked under his arm, Thompson entered law school at Vanderbilt University, alongside classmate Al Gore. He preferred playing golf to attending class and, despite graduating Phi Beta Kappa, flunked the bar. After moving to Miami and feeling like a failure, he accompanied a friend to a church service where everyone was dressed in shorts and T-shirts. Thompson felt at home and became born-again. Before retaking the bar, he prayed and, when he passed, took it as a sign from God to go on a crusade.

  In 1987, after hearing a local shock jock on the air, Thompson hit the law books. With painstaking research, he discovered a little known fact at the time: the Federal Communications Commission had the power to regulate the airwaves for obscenity, and this station, in many ways, seemed to violate the standards. After Thompson took the unusual measure of filing a complaint with the FCC, the shock jock angrily broadcast his name and phone number. Death threats, unwanted pizza deliveries, and the local press followed, transforming Thompson into an overnight rock star of Miami's right.

  Confident, unflappable, and speedy with a sound bite, Thompson deftly played his part, faxing complaints to corporate sponsors until ads began to get pulled from the air. Despite the radio station's legal proceedings against him, Thompson won the right in court to continue lobbying advertisers and the FCC under First Amendment protection. His hard work paid off in historic proportions when the FCC fined the shock jock's station for indecency—the first time ever for such levies. Thompson took it as more divine purpose. “God's people were going to be warriors with me through prayer,” he later wrote in his memoir.

  Yet he already had others warring against him. Acting on the radio station's assertion that Thompson was obsessed with pornography, the Florida bar convinced the state's Supreme Court to determine whether Thompson was mentally ill. Faced with losing his license to practice law, Thompson underwent psychiatric testing. The test results concluded that he was “simply a lawyer and a citizen who is rationally animated by his activist Christian faith.” As Thompson later liked to joke, “I'm the only officially certified sane lawyer in the entire state of Florida.”

  Empowered, Thompson assumed higher-profile battles. He took on incumbent Dade County state attorney Janet Reno for prosecutor, publicly challenging her to declare her sexuality. He made his name nationally by spearheading an obscenity conviction of rap group 2 Live Crew for their album As Nasty as They Wanna Be. With the controversy fueling demand for the record, however, the group's leader, Luther Campbell, laughed all the way to the bank.

  Thompson was on his way, though—right to Charlton Heston's side at the shareholders meeting over “Cop Killer.” With the impossible task of following Heston onstage, Thompson warned, amid the boos of protesters, that “Time Warner is knowingly training people, especially young people, to kill. One day this company will pay a wicked price for that.”

  Thompson returned to Miami for the birth of his first son, whom he and his wife named John Daniel Peace. Three weeks later, on August 24, 1992, Hurricane Andrew bore down. As his windows rattled and lightning slashed the sky, Thompson braced himself at the door in a scuba mask, holding it tight so that the glass wouldn't blow through. His wife stood behind him holding little Johnny in a blanket. Thompson relished the biblical imagery and equated it to his own fight against what he called the “human hurricane” of rappers, pornographers, and shock jocks.

  He survived the storm—and won the battle against Ice-T, who was dropped from Time Warner soon afterward. The ACLU voted Thompson one of 1992's “Censors of the Year,” a title that made him proud. “Those on the entertainment ship were laughing at those on the other vessel,” he later wrote. “I felt that I had grabbed the wheel of the decency ship and rammed that other ship, convinced that the time for talk about how bad pop culture had become was over. It was time for consequence. . . . it was time to win this culture war.”

  “COME ON, come on, come on, come on, take that, and party!”

  Sam Houser stared into the smiling white faces of five clean-cut boys singing these words onstage. The group was Take That, a chart-topping boy band from Manchester, Britain's answer to New Kids on the Block. In his new job as a video producer for BMG Entertainment, Sam was directing their full-length video, named for their debut hit, “Take That & Party.” For a kid weaned on crime flicks and hip-hop, this scene couldn't be further from his more rebellious influences. The videos showed the boy band break-dancing, chest-bumping, and leaping from Jacuzzis. But it was a job—a creative job that fulfilled Sam's lifelong ambition of working in the music industry.

  By 1992, Sam had successfully retaken his lackluster A-Level tests and enrolled at University of London. Between classes, he headed over to intern part time at BMG's office off the Thames on Fulham High Street. After his fateful lunch in New York, Sam had gotten his break interning in the mailroom at BMG—an accomplishment he took to heart, considering the obnoxious way he got in. Yet it epitomized his style: risking everything, including pissing people off, if it meant achieving his goals. “I got my first job by abusing senior executives at dinner tables,” he later recalled.

  Sam already had his eyes elsewhere: the Internet. Though the World Wide Web had not yet become mainstream, Sam saw the opportunity to bring the kind of DIY marketing approach pioneered by Def Jam into the digital age. He convinced the BMG bosses that the best way to promote a new album by Annie Lennox was with something almost unheard of at the time, an online site. They relented, and Sam got to work. When Diva hit number one on the UK charts, it bolstered his cause.

  BMG soon made waves in the industry by partnering with a small CD-ROM start-up in Los Angeles to create what the Los Angeles Times heralded as “the recording industry's first interactive music label.” The newly formed BMG Interactive division saw the future not only in music CD-ROMs, but in a medium close to Sam's heart, video games.

  In 1994, the game industry was bringing in a record $7 billion—and on track to grow to $9 billion by 1996. Yet culturally, games were at a crossroads. Radical changes had been sweeping the industry, igniting a debate about the future of the medium and its effect on players. It started with the release of Mortal Kombat, the home version of the ubiquitous street fighting arcade game. With its blood and spine-ripping moves, Mortal Kombat brought interactive violence of a kind never seen before in living rooms.

  Compared to innocuous hits such as the urban-planning game SimCity 2000 or Nintendo's Super Mario Brothers All-Stars, Mortal Kombat shocked parents and politicians, who believed video games were for kids. The fact that the blood-soaked version of the game for the Sega Genesis was outselling the bloodless version of the game on the family-friendly Nintendo Entertainment System three-to-one only made them more nervous.

  The Mortal Kombat panic reached a sensational peak on December 9, 1993, when Democrat senator Joseph Lieberman held the first federal hearings in the United States on the threat of violent video games to children. While culture warriors had fought similar battles over comic books and rock music in the 1950s and over Dungeons & Dragons and heavy metal in the 1980s, the battle over violent games had an urgently contemporary ring. It wasn't only the content that they were concerned about, it was the increasingly immersive technology that delivered it.

  “Because they are active, rather than passive, [video games] can do more than desensitize impressionable children to violence,” warned the president of the National Education Association. When a spokesperson for Sega testified that violent games simply reflected an aging demographic, Howard Lincoln—the executive vice president of Nintendo of America—bristled. “I can't sit here and allow you to be told that somehow the video game business has been transformed today from children to adults,” he said.

  Yet video games had never been
only for kids in the first place. They rose up to prominence in the campus computer labs of the 1960s and the 1970s, where shaggy geeks coded their own games on huge mainframe PCs. From there, the Pac-Man fever of home consoles and arcade machines lured millions into the fold. By the early 1990s, legions of hackers were tinkering with their own PCs at home. A burgeoning underground of darkly comic and violent games such as Wolfenstein 3-D and Doom had become a phenomenon among a new generation of college students.

  At the same time, Sam's peers were riding a gritty new wave of art. Films such as Reservoir Dogs and music like Def Jam's shunned cheesy fantasy for gutsy, pop-savvy realism. These products were bringing a lens to a world that had not previously been portrayed. When Los Angeles erupted in riots after the Rodney King beating, Sam watched—and listened—in awe to the music that reflected the changing times. The fact that Time Warner had dropped “Cop Killer” only seemed to underscore how clueless the previous generation had become.

  Now the same battle lines were being drawn over games. To ward off the threat of legislation as a result of the Lieberman hearings, the U.S. video game industry created the Interactive Digital Software Association, a trade group representing their interests. The industry also launched the Entertainment Software Ratings Board to voluntarily assign ratings to their games, most of which fell under E for Everyone, T for Teen, or M for Mature. Less than 1 percent of the titles received an Adults Only or AO rating, the game industry's equivalent of an X—and, effectively, the kiss of death because major retailers refused to carry AO games.

 

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