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lows to really experience
the highs. Let me ask you

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about the pressure.
There's an insane level of

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excitement and expectation
for Grand Theft Auto VI.

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Same was true for GTA V and GTA IV,
and even before that.

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And you and the team delivered
every time. How difficult was it

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to do creative work under such pressure
where everyone expects this to be

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a success? - I was pretty good
at compartmentalizing, you know, and just

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saying... I try just to go, and with all
creative work, I go, "Well, I feel like

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a terrible fraud, but I haven't
been found out yet. Just do my

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best and hopefully I won't be
found out this time." And just

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if I can be... If I can go,
"I tried hard with the

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work. I tried to do it with integrity.
I tried not to copy someone else. I have

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probably done all of the above,"
you know, try to bring something new to

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it. And we, as a group,
made something we are proud of.

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Then that's enough. You can't...
If you don't want to go

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insane, or if I didn't want to go insane,
I couldn't sit there and worry about

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financial

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results. If we made something great
and it didn't sell, that would have to be

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okay. Because the goal
is to make something that's...

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You know, video games
are expensive, so it is a

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sort of commercial form of creativity.
It's a commercial art form, you know. So

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you have to be in your mind, you're
spending large amounts of someone else's

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money.

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You have to try and make it back for them.
But at the same time, my argument

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with myself was, "Well, if we... The way
to make it back is try and make something

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great." So both pressures are
pointing in the same direction.

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I think GTA IV was very pressured because
there had been all this pressure on

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the company. The company
nearly imploded several times

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due to Hot Coffee. It was extremely tough.
So I think that felt very

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stressful. GTA III,
the company was basically broke.

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But I was young and didn't really care.
I wasn't living in the grown-up world yet.

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All of them had their own pressure.
All of the games had their own

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pressure. The more I felt I'd gone into it

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creatively and tried to be more ambitious,
for me personally, I felt more

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pressure, you know, when it came
out, that would have been the

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right choice. Because again,
if you're trying to take big swings

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creatively and you've spent a lot
of money, that can be quite stressful.

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I think with Red Dead 2,
we were behind schedule. We

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were over budget so much I
didn't want to think about it.

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And you're making a game about
a cowboy dying of TB, and the game's

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not coming together. Turns out a lot
of people doubt you at that moment,

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you know, it's not that fun.
So I think that was a lot of pressure.

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But, you know, anything, doing
something new, you know, the new

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stuff, there's not necessarily pressure
on releasing a comic book in the same way,

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because it's not taken as long, but,
you know, if you're making things,

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there's always pressure that
people are going to like it.

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- Why do you think there was so
much excitement about GTA IV, GTA V,

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and now GTA VI?

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- Because they don't come out that
regularly. And I think we did a really

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good job of constantly innovating
within what the IP was. The games

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always felt different, you know,
people have very strong feelings:

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"I like this one.

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I didn't like that one as much," because
they are pretty different. So you would...

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there would be simultaneously where
you know what's going to happen.

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It's a Grand Theft Auto,
you know, it's going

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to be a game about being a criminal, but
the way it's going to be a game is going

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to change

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quite a lot. So I think the way the IP
kept evolving made people really excited

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to play it. And we were good at marketing
them as well. We really tried to

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market them in a way that felt like

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an update of classic film marketing,
where you really felt like you're

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already in the product just because
you'd seen the trailers and stuff.

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- You've mentioned that you haven't
written for Grand Theft Auto VI. What's it

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feel like Grand Theft Auto VI
returning to Vice City? This is over 20

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years later, but the original GTA
Vice City game was set in the '80s.

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So maybe inspired
by Scarface a little bit?

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- Scarface, Miami Vice. - Miami Vice.

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- and our '80s childhoods. You know what I

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realized quite a while ago,
unfortunately, was that we made that

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game and it was set I think in '86.
And it... We made it in

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2002, so 16 years after. And now it's way

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past 16 years since Vice City came out.
So the '80s were not that long

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ago when we made it.

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- You know, I think Miami is one
of the most unique cities in the world.

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Especially if you're thinking about
satirizing American culture, it has this

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duality of a glossy surface
and a dark underworld.

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It has the influencers, the crypto
bros, the yachts, bikinis, plastic

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surgery, sports cars, drugs,
cartel cash, luxury, super rich

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people, and the desperately poor,
just the whole of it. Would it

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be like the perfect
city to explore the full

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cast of characters that are possible,
that human nature can generate?

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- I think it's one of them. You know,
there's a reason why GTA kept coming back

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to Miami, New York,
Los Angeles. I think they're

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all very good for exactly
what you laid out.

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You know, you could move it to any
of those and it would work, you know?

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- So yeah, there's a melting pot...

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- Melt... -...aspect
in New York also, right?

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- Yeah, a melting aspect to LA. You know,
there's glitz, glamour, underbelly,

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immigrants, you know, enormous wealth
in all of them. I think those are what,

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I think, are really fun for any, not
even just the GTA, but for anything where

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you want a kind of slice of life,
almost like a sort of psychotic

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version of a Dickens book. You know, this
big slice of life. He did it with London.

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You know, this psychotic version
of these, you know, all kinds

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of characters in a melting pot. Any
of these global cities work well for that.

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- Do you know if that was ever
a consideration to go elsewhere,

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to like a London? - We made a little
thing in London 26 years ago, GTA

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London, for the top-down for the PS1. That

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was pretty cute and fun. As the first
mission pack ever for PlayStation

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1. I think for a full GTA game, we
always decided there was so much Americana

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inherent in the IP, it would be really
hard to make it work in London or anywhere

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else. You know, you needed guns,
you needed these larger-than-life

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characters. It just felt like the game

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was so much about America, possibly
from an outsider's perspective. But

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that was so much about what the thing was
that it wouldn't really have worked in the

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same way elsewhere.

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- So you've created, I don't know how
many, over 10 Grand Theft Auto games.

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- I think so. - I have to ask,
is it a little bit bittersweet to say,

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to not be a part, to say
goodbye to the Grand Theft Auto

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world? And having to watch
Grand Theft Auto VI be released?

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Or is it more excitement?
What's the feeling?

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- I think it's a, it's...

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How would I describe it? Of course,
it's all, all of the above, you know,

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it's exactly as you, you know,

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pleased to be doing other stuff, excited
for what we're working on now, super

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excited of course, letting go of something
I worked on in one way or another for

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like 20 odd years. You know, and wrote

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on them for the last 10 or 11 that came
out. Wrote all of them, or you know,

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lead writer on all of them, whatever
it was. So of course, letting go of that

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is, you know, is a big, is a big
change. And a lot, and, and, and

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sad in a way, because each of the games
was a kind of standalone story. It's

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not quite the same as, as I think
probably it would be in some ways

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sadder if someone continued on Red Dead,
because it was a cohesive two-game

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arc. That might be more sad to hear
someone working on that. But again,

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not, and

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that, that will probably happen too. I
don't own the IP. That was sort of part of

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the, the deal. It's a privilege to work on
stuff, but you don't necessarily own it.

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- When you're done with the game,
does it always feel like a goodbye?

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Like when you're done with Red
Dead 2, is it like you're saying

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goodbye to Arthur? The characters
you created, you're walking away.

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- You kind of are saying goodbye
to Arthur in the end of the game.

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- Yeah. - Even before
the end of the game. Um,

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yeah, I think you've got, you know, I've
been with them for seven, eight years,

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and you have to kind of let it go
or you can't go on to the next one.

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- Yeah. - So, there's always this
thing of, of, "Okay, that's done."

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And sometimes people would
ask me questions and I,

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about older games. And certainly
when I was in the middle of making

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new ones in the se- I just couldn't
really necessarily even remember.

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And I got a pretty good memory

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normally, because you kind
of have to let it go. So, it's not,

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it's, you're so immersed in it and
thinking about it. And certainly in that

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last period, the last
few months, you're really,

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really immersed in every little nuance

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and every little detail all of the time.
And then you're just not thinking about it

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in the same way. - Yeah.
It's funny from the player perspective,

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it feels like an old friend that I
miss, whether it's John or Arthur or

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Nico, it's a real goodbye. That's the,
there's a real sadness to finishing a

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video game. Like- - I hope so

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-...legitimately- not just
because the story is sad or-

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- Because you've been with them so long.

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- Yeah. And it's a real
goodbye to close it.

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There's that feeling when you're sort of

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closed the video game,
and it's, I mean, it's

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like saying goodbye to a friend. And it's-
- That's when you finish a book you love.

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- Yeah. - It's the same feeling.

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- Same feeling. - And I think that was
something that we really, in the early...

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...days of Rockstar, really aspired
to have that, where people would...

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...have that. It wasn't just the mania
of clearing a level, but the...

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...feeling of saying goodbye
to characters. You know,

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I think that was something we...

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really

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...wanted to achieve in games that we
didn't know was even possible. So,

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to hear people...

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say that is incredibly rewarding.

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- Yeah. The end of On The Road by Kerouac:
"Forlorn rags of growing...

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...old." I just remember
closing that and thinking,

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00:09:50,240 --> 00:09:51,887
"What the fuck am I doing in this big...

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...world?" It's a melancholic feeling,
but there's nothing like that feeling,

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and you've...

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...achieved that. It's so rare in video
games to be able to achieve that

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with Red... ...Dead, and for me,
it was Grand Theft Auto IV with Nico.
