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I have, of course; or rather, like the 25 million adults around the world who bought its last instalment, I’ve played something very like it. The Grand Theft Auto series has been running since 1997, when a game created by a small team in Dundee first loosed its players into a satirical 2D cityscape in which any car could be hijacked, any pedestrian squelched and any weapon gainfully, or not-so-gainfully, redeployed. In the past 16 years, however, it has grown from these cartoonish origins into the industry’s most titanic example of video game ambition and excess, a densely interactive satire on American crime and consumerism conceived by a pair of British brothers and developed by a team in Edinburgh.
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