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Rates this game: 4/5 San Andreas is structured similarly to the previous two games in the series. The core gameplay consists of elements of a third-person shooter and a driving game, affording the player a large, open world environment in which to move around.
On foot, the player's character is capable of walking, eating, running, sprinting, swimming, climbing (the first GTA game in which swimming and climbing is possible) and jumping as well as using weapons and various forms of hand to hand combat. Players can drive a variety of vehicles, including automobiles, buses, semis, boats, fixed wing aircraft, helicopters, trains, tanks, motorcycles and bikes. Players may also import vehicles rather than steal them. The game was released in 2004.
Cover Art for Grand Theft Auto: San Andreas Case Study #3: Grand Theft Auto’s “Hot Coffee” Controversy In our, we argued that Dungeons & Dragons became a convenient scapegoat in the 1980s for moralists seeking a ready-made crusade on which to pin their anxieties about children’s leisure time activities. In our, we made a similar argument about the cultural landscape surrounding the formation of the Entertainment Software Ratings Board (ESRB) in 1994 and, specifically, the ways in which the gaming industry’s own marketing missteps led to the necessity of self-regulation. In both cases, we argued that the fears of “dangerous play” are always lurking, ready to surge to the surface at the slightest hint that culture — and especially children — might be corrupted.
In this, our final entry, we conclude our examination of flashpoints in gaming history by focusing on a more recent moment when the combustible mix of technology, play, pleasure, and social taboos revealed extant anxieties and fears. As with the previous columns, this case study likewise illustrates the predictable way these moral conflagrations play out in cycles of rupture, panic, and regulation. The story of the “Hot Coffee” modification of Rockstar Games’ 2005 Grand Theft Auto: San Andreas ( GTA: SA), represents the ways in which moral panics can never truly disappear, even with the momentary soothing balm of regulation. They can only return underground, waiting to rupture all over again. Grand Theft Auto: San Andreas (2004) Hot Coffee Such was the case with the, which was designed in 1994 precisely to prevent any more ruptures and panics for the rapidly growing game industry. The self-regulating board would offer ratings and guidelines to parents, but, more importantly, it presented an image of concern and care for children. It kept a lid on the simmering pot of sex and violence that was always threatening to boil over.
The ESRB held that lid in place, or it purported to at the least. Nevertheless, despite its sole purpose as a guardian of the moral boundaries around video games, the anxieties around content and its regulation never truly disappeared. For example, in late June 2003, the ESRB announced it would add more descriptions, new guidelines, and bolder labels to its ratings system in an effort to make the system more visible and effective (and to continue to stem external political intervention). Senators Joe Lieberman (D-Conn.) and Herb Kohl (D-Wis.), who, as we discussed in the previous column, were prime instigators in the 1990s in the effort to regulate the industry, praised the ESRB’s changes. Lieberman noted, “I have always said the ESRB system was the best rating system in the entertainment media and these changes will make it even better.” (( “Kohl, Liberman commend new voluntary computer and video game ratings improvements, ESRB, June 26, 2003. )) Such language is a key part of the panic cycle: the regulation structure makes the problem seem under control or “fixed” when in fact its inherent fragility might better be understood as its defining feature.
That fragility was dramatically exposed in late 2004. Rockstar Games studio, owned by Take-Two Interactive, released the PlayStation 2 version of in October.
This was the fifth entry in the spectacularly successful open-world action-adventure series (and the second GTA game designed by Rockstar). The game’s blatantly adult content triggered cultural unease, and further criticism of the ESRB for failing to proactively protect children.
(( Katie Hafner, “Game Ratings: U is for Unheeded,” New York Times December 16, 2004: G1, G6. )) The ongoing ripples of panic around video games swelled up, as evidenced by Washington D.C. City councilman (and later mayor) Adrian Fenty’s effort in early 2005 to pass a bill that would prevent merchants from selling video games with violent content to minors in the city, and by the high-profile case in Tennessee in which two teenage brothers blamed GTA: SA for inspiring them to fire shotguns at passing traffic. ((; )) Both stories became national news.
(( For example, both were included in a CBS Evening News broadcast on February 20, 2005. )) Hillary Clinton, then Senator from New York, seized the opportunity to call the sex and violence in children’s entertainment “an epidemic,” and called for a uniform ratings system across the media industries.
(( Raymond Hernandez, “Clinton Seeks Uniform Ratings in Entertainment for Children,” New York Times March 10, 2005: B5. )) A familiar snowball was forming — but it was only the beginning. Shortly after the GTA: SA release, Dutch programmer began sifting through the source code during his leisure time. Wildenborg and his fellow Internet-based “” cohort, named so for their interest in modifying video games for their own entertainment (an activity that is often supported by game developers for the way it frequently engenders robust play communities), made a surprising discovery buried deep in the software. What they found were traces of files for scenes involving the game’s characters engaging in various sexual activities. While the sex scenes were not playable in the PS2 version, the modders nevertheless created ways to visualize them. (( Simon Parkin, “Who Spilled Hot Coffee?” Eurogamer November 30, 2012, )) Then they waited.
The PC version, which could be examined in much more substantial detail and manipulated with greater ease by modders, would be released in June 2005. What Wildenborg found were traces of content that Rockstar had decided not to include at the last moment. But rather than eliminate the code entirely, which would have been time intensive and expensive, Rockstar “walled off” the sexual gameplay. (( Parkin, “Who Spilled Hot Coffee?”; David Kushner, Jacked: The Outlaw Story of Grand Theft Auto (Nashville, TN: Turner, 2012).
)) These ghostly artifacts, buried deep in the source code, could not be accessed without special gear and know-how. To be clear: these scenes were never meant to be seen by those outside of Rockstar Games and they could not be activated with a simple cheat code.
It is easy to appreciate why such a discovery would excite Wildenborg and his peers: this was the ultimate in hidden content — the stuff of apocryphal gaming legends. (( Hanuman Welchm, “20 Video Game Myths, Conspiracy Theories, and Urban Legends to Celebrate Halloween,” The Complex, October 31, 2013, )) It was also precisely the sort of thing that made GTA’s critics, and critics of games generally, so anxious. What started as a snowball was about to become an avalanche.
Although it has its fair share of “Easter eggs,” hidden content has never been GTA’s primary selling point. Indeed, the enduring appeal of the franchise — an element that is borne out in the marketing materials surrounding its 2004 San Andreas installment and one that the series helped to establish for the sandbox-style genre of open-world games — is its promise of free-form play.
Promotional trailer for Grand Theft Auto: San Andreas (2004) To wit, the game’s promotional trailer showcases vignettes of kinetic exploration across eclectic landscapes. The vehicular travel by land, sea, and air, is accompanied by spectacular destruction and wanton criminality, all of which is underscored by the pulsing soundtrack of Guns and Roses’s rock anthem, “Welcome to the Jungle.” The GTA games possess an aura of unscripted mayhem, and San Andreas represents an expansive terrain waiting to be explored. That promise of exploration and discovery, however, creates the opportunity for well-known questions to creep in: what else might be lurking in this game? Hidden Coffee Wildenborg and his fellow modders definitively answered that question within hours of the release of the PC version on June 7, 2005. Not only was the code present, it could be “switched on” and accessed with a simple patch that the group made available online for download.
(( PatrickW, “Hot Coffee” mod, GTA Garage, June 9, 2005, )) In the release version of the game, C.J., the protagonist, must impress his various girlfriends to be invited into their homes for coffee — upon which the game would cut to the follow morning, implying that sex had occurred. The “Hot Coffee” patch created by the modders allowed players to engage in the walled-off mini-games that had been originally planned, partially developed, then abandoned.
It was a bizarre and surprising discovery, to say the least. Even if it couldn’t be accessed without a fair amount of technological sophistication, what was this code doing in the game? For a few weeks, at least, the discovery was of interest only to the tech-savvy gaming community, making the rounds on various blogs and gaming-related websites. It wasn’t until Leland Yee, a California Assemblyman (D-San Francisco), got involved that that the lurking anxieties finally exploded, triggering the seemingly pro forma regulatory reaction familiar to any entertainment-driven panic.
On July 6, 2005, along with the the National Institute of Media and Family (NIMF), Yee released a statement accusing the ESRB of failing to protect children from the “explicit sexual scenes” in GTA: SA. (( Steve Lohr, “In Video Game, a Download Unlocks Hidden Sex Scene,” New York Times, July 11, 2005, C3. )) The floodgates opened and within 48 hours ESRB director Patricia Vance announced it would investigate Rockstar to see if the “full disclosure” rule had been violated. “The integrity of the ESRB rating system is founded on the trust of consumers who increasingly depend on it to provide complete and accurate information about what’s in a game,” she noted. (( Curt Feldman, “ESRB to investigate ‘San Andreas’ sex content,” CNET, July 8, 2005, )) Her comment captures the confluence of elements that sparked the “Hot Coffee” panic: concerns over “completeness” and “accuracy,” fears that something uncontrollable — and unknown — was lurking in a game too complicated for adults to understand, and general unease that the game’s developers had deliberately misled a naive, susceptible public. Wildenborg, for his part, sensed his discovery was already being misunderstood. To his credit, shortly after the panic set in he took the patch offline and wrote in an email to the New York Times, “ GTA is not a game for young children, and is rated accordingly.
The patch is not something it is possible to accidentally stumble across.” (( Lohr, “In Video Game, a Download Unlocks Hidden Sex Scene,” C3. )) However, by that point the time-tested narratives around his discovery were far outside of his control. ‘Hot Coffee’ mod unlocks sex mini-game in GTA: SA Rockstar’s reaction to the discovery and to the investigation was not to tell the truth, but to lash out at the modding community. On July 13, they released a statement claiming that the incident was the result of a “determined group of hackers” who, in violation of the software user agreement, had been “disassembling and then combining, recompiling, and altering the game’s source code.” (( Lisa Baertlein, “ ‘Grand Theft’ maker blame hackers for sex scene,” Reuters News, July 13, 2005, )) Essentially, Rockstar accused the modders of creating the scenes — which inadvertently fed the panic.
It was a costly mistake. The next day, political regulation re-entered the scene. Clinton called on the Federal Trade Commission to investigate Rockstar, but she also spread the blame to others, including the ESRB. Describing the images as “graphic pornographic content,” she argued that “parents who rely on the ratings to make decisions to shield their children from influences they believe could be harmful should be informed right away if the system is broken.” (( Raymond Hernandez, “Clinton Urges Inquiry Into Hidden Sex in Grand Theft Auto Game,” New York Times, July 14, 2005, B3.