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Unlike earlier video games that give you no way forward except to slaughter everything that moves, this game offers an enormously expansive and responsive landscape. Certain plot devices cue you about possible missions, but nothing stops you from stealing an ambulance and racing injured people to the hospital or grabbing a fire truck and putting out blazes or simply walking around town. This open-ended structure puts the burden on you to make choices and explore their consequences. If you choose to use force, you are going to attract the police. The more force, the more cops. Pretty soon, you're going down. GTA3 is only as violent as we choose to make it and, used wisely, the game can tell us a lot about our own antisocial impulses. Henry Jenkins - diretor do Programa de Estudos de Mídia Comparada no MIT (em artigo da salon)
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