

Naturally, hobbyist ventures like this one can sometimes promise the world and deliver not quite as much come release, but deltaCJ himself, at least, is determined to make a decent crack at everything he's proposing nevertheless. The potential that deltaCJ speaks of surely stretches across the entire GTA 1991 project. And we want to do that with Rockstar quality." deltaCJ, GTA 1991 co-creator "We want people to feel like, 'damn, I haven't played this game for so long'. And then the next thing you know, you lose a property. With that, we also want there to be risk, you know, where you could get robbed, or people come in to buy from you but it's a setup, it's a drug bust. You'll be able to make some good money from it, but it's a side business. One of the more important aspects of the drug dealing system is that I don't want I don't want it to get exploited. I've written a narrative to make sense of Little Devil's involvement in that, though, which means the system is 100% going in the game. "The thing is, as we saw in San Andreas, the Grove Street Family is by and large against crack and the grip it has on the neighbourhood. I want players to be able to grow contacts on the street and be able to sell on corners." That might be a case of clearing out crack houses and taking out rival gangs, taking over the property and then having people come in to buy from you.

On that, deltaCJ says: "I want players to be able to buy and sell drugs, I want them to be able to buy locations to sell from, be that crack houses or less run-down properties. Perhaps the most intriguing feature of GTA 1991, at least compared to its source material, is its 'realistic' drug dealing system. To get involved, all you'll need is the GTA: San Andreas base game on PC. Better still, a demo containing GTA 1991's first chapter is scheduled to launch later this month, February 26, with the mod's full release pencilled in for some point next year.

But, to be fair, a quick glance at the mod's work-in-progress GTAForums threads show enough concept imagery, artwork, missions scripts, and snippets of in-game footage to suggest the team is well on their way towards something good. With the promise of new characters, weapons and vehicle models, voice acting, cutscenes, bespoke animations, never before seen interiors, new purchasable properties, over a dozen missions, and an estimated run time of nine to 10 hours, GTA 1991 one is as ambitious on paper as deltaCJ sounds over Discord.
