Complete Guide to Playing Grand Theft Auto Games in Chronological Order

Continuity becomes a cage when you're building worlds.
Rockstar's decision to split the Grand Theft Auto franchise into separate timelines freed the company from narrative constraints.

For nearly three decades, Rockstar Games has built not one world but three — separate timelines of crime, ambition, and survival that share a bloodline without sharing a history. From the fog of 1961 London to the neon sprawl of Vice City, the Grand Theft Auto franchise has used fictional geography and moral ambiguity to hold a mirror to American — and occasionally British — cultural anxieties. Now, with GTA VI arriving in November 2026, the series prepares to add another chapter to a saga that has sold hundreds of millions of copies by asking the same quiet question across every era: what does a person do when the system was never built for them?

  • Three distinct timelines — 2D, 3D, and HD — mean no single GTA story is required reading, yet each era quietly echoes the others through shared cities, recurring names, and the same ruthless climb from nobody to somebody.
  • The franchise's cultural weight is staggering: GTA V alone has sold 220 million copies and still draws over 4 million daily players thirteen years after launch, a gravitational force that causes rival publishers to reroute their entire release calendars.
  • GTA VI's dual protagonists Lucia and Jason represent a deliberate evolution — the first time the series centers a woman in a lead role — as Rockstar returns to Vice City with the most scrutinized game launch in the medium's history.
  • The November 2026 release on PlayStation 5 and Xbox Series X|S arrives without a PC date confirmed, stoking both anticipation and frustration among a fanbase that has been waiting since GTA V's 2013 debut for a true successor.

The Grand Theft Auto franchise has never told a single story. Rockstar Games built three separate timelines — 2D, 3D, and HD — each with its own cities, criminals, and rules, connected less by plot than by texture and reference. You can play through decades of releases without remembering what came before, yet something threads through all of it: a recurring sense that these worlds are related, even when they aren't the same.

The 2D timeline opens in 1961 London, across two expansion packs where players work for the Cartwright Gang through fictionalized British streets — the only GTA entries ever set outside the United States. The timeline then crosses the Atlantic to the original GTA, released in 1997, where a silent criminal navigates Liberty City, Vice City, and San Andreas for various crime families. Rockstar famously hired a publicist to court the controversy the game generated, turning moral panic into a marketing strategy. GTA 2 followed, set in the strange retrofuturistic Anywhere City — a place the franchise has never returned to.

The 3D timeline, which Rockstar launched with the revolutionary GTA III in 2001, actually begins chronologically in 1984 with Vice City Stories, a PSP title following Victor Vance's descent from disgraced soldier to drug trafficker. Vice City then introduced Tommy Vercetti to a sun-drenched criminal sandbox that sold 20 million copies and captured the optimism — and rot — of the 1980s. San Andreas, set in 1992 and selling 30 million copies, brought Carl Johnson home to Grove Street and embraced 1990s hip-hop culture, letting players shape C.J.'s body through diet and exercise in ways no GTA protagonist had allowed before. Liberty City Stories and GTA III itself completed the era, the latter's Claude becoming gaming's most famous silent protagonist after being betrayed mid-heist and spending the rest of the game making Liberty City pay for it.

The HD timeline arrived in 2008 with GTA IV and Niko Bellic — a Yugoslav immigrant whose search for the American Dream collided with the Global Financial Crisis in ways that felt deliberately, uncomfortably real. Two expansions deepened that world: The Lost and Damned through a motorcycle club torn apart by loyalty, and The Ballad of Gay Tony through a nightclub empire held together by a bouncer navigating celebrities and mobsters alike. Chinatown Wars offered a stylized isometric detour, the only entry to center an Asian Triad story.

GTA V arrived in 2013 with three protagonists — Michael, Franklin, and Trevor — whose intersecting heists became the series' most successful entry by an enormous margin: 220 million copies sold, the second-best-selling game in history. GTA Online launched alongside it and never really stopped, sustaining over 4 million daily players more than a decade later.

Now Rockstar is preparing GTA VI for November 2026 — set in Vice City in an in-universe present, with dual protagonists Lucia and Jason navigating law enforcement, rival gangs, and federal conspiracies. It is, by most measures, the most anticipated game release ever made. Other publishers have quietly moved their own titles away from its launch window, unwilling to compete with a gravitational pull that three decades of crime fiction have made nearly impossible to match.

The Grand Theft Auto franchise has never been a single story. It's been three separate worlds, each with its own rules, its own cities, its own criminals climbing the same ladder in slightly different ways. Rockstar Games built something unusual: a series where the overarching narrative matters less than the texture of each world, where you can play through a decade of releases and never need to remember what happened in the last one. And yet, woven through all of it—the different timelines, the different protagonists, the different eras—there are threads. References. Callbacks. A sense that these worlds are related, even if they're not the same.

The company divides its output into three distinct eras. The 2D timeline, which began in 1961 London and stretched through the original games of the late 1990s, established the formula: a nobody criminal takes jobs, climbs ranks, makes enemies, and tries to survive. The 3D timeline, launched with the revolutionary Grand Theft Auto III in 2001, transformed not just the franchise but open-world game design itself. It introduced Liberty City, Vice City, and San Andreas as fully realized spaces you could move through freely. The HD timeline, which started in 2008 with GTA IV, refined that formula further and continues today.

The earliest playable moment in the entire franchise is London 1961, an expansion pack released in 1999 that sold 100,000 copies. You choose from eight characters working for the Cartwright Gang, undertaking missions across a fictionalized London, undermining rival gang leaders and expanding your own operations. Eight years later in the timeline—but released the same year—comes London 1969, a direct continuation where the same cast works to expand the Cartwright empire while the gang's benefactors, the Crisp Twins, begin to suspect betrayal from the gang's leader, Harold Cartwright. You're caught in the middle, completing missions for underground warlords while trying to make a name for yourself. These two games remain the only entries set outside the United States.

From London, the timeline jumps to America. The original Grand Theft Auto, released in 1997 and set in 1997, sold 6 million copies and became controversial from the start—Rockstar even hired a publicist to court that controversy as a marketing strategy. You play as a silent criminal working for various crime families across Liberty City, Vice City, and San Andreas, shifting between locations and factions, turning dangerous work into a path toward retirement while creating enemies along the way. Two years later came GTA 2, set in an ambiguous future (1999 to 2013) in the strange retrofuturistic city of Anywhere City, a mishmash of 1950s motifs and sci-fi elements that the franchise has never revisited. Here you play Claude Speed, a rising criminal who can gain respect from rival gangs by completing missions or eliminating their members, unlocking more rewarding work as you pick a side in territorial control.

When Rockstar launched GTA III in 2001, it essentially rewrote what an open-world game could be. The company decided that moving into this new direction meant leaving the 2D timeline behind—Liberty City, Vice City, and San Andreas still existed in the 3D world, but Anywhere City was never mentioned again. The 3D timeline actually begins in 1984 with Vice City Stories, a PSP game that sold 4.5 million copies and follows Victor Vance, a U.S. Army corporal involved in drug trafficking to pay for his brother's medication. After being framed and discharged, Vance descends deeper into crime. Two years later, Vice City follows Tommy Vercetti, a new protagonist fighting through the criminal ranks alongside Victor's brother Lance Vance, making a name for himself in a city that wanted him dead. Vice City sold 20 million copies and presented a brighter, more idealized sandbox reflecting the hope of the 1980s.

San Andreas, released in 2004 and set in 1992, became one of the series' best entries, selling 30 million copies. It follows Carl Johnson returning to his hometown after his mother's death, recruited into his old gang, Grove Street, to protect his friends from violence. Where Vice City captured the 1980s, San Andreas embraced 1990s hip-hop culture and fictionalized L.A.'s gang wars. The game let you customize C.J. in ways previous protagonists couldn't—eating too much made him gain weight; the gym made him stronger. Liberty City Stories, released in 2005 and set in 1998, showed the city in the late 1990s, directly leading into GTA III. You play Toni Cipriani, a Leone crime family member returning after four years in hiding, working to eliminate rivals and make the Leone family dominant. GTA Advance, released the same day as San Andreas in 2004 but set in 2000, was overshadowed despite being a prequel to GTA III. You play Mike, a small-time criminal whose friend Vinnie is killed in a car bombing, forcing Mike back into crime to find the killer. Finally, GTA III itself, released in 2001 and set in 2001, became the benchmark for open-world games. You play Claude, a criminal betrayed by his partner Catalina during a bank heist, who escapes prison and works for crime families across Liberty City seeking revenge. It sold 17.5 million copies and was revolutionary.

The HD timeline began in 2008 with GTA IV, which sold 25 million copies. You play Niko Bellic, a Yugoslav immigrant arriving in Liberty City seeking a new life and revenge against two men involved in his military unit's betrayal. Released during the Global Financial Crisis and set in 2008, GTA IV presented a much more sober reflection on the American Dream than previous entries—a portrait of recession-laden America for those without safety nets. Two expansions followed in 2009, both set in 2008. The Lost and Damned follows Johnny Klebitz, a member of The Lost Motorcycle Club caught between loyalty and betrayal, often working for the city's rich and powerful. The Ballad of Gay Tony follows Luis Lopez, a bouncer at the nightclub Maisonette 9, dealing with celebrities, mobsters, and corrupt agents while trying to keep his boss Anthony Prince's club empire afloat. Also in 2009 came Chinatown Wars, set in 2009, featuring cell-shaded graphics and an isometric camera. You play Huang Lee, seeking revenge for his father's assassination and the theft of his family's ancestral sword—the only GTA game to focus on an Asian Triad gang.

Grand Theft Auto V, released in 2013 and set in 2013, became the series' most successful entry, selling 220 million copies and ranking as the second-best-selling game of all time. It follows three protagonists—Michael De Santa, Franklin Clinton, and Trevor Philips—as they team up for increasingly dangerous heists in an expanded San Andreas, finding themselves hunted by the feds, gangs, and other criminals. Launching weeks later, GTA Online allowed players to create their own criminal for the first time, initially set as a prequel to GTA V's story but since expanding far beyond it. With over 4 million daily players thirteen years after release, it remains a juggernaut. Now, in November 2026, Rockstar is releasing GTA VI, the most anticipated game release in history. Set in Vice City in an in-universe 2026, you'll play as dual protagonists Lucia and Jason navigating the seedier side of the city, facing law enforcement, rival gangs, and federal conspiracies. The game launches on PlayStation 5 and Xbox Series X|S, and industry observers have noted that other publishers are deliberately avoiding release dates near it—the gravitational pull of a new Grand Theft Auto game remains unmatched.

GTA III has served as the benchmark for open-world video games for the past 25 years, delivering a world bigger than anyone expected.
— Source material on GTA III's legacy
GTA IV, released and set amidst the Global Financial Crisis, is a much more sober reflection on the American Dream than previous entries.
— Source material on GTA IV's tone
The Hearth Conversation Another angle on the story
Inventor

Why does Rockstar keep resetting the timeline? Why not just build one continuous world?

Model

Because continuity becomes a cage. If you're locked into what happened in 1961 London, you can't tell the story you want to tell in 2026 Vice City. By splitting the timelines, Rockstar gets to keep the DNA of the series—the same cities, the same criminal archetypes—while being free to reimagine them.

Inventor

So the three timelines are completely separate?

Model

Mostly. They're similar enough that players recognize the worlds, but separate enough that Rockstar doesn't have to explain why Vice City is in Florida in one game and apparently in a state called Leonida in another. The company has hinted at connections—maybe the Claude in GTA 2 is the same Claude in GTA III—but they're not bound by it.

Inventor

What changed between the 2D and 3D eras?

Model

Everything. The 2D games were top-down, almost abstract. You were a silhouette committing crimes in a stylized city. GTA III put you inside the world. You could walk the streets, steal any car, explore freely. It was revolutionary because nobody had done that before at that scale.

Inventor

And the HD timeline?

Model

It's more grounded, more cynical. GTA IV came out during the financial crisis and it shows—the American Dream is a con. The games since then have kept that tone, even as they've added more features, more heists, more ways to play.

Inventor

Why does GTA V still have millions of players thirteen years later?

Model

Because Rockstar keeps feeding it. GTA Online became its own thing—a living world that evolves. Players aren't waiting for the next story; they're building their own stories in a space that keeps changing.

Inventor

What should someone expect from GTA VI?

Model

The same formula, refined further. Two protagonists instead of one or three. Vice City again, but updated for 2026. The question isn't whether it will be good—it's whether it will be different enough to justify the wait.

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