October 2004
Grand Theft Auto: San Andreas launches on PS2.
A period-context note for the month, written cautiously where the evidence is broader than one exact day.
release calendar card
Gaming History, One Month at a Time
GTM-2004-10
October 2004: Grand Theft Auto: San Andreas launches on PS2.
Timeline archive
2004 month drawer
Installed months are active; empty drawers are held for future exhibits.
Gallery 01
Five researched month markers or context notes.
October 2004
A period-context note for the month, written cautiously where the evidence is broader than one exact day.
release calendar card
October 2004
A period-context note for the month, written cautiously where the evidence is broader than one exact day.
platform notice
October 2004
A period-context note for the month, written cautiously where the evidence is broader than one exact day.
shop-window label
Across 2004
A year-level context marker included to frame the month without claiming a new event happened on a specific day.
community clipping
Across 2004
A year-level context marker included to frame the month without claiming a new event happened on a specific day.
context plaque
Gallery 02
Eight notable releases, led by month-specific anchors where evidence supports them.
open-world action
Rockstar makes a state-sized PS2 landmark full of radio, myth and playground quotation.
arena FPS
Arena shooters reach one of their last grand PC retail forms.
first-person shooter
Crytek makes PC islands look impossibly bright and expensive.
action
Team Ninja gives Xbox a hard, glossy action showcase.
first-person shooter
id's horror-lit corridor shooter becomes a graphics-card trial.
racing
Criterion turns crashing into a design philosophy.
action RPG
Lionhead's long-promised RPG arrives smaller than myth, but memorable all the same.
strategy
Creative Assembly makes strategy feel cinematic on the family PC.
Gallery 03
Platform, buying and industry context for the month and its wider year.
Dual screens and a stylus offer an odd answer to Sony's coming PSP.
Sony's handheld arrives as a glossy media device and a serious challenge to Nintendo's portable monopoly.
Sony makes the market leader smaller and cheaper-looking at the moment competitors need it to seem old.
Valve ties a major PC release to online activation, making the client impossible to ignore.
Gallery 04
Reconstructed shelf markers for print, demo discs and late high-street culture.
2004
A reconstructed marker for one of the most crowded years in modern game memory.
2004
A PC marker for Far Cry, Doom 3, Rome, Half-Life 2 and the first steps toward WoW routine.
2004
An Xbox marker for Halo 2, Live headset culture and the console's strongest identity.
2004
A PS2 marker for San Andreas, Burnout 3 and Sony's continuing high-street dominance.
Gallery 05
How the network felt around the edges of play.
Halo 2 makes console online play feel social, competitive and immediate through matchmaking and voice.
World of Warcraft starts turning guilds, subscriptions and online schedules into ordinary gaming language.
Steam activation around Half-Life 2 makes PC ownership feel newly account-based.
Forums and magazine cover discs still sit beside the network; the old and new delivery systems overlap.
Gallery 06
A curator's narrative sketch of the month as lived culture.
01
It felt like too much arrived at once. San Andreas, Halo 2, Half-Life 2, WoW, Metal Gear, Burnout and handheld news all seemed to compete for the same oxygen.
02
The old console generation did not feel old; it felt overpowered with possibility.
03
The DS and PSP made the future portable before the living-room next generation had even begun.
04
By Christmas, online play had changed tone: not a novelty, not universal, but clearly part of where games were going.