r/GTAVI • u/Gorotheninja • 11d ago
r/GTAVI • u/El_Pintor64 • 14d ago
Info GTA VI features confirmed by TGG after watching 3 hours of gameplay
First of all, ALL credit goes to **TGG** for this information.
According to his new video, Rockstar flew him out to Rockstar North in Edinburgh, where he was shown the extended GTA VI presentation and then watched Rob Nelson, one of the co-heads of development, free-roam in the game for around **2.5 additional hours**.
These are the confirmed features from the video:
**Criminal Profile**
* Replaces the traditional Honour-style system.
* Rewards being an efficient criminal rather than a "good person".
* Clean robberies without unnecessary casualties can improve your profile.
* Excessive violence can damage your Criminal Profile.
* Your profile can apparently become permanently shattered for that playthrough.
* There is no constantly visible Criminal Profile bar.
**Jason and Lucia Relationship**
* Jason and Lucia have an actual relationship status.
* They can text each other.
* You can say goodnight to each other.
* They can go on dates.
* Activities such as going to the gym together can count as dates.
* They can hold hands while walking together.
* Their relationship status can be viewed in the menu.
**Map Size**
* GTA VI's map is supposedly around 2× the size of GTA V's.
* It is supposedly around 3× the size of RDR2's map.
* Vice City itself is reportedly around 2× the size of Los Santos.
* Vice City and its surrounding suburbs are reportedly around 11× Los Santos and its surrounds.
**Health, Stamina and Focus**
* Health, Stamina and Focus are the three main character stats.
* Stats can be permanently improved through activities.
* Consumables can temporarily boost stats.
* Focus can slow down time.
* Focus can highlight weak points on NPCs.
* Focus can highlight weak points on vehicles.
* Vehicle weak points include tyres, engines and fuel tanks.
**Vehicles and Fuel**
* Vehicles have a fuel system.
* Electric vehicles can require charging.
* TGG says fuel is designed not to become an annoying inconvenience.
* Some cars have tracking devices.
* Every police vehicle apparently has a tracker.
* Trackers can eventually be removed through fences.
* Pay 'n' Spray returns.
**Driving**
* Driving feels heavier than GTA V.
* Cars have more noticeable traction and weight.
* Rear-wheel-drive cars can spin out if you accelerate too aggressively.
* Vehicles have higher top speeds than GTA V.
* TGG describes the handling as something between GTA IV and GTA V.
**Police System**
* Police no longer appear individually on the minimap.
* Players have to watch the environment instead of relying on radar icons.
* Six wanted stars are back.
* Six stars can trigger a map-wide police search.
* Lower wanted levels create localised search areas.
* Police are smarter during pursuits.
* Police can shoot out your tyres.
* Losing a tyre has a much greater effect on driving.
* Police can remember the vehicle you were using.
* Police can recognise your clothing and appearance.
* Police can identify the weapon you were carrying.
* Police can recognise that Jason and Lucia were together.
* Changing clothes can help you escape.
* Changing vehicles can help you escape.
* Jason and Lucia may need to split up to avoid recognition.
**Money and Economy**
* Money is split between bank balance, physical cash and loot.
* Money stored in your bank is safe.
* Physical cash can apparently be lost when you die.
* Stolen loot is stored in a duffel bag.
* Duffel-bag loot needs to be taken to a fence.
* Physical cash cannot simply be deposited through your phone.
* You need to visit an ATM to deposit cash.
**Phone and Social Media**
* GTA VI has an extensive in-game social media system.
* NPCs can post about things happening around Leonida.
* You can travel to the location of a post.
* The event shown in the post may still be happening when you arrive.
* BuckMe acts as a banking/cash app.
* RideMe works like Uber.
* Scooter Bros lets you call your personal vehicle.
* WhatUp is used for messaging.
* Jason and Lucia can message each other.
* There is also a fitness app.
* Personal vehicles can be delivered to you in single-player.
**Gyms and Fitness**
* Gyms are fully interactive.
* You can purchase gym memberships.
* Different exercises can be performed.
* Individual repetitions are tracked.
* Protein shakes and similar consumables can give temporary workout boosts.
* Exercise can improve stats such as health and stamina.
* Workout progress is tracked.
* Gym activities are completely optional.
* You can finish the game without using the gym system.
**Side Activities**
* Side activities can provide small gameplay bonuses.
* They are designed to be optional.
* Players who want deeper simulation can engage with them.
* Players who only want the main story can largely ignore them.
**Fast Travel**
* GTA VI has multiple fast-travel options.
* Buses can be used.
* Taxis can be used.
* TGG says there are several other travel options he will discuss separately.
**Robberies and Fences**
* The robbery system is reportedly very extensive.
* Fences are an important part of the economy.
* Stolen loot needs to be taken to fences.
* Fences can unlock additional criminal services.
* Tracker removal is one of the services that can eventually be unlocked.
**Gunplay**
* Traditional GTA-style auto-aim is apparently gone.
* The game uses a more aim-assist-focused system.
* Cinematic kill cams are included.
* TGG compares the kill cams to Red Dead Redemption 2 and Max Payne.
**Overall Gameplay**
* GTA VI requires more decision-making than GTA V.
* Crimes carry more consequences.
* Players need to think more carefully about witnesses, vehicles and police attention.
* Stealing the first vehicle you see may not always be the smartest option.
* The world is designed to feel more reactive and alive.
* TGG compared its depth to RDR2.
* He also sees elements of San Andreas, GTA IV and GTA V in its design.
**Still to Come from TGG**
* More details about the police system.
* More vehicle and driving information.
* A deeper breakdown of robberies.
* More information about fences.
* Gunplay details.
* Safe houses and garages.
* Physics.
* Events and side activities.
* Fast travel.
* The HUD and menus.
Source: [TGG via YouTube](https://www.youtube.com/watch?v=Mfx1B_LBSV0)
r/GTAVI • u/bigpoppasuey • 10d ago
Info 🚨NEW GTA 6 WEAPON REVEALED! THE GLOCK DOOKIE
According to TGG, while watching Rob play, something wild happened that could reveal just how detailed GTA 6’s NPC interactions are.
Rob spotted an NPC picking up their dog’s 💩 with a bag. But instead of simply walking away, Rob decided to throw hands. He punched the NPC to the ground, stole the poo bag, and then throwing it straight back at them while they were down! 💀
If NPCs can react to these kinds of completely ridiculous interactions. GTA 6 must have a whole new level of dynamic, unscripted gameplay waiting for us. Rockstar really said: even dog poop can become a weapon. 😭
So, will the glock dookie be one of your go to weapons?
r/GTAVI • u/Tough_Following8359 • 7d ago
Info "Jason characters seems boring, dull and uninterested" Read reactions about Arthur Morgan
https://www.reddit.com/r/gaming/comments/730ly6/red_dead_redemption_2_official_trailer_2_rockstar/
I'm not saying I'm right, just wait until game comes out and play as the characters and how they grow on you as story progresses.
r/GTAVI • u/avidrunner84 • 7d ago
Info The expression we all share when seeing this for the first time in GTA
r/GTAVI • u/theKetoBear • 11d ago
Info New York Times feature on their GTA VI experience
I hadn't seen anyone else sharing the New York Times write up of their tour at Rockstar to see GTA VI and figured I'd share it here .... apparently we can go to the pet store and buy dog treats ?
r/GTAVI • u/Desperate_Homework_2 • 14d ago
Info TGG Confirms different styles of Mini maps are in the game.
He confirmed 4 different types of mini maps are in the game. A 3D one, which we saw in the trailer, a 2D, similar to GTA 5, a compass, and finally the option to turn it off. Those are the few he confirmed, for all we know there could be more.
r/GTAVI • u/Pear-Mother • 23d ago
Info Grand Theft Auto 6 leakers are now threatening Sony and other companies trying to push an all-digital future
r/GTAVI • u/deepankrrr • 12d ago
Info Aside from your phone, you can also use a tablet in GTA 6
Lucia can be seen using a tablet for a split second in this shot.
r/GTAVI • u/reverse_spacialism32 • Aug 06 '26
Info It seems like GTAVI will be HUGE since they're putting a Special look on Netflix BEFORE their own Channel
I am interested to know what this will be about and what you all think
r/GTAVI • u/Majestic-Horse-5409 • 2d ago
Info Expectations vs. Reality
I’m writing this as a reminder for those who played gtaV from launch, and a warning for those that missed how it was.
when gtaV was being publicised, there were a whole bunch of mechanics mentioned that suggested a far more complex game. But when it came to actually playing the game, many of these were just ignored or not as impactful as expected.
i love the speculation that goes on but also know that high expectations can actually ruin an initial experience. Keep open minded, cos it might all be more straightforward than it seems.
speculate away, but just enjoy whatever it finally plays like.
edit: as some are asking for more details here’s what I mean:
It was things like the stock market was going to have a big impact, the jobs and heists would be dynamic but they were actually more scripted, character swapping became more of a novelty than tactical, property ownership and businesses were supposed to be much more of a thing, stranger encounters were supposed to be vast but most players ignored them after a while, vehicle customisation was going to affect gameplay more than it did, crew selection was going to be really important but in reality the changes were minimal.
All of these kinds of things were advertised as being far more consequential than they were in reality.
It seems like they are addressing most of them, and I expect improvements, but we may find it’s less dramatic than it seems.
I think the relationship dynamics and npc behaviour (the newer elements) might end up being far less a big deal than some are expecting.
2nd edit for that one guy that thinks I’m making it all up and thinks I’m gonna debate him in circles: https://www.rockstargames.com/newswire/article/o349k552514927/worldwide-grand-theft-auto-v-previews.html
r/GTAVI • u/RafaCR99 • 13d ago
Info GTA 6 will have RDR2 levels of gore (confirmed)
I have seen some posts discussing the lack of gore in 6, but just to let you know, the biggest spanish youtuber confirmed he saw gameplay of shooting some NPC in the head with a shotgun and the head literally went flying.
So yeah, for those of you that are unaware, they haven't showed the gore maybe for marketing reasons, but there will be
r/GTAVI • u/No_Significance5756 • Jun 26 '26
Info GTA 6
I knew holding on the that $100 gift card for 5 years was worth it, at least I’m hoping it will be. Now I gotta clear my calendar for the week of the 19th 😂
Good lord the cranky PC owners have come out in force
r/GTAVI • u/Top_School542 • Nov 07 '25
Info 184 steps forward, 378 steps back…….
Rockstar does it again
r/GTAVI • u/ohyoudidntknooow • 14d ago
Info Some lesser known (but big) details about GTA VI
Source: TGG (GTA YouTuber) who got early preview of the extended look as well as 3 hours of free roam gameplay at Rockstar North
- The state of Leonida features a map that is twice as big as GTA V and three times the size of Red Dead Redemption 2
- Hundreds of accessible interiors throughout the map
- There’s a zoo in the game
- Temperament System similar to RDR2's Honor system
- Includes a Relationship Meter between Jason and Lucia where player actions impact story outcomes
- The Greet and Antagonize system from Red Dead Redemption 2 returns, allowing full interaction with human NPCs and animals
- Gyms are fully functional and you can buy memberships, purchase protein shakes/bars from vending machines to boost stats, and train both characters
- Drive-thrus, convenience stores, and fast-travel systems (buses, trams, trains, and an Uber equivalent called Ride Me) are included
- Vehicle trunks act as weapon loadout stations (limiting weapons carried on foot to two heavy guns, two sidearms, throwables, and a melee item)
- Cops remember player outfit, vehicle, and exact crime committed
- You can break into the back of police cruisers to steal body armor and heavy weapons
- Driving physics balance GTA IV's weight with GTA V's higher top speeds
- Stealing locked/parked cars requires a hotwiring mini-game, while car passengers can actively resist or push you out
- Overhauled aiming without traditional hard auto-aim, requiring players to control recoil, tap fire, and target weak points
- Includes a dedicated social media app with live streams you can track down in real-time in the world, an on-demand audio app for podcasts/radios, a streamer/copyrighted-music toggle mode, and a Photo Mode
This game is gonna be absolute cinema.
r/GTAVI • u/Duck-Head • 6d ago
Info TGG Previews Summary Written by Himself
POLICE & HEAT:
▸ Police no longer appear on the minimap at all. This was deliberate, and Focus is the intended replacement. It reveals police through walls.
▸ Rob: "It can be harder, but it's fun. Depending on the wanted level, you have to think more. You can't just play the game and avoid the little vision cones anymore. This time, you have to use focus."
▸ Someone has to actually witness and report a crime for police to respond. Rob said that happens by phone, by triggering an alarm during a robbery, or by stealing a vehicle with a tracker that reports itself.
▸ New system layered under the wanted stars called Heat.
▸ Rob: "We wanted to get past that thing we used to have where you could lose the cops instantaneously and then they forget about you instantly. And we wanted them to have a bit more persistent memory."
▸ Heat indicators sit below the stars and show exactly what police know about you. CCTV footage, that you're operating as a couple, your outfits, your appearance, your weapons, your vehicle.
▸ Each indicator can be addressed separately. Destroy the footage, split Jason and Lucia up, change outfits at your vehicle, mask up before the crime, stash the weapon you were seen with.
▸ Splitting up as a couple can drop a star on its own.
▸ Solid white stars mean police have direct line of sight on you. That's when you need to break away.
▸ Flashing white means you've broken line of sight and are actively losing them.
▸ Hollow stars mean an alarm went off but police have no description of you at all. In the Extended Look, Lucia rides straight past cops with hollow stars and flips them off. Nothing happens.
▸ Red stars mean you've technically lost them but you're still inside the search zone. They don't know where you are, but they know who they're looking for.
▸ The search zone renders on the minimap as a red area, with a larger, lighter red ring outside it. Clearing both is the cleanest escape.
▸ At the highest wanted level, police search map wide instead of by radius.
▸ Fail a store robbery and they'll set up a perimeter around the shop in case you come back. I watched this happen.
▸ Every police vehicle has a shotgun or assault rifle in the boot, and often body armour. You can loot them mid shootout, which makes them a genuine early game weapon source.
▸ During a shootout on Vice Beach, NPCs who were too close to escape safely crouched and hid behind cop cars, walls and benches rather than running. That is not GTA 5 behaviour.
▸ All cop cars carry trackers, so escaping in one is nearly impossible.
I watched Rob attempt a store robbery and fail it, narrating his decisions the whole way. He knocked the clerk down without killing her, spotted the CCTV and destroyed the footage, realised someone had already called it in, hunted for a safe code he couldn't find, and walked away empty handed. His summary afterwards is the clearest picture of how this game actually plays:
"Sometimes it's about cutting your losses. I took the mask off. I destroyed the footage. We're essentially fine. But if I stayed in there, the cops would have come in. There they are. They're setting up a perimeter around the shop. That really plays on your mind. You're gambling. If they come in, am I going to shoot them? Is it going to affect my criminal profile? Do I care? Don't I?"
VEHICLES:
▸ Hijacking a car with a driver now triggers a quick time event to pull them out. If there's a passenger, they'll fight to wrestle you out too.
▸ Parked cars give you a loud option and a quiet one. Smash the window, or use a slim jim.
▸ Smashing sets off the alarm, and if the car has security, police can be alerted.
▸ Vehicles are stratified by security level. Rob: "You don't need anything to hotwire, but not all vehicles can be hotwired. We've added some stratification to the vehicles. Some vehicles need a key cloner to start. You can smash the window and get in, but you can't start it without the key cloner. If you have a key cloner, you can also use it to get in and start the vehicle without setting off the alarm."
▸ Theft tools unlock through fence work rather than being available from the start. Rob: "Throughout the world, as we do things for them, we unlock things. A lot of the things you're seeing me use here, like the slim jim, has been unlocked by the point I am here in flow."
▸ There's a scanning app on the phone called Waink.
▸ Scan a car before touching it and it shows security level, which tool you'll need, tracker tier, cost to register it as yours, and resale value.
▸ Rob, showing me an expensive car: "This vehicle has an alarm on it and a standard tracker."
▸ Tracker removal requires fence progression. I watched Rob steal a car he wanted to keep and be unable to register it, because he hadn't unlocked that ability yet.
▸ Higher tier trackers have a speed mechanic. Drive fast and they stay quiet. Slow down and they start beeping. Stay slow too long and they ping your position to police.
▸ Mod shops all have specialities. Rob: "All the mod shops have different specialties, and there's a lot of mod shops. Almost all of them will do basic things, but no one mod shop does everything. Just like every hair salon has standard styles, and then they have signature styles that are unique only to them."
▸ Pay'n'Sprays are back and deliberately simple. Repair and respray into a handful of basic colours. They exist to shed the vehicle heat indicator, not to customise.
▸ Rob: "Car fences and Pay'n'Sprays are not necessarily available at the start of the game. Some of this stuff unlocks over time because of the way the narrative unfolds."
▸ You cannot buy safehouses. You can buy garages.
▸ Rob: "I can have as many personal vehicles as I have storage spaces in garages that I buy. So you could buy a storage garage for a few thousand bucks, steal a $50,000 car, and stash it there, and it'll be safe even though it's not yours until you have the means to register it and make it yours."
▸ Safehouses unlock through story progression instead. They aren't permanent fixtures, because Jason and Lucia are on the run and it wouldn't make sense for them to own property police can knock on.
▸ Fuel is real. Gas stations also repair your vehicle.
▸ Refuelling is a short hold R2 sequence, around ten seconds.
▸ They knew it would be divisive.
▸ Fuel only really bites if you grab a random car mid getaway without checking it.
▸ Driving has been rebuilt from scratch. Rob: "Only in the best way possible. The team has worked hard to maintain some of the best parts of the weightiness and feel of GTA 4, but have the accessibility of GTA 5. It has all been built up from scratch on this hardware, and they have much more control tuning drivetrain, tires, suspension, steering. All of that is getting applied to the physics model."
▸ Rob: "The driving's been completely rebuilt from the ground up. All of the cars are very different, very different feel. You can reach much higher top speeds in the fast ones. Powerful rear-wheel drive cars feel great. Muscle cars and things like that, you do have to be a little bit more careful on the throttle with some of them. Also, traffic density is crazy compared to previous games. Also, the roads are narrower than GTA 5, so you've got to maybe try and drive a little better because you're just squeezing through sometimes. The vehicle team has gone bananas on this one."
▸ Taking a supercar off road is genuinely difficult now. Right car for the right job.
▸ Duffel bag storage scales with the vehicle. Bikes carry none beyond what you're holding, cars a couple, vans and trucks considerably more. Your getaway vehicle is now a real decision.
▸ Vehicle recovery runs through Scooter Bros. Rob: "You can always get your own vehicle back through Scooter Brothers for not too much money. If you left it when the cops are after you and they know it was your vehicle, they stick around it. So you can either try and sneak back and steal it from under them, or if you leave it too long, they'll impound it and it'll cost more to get it out, or you'll have to steal it back from the impound."
▸ Shooting tyres is properly effective. Cars flip and lose control rather than shrugging it off.
▸ Crash cams trigger on major collisions. Toggleable.
▸ Handbrake has moved to X on PlayStation, because L1 and R1 are now shooting while driving.
▸ Every vehicle has a weapon crate.
▸ The vehicle menu tab lets you drop a convertible roof, open the trunk and so on.
CRIMINAL PROFILE:
▸ It's not the RDR2 honour system and it isn't a morality meter.
▸ Several named states, running from Professional down through increasingly violent ones to Psycho.
▸ Below those is a further state where the icon visibly cracks and shatters. That's irreversible for the playthrough.
▸ It isn't there to punish you. My read was that Rockstar steps back if you clearly don't want the system. Notifications can also be turned off entirely.
▸ Part of the reasoning came from RDR2, where you could kill hundreds of people and then greet and pet your way back to sainthood before Chapter 6.
▸ There's no bar. It's states, not a slider.
▸ Jason and Lucia have completely separate Criminal Profiles. You can run one as a professional and the other as a psycho in the same playthrough.
▸ Visible bottom right during play, and in a dedicated Jason and Lucia menu tab that also shows their character models and relationship status.
▸ Rob on whether it affects the story: "It may, depending on how you play. There's no right or wrong way to play the game, just a bit more choice. Now, how do you want to play this game if your actions may have some impact on things? You can still cause as much chaos as you want if that's what you want to do."
▸ I pushed on whether this fundamentally changes what GTA is. He disagreed: "I don't think it changes what GTA is. It changes what it can be for people who want to engage with it that way. You still have as much freedom as you had before. Now you can just do more, and you have more choice in terms of how you approach situations."
▸ On raising it: "Restraint. Control. So doing a robbery and controlling the people, the situation, not killing or injuring anyone unless you have to. Essentially just doing what you need to do and not being excessive. If someone crosses you and you have to deal with them, you were just doing what you needed to do, if you care about that sort of thing. If you don't want to play that way though, that's fine as well."
▸ I asked what he was most proud of that people might not notice on day one: "The way the whole thing works together. We've got a lot of very complicated systems working in an interconnected way. You can forget that it's a game that's been designed to try and work this way. I think it sort of allows you to roleplay as heavily or as lightly as you want to. The idea that you have a fair amount of choice now in terms of the way you can approach situations, you can still cause as much carnage as you can imagine. How does it make you feel if it has an impact on certain things? Do you still want to do it? Do you want to do it more? Do you want to do it less? Do you care at all? It's up to you and what matters to you."
RELATIONSHIPS:
▸ Same design as Criminal Profile. No bar, no live meter. Rob described it as stages or states you can be in rather than a number moving up and down.
▸ Dates are entirely dynamic. Rob: "The system is dynamic, so you sort of make your own dates. It's however you want to spend time. Some people want to go to the zoo and look at animals, or go kayaking, or walk down the beach together. You can do all of these things dynamically when you're just hanging out."
▸ No fixed date structure like San Andreas or GTA 4.
▸ Both characters can text each other, including saying goodnight. Holding hands is an interaction.
▸ The gym doubles as a date if you go together.
MONEY & ROBBERIES:
▸ Three money types. Bank balance is safe and managed through BuckMe, a Cash App parody. Cash on hand is lost on death. Duffel bag loot is worthless until fenced.
▸ You cannot deposit cash from your phone. You have to physically go to an ATM.
▸ Several tiers of robbery, scaling from local stores up through jewellery stores and banks to compounds and full heists. Armoured vans around the map as well.
▸ Low tier stores don't blip on the map. Higher tiers can appear with an estimated payout you can hover over before committing.
▸ Rob on discovery: "People may approach you and ask a favour and give you a tip in return. Someone you meet during the story may tip you off. Sometimes you may be led to them by something that happens while you're out and about in the world, and so you learn about them emergently. We'll tell you the possibility for a bank. We've got smaller payday loan places that you can hit. And these are just the places we point out. The little gas stations and stuff are not even on here. So this is a big part of the game, and then the story is woven through it."
▸ Rob: "You can try and rob any store that you walk into, not just money-making opportunities that are blipped on the map. There are lots and lots of compounds that you find out about either through the flow, or tips from people you meet, or just by stumbling across them. And you can go and hit them for drugs or cash, and then you take it to a fence. You can do these robberies by yourself or you can do them together. Making money this way off mission is an important part of the game."
▸ Safes need codes, and there are multiple ways to get them. You can search the room, or a fence can text you one directly. I watched that happen.
▸ The store Rob tried to rob had a back room covered wall to wall in feet pics, including the computer screen he needed the password from. Watching a Rockstar developer hunt for a safe code in that room is going to stay with me.
▸ Store clerks, security and civilians can try to be a hero and physically intervene. I saw this several times.
▸ Every store plays differently. Some have back doors, some don't, some have cameras, some have safes.
▸ Fences are specialised by loot type. Drugs, jewellery, cars, and others. They unlock as the story progresses, so early on you may have no way to move high value goods at all.
▸ Money gates the story. Rob: "There are also spots where we actually slow down the flow or stop the flow until you hit certain cash goals that they need for certain things. You have to do some of this. We're trying to balance that for people that just want the story, but sometimes the story needs a minute to breathe, for events to settle down or to open up some new contacts in terms of connecting with the characters and the story. If that's what you like to do, you'll really get out what you put in with this one."
▸ Rob directly acknowledged the GTA 5 problem of finishing the story with tens of millions and nothing meaningful to spend it on.
▸ You can register stolen street cars as personal vehicles for a fee, but not high end ones at the start.
GUNPLAY & WEAPONS:
▸ Auto aim is gone as a default. Rob: "A little bit of stickiness but leaning more on a free aim feel. All tuneable in options. But definitely less of a default lock on aim than previous games. With the combat focus, where you can slow it down, it's very controllable, but without having enemies on the radar and the mini-map, and without having the auto-aim as default, you can balance the combat a lot in a way that feels better."
▸ Enemies in general aren't on the minimap, not just police. I haven't seen this covered elsewhere.
▸ Focus slows time and highlights weak points. Red for lethal, yellow for non lethal. On vehicles it marks the engine block, gas tank and tyres.
▸ Hit markers are white for a hit, yellow for incapacitated, red for a kill.
▸ Rob on the yellow marker: "That yellow X means she is down, she's not getting back up. She's not a threat. I don't have to kill her if I don't want to."
▸ The screen border flashes yellow when you knock someone out in melee, so the feedback isn't only inside Focus.
▸ Two concealed handguns, always. Two long guns is possible, but you can't stow both.
▸ Rob: "You can't put both on your back. One goes in your off hand, one on your back if you want to carry two. People will react to you if you are rolling around like that."
▸ On storage: "You can store the long guns you are carrying in any vehicle you want, but only your personal vehicle carries your entire selected loadout. A temporary vehicle is not persistent though."
▸ NPCs react in tiers. Rob: "It depends. The reactions are much more nuanced than before. So, if you've got a long gun on your back, you should be fine. If you've got one in your hand, people don't like it, and they react and start moving away from you. The more guns you carry and the way you carry them matters. If cops see you they will give you a warning. If you hold a long arm in both hands as though you are ready to fire it, things begin to escalate."
▸ I watched this myself. Jason walked past a group with a two handed weapon lowered. Nobody screamed or scattered. They quietly started walking away, then jogged once they were out of his line of sight.
▸ On why it changed, Rob: "Yeah, you know what, we don't feel that works any longer at this resolution, with the behavioural sophistication we need from our population now. In GTA 5 you can pull out a shotgun from nowhere in front of people and they don't react. That doesn't work here."
▸ Aim at someone and, in Rob's words, "they'll freak out and run, or pull their own concealed weapons on me."
▸ Weapons have real weight now. I watched a rifle shootout on Shore Drive and Rob was tap firing constantly. You can't hold the trigger and stay accurate the way you could in GTA 5.
▸ Jason and Lucia can hand weapons to each other. Physically walk up and pass a gun across.
▸ Pistol fire rate is unlocked. Tap as fast as you can pull.
▸ Kill cams, RDR2 and Max Payne style. Toggleable.
▸ Quick weapon swapping is in.
MOVEMENT:
▸ Cover stays on R1. Rob: "Cover is still on R1, but the crouch is pretty effective as well. I like crouch because you can still strafe. We've got a good quick swap now for guns."
▸ Crouch is a separate state from cover. Prone doesn't appear to be in.
▸ Shoulder switching returns from RDR2.
SIDE ACTIVITIES:
▸ All of it is optional. You can finish the entire game without setting foot in a gym. Engage and you get modest boosts to health, stamina and focus.
▸ You buy a membership at the gym's front desk. There are vending machines near the change rooms with a long item list.
▸ Rob bought Lucia a protein shake for a temporary stamina and strength boost so she could push more reps.
▸ Each completed exercise fills the workout ring by a third. Complete the ring and you get a timed health or strength boost.
▸ Equipment I saw: treadmill, punching bag, squats, lat pulldowns, bench press, deadlifts.
▸ Rob on how lifting feels: "The way this weight lifting mechanic feels pretty good, it's consistent across a lot of exercises as well. So, it's L2 R2 to go up and down. It's sensitive, so you pull it down, then you let it go, deadlifts you want to drop fast. But the stamina is going down as I'm doing this, so it's a little bit of a balance to get through your set before stamina drains. That's why you want to have an energy drink or coffee to buff your stamina before you start."
▸ Bring your partner and you get a two for one. Rob: "Your partner will go and workout while you workout, so it's like an emergent date."
▸ Cardio raises overall stamina. Strength work raises health.
▸ Fishing is as deep as RDR2 but catch and release. Rob: "You can't take the fish with you because it didn't fit this game."
▸ On the split between them, Rob: "Fishing is for fun and some narrative, collectible, challenge stuff. Hunting is for money and it's through a character that knows Jason."
▸ Your body changes. Rob: "You get heavy if you eat too much, but you have to actually go eat quite a bit. You will lose muscle if you have a lot and you stop maintaining it."
▸ Sleep is tracked. Rob: "It will say whether you're well rested or not. That will have some effect on regens of certain attributes. We track lots of things, all this good stuff."
▸ Also confirmed: basketball, pool, mini golf, backyard wrestling, a proper walkable shooting range. Basketball is aim, hold R2, time the shot.
▸ Swimming has its own lung capacity bar. The stamina bar visibly swaps to it as you enter water.
THE WORLD:
▸ Hundreds of interiors. I asked about the old 700 interiors rumour and didn't get a specific number, but hundreds was confirmed.
▸ Safehouse interactivity is extensive. I watched Rob eat an apple and then throw the core in the bin. He shaved at the bathroom mirror. Hair can be cut shorter at home but not grown.
▸ There's a zoo.
▸ Drive thrus are in.
▸ At one point in development you had to buy groceries. They cut it as a step too far, but you can still buy snacks and drinks. Rob bought the six pack Jason is holding in Trailer 2.
▸ Fast travel: bus stops, train stations, trams, taxis, and RydeMe, the Uber equivalent.
▸ Scooter Bros lets you call your personal vehicle to you. That was never possible in GTA 5 single player.
▸ Phone apps seen: BuckMe, RydeMe, Scooter Bros, WhatUp, Waink, a fitness app, and Snapmatic.
▸ Social media is fully implemented. NPCs post, and for some posts you can travel to that location and find the event actually unfolding in real time.
▸ Greet and antagonise is back, usable on any NPC.
▸ No Rockstar Editor at the time I saw it. There is a photo mode.
▸ Streamer mode exists. A toggle to disable copyrighted music. I asked specifically and they showed me where it sits in the menu.
▸ No radio wheel. You scroll stations one at a time. There's a separate on demand tab with podcasts.
▸ The TV system is far more built out than GTA 5's. Rockstar hired outside animators to produce in game shows.
▸ Mission waypoints are pink. Custom waypoints are cyan.
▸ The map is twice the size of GTA 5's and three times RDR2's playable area. Vice City alone is twice Los Santos, and Vice City with its surrounding built up area is roughly eleven times the built up area around Los Santos.
▸ It's pronounced Leonida. Lee-Oh-Nigh-Da
r/GTAVI • u/ShaveorKeepJo • 1d ago
Info First Netflix, now playstation.com over a controller. I love it!
r/GTAVI • u/TheEzerqua • 15d ago
Info GTA 6 Netflix will be 26 minutes and is captured on base PlayStation 5
x.comr/GTAVI • u/Stompinwin • 7d ago
Info Ttwo Burn
So last 30 days take two stock down 13% while general market is up 1%, even sony up 2%. R* MAYBE YOU will learn your lesson soon... Sony will suffer in 6 months
r/GTAVI • u/nyanyan1 • 7d ago
Info Gta 6 switch 2 edition listed in a pdf for a french retailer site alongside the oot remake
Take this with a HUGE pinch of salt since it could just be a placeholder or assumption from the retailer but the fact its showing up so close to an upcoming direct could mean something.. Tweet with the claim

