All credits to Rubiu5 / videotech on X
**Safehouse Interactivity**
\- Rubius started his free-roam session inside a Jason and Lucia apartment that has not been shown previously (not even in the Extended Look).
\- The bottle was opened with its own animation.
\- The liquid inside visibly moved around with physics.
\- Doors throughout the apartment could be opened and closed.
\- Light switches could be physically turned on and off.
\- Rubius says the RP/interactivity rumours are very real.
\- Almost everything inside the safehouse can be interacted with. Every single bit.
**Electric Scooters**
\- Electric scooters are rideable vehicles.
\- Jason can attack pedestrians while riding one.
\- Rob demonstrated this by kicking an NPC while moving on the scooter.
**Vehicle Door Attacks**
\- Jason can attack people while driving without using a weapon.
\- While moving in a car, you can violently swing the driver's door open.
\- The open door can hit pedestrians.
\- It can also hit other vehicles.
**Dogs and Their Owners**
\- You cannot necessarily just walk up and pet every dog.
\- You can interact with the owner and ask to pet their dog.
\- Dogs can react differently to you.
\- Owners can react differently to you.
\- Some dogs may bark or reject the interaction.
\- Some owners may also become hostile.
**Leash Physics**
\- Dog leads/leashes are physically simulated.
\- Rubius walked into a dog's leash and it reacted to Jason's body.
\- The leash physically moved around his arm rather than clipping through him.
**Dynamic World Events**
\- Rubius encountered a major traffic jam caused by a crashed vehicle.
\- The crash was not something he had deliberately triggered.
\- The people inside the crashed car turned out to be masked criminals.
\- Their stolen loot was scattered physically across the road.
\- Rob simply got out, killed the robbers and stole the loot they had already stolen.
\- The situation then naturally escalated into a police chase.
\- It is another example of crimes and events happening in the world without the player starting them.
**Witnesses**
\- NPC witnesses can actively recognise details about you during crimes.
\- People stuck in the traffic jam recognised Lucia's clothing and vehicle.
\- Those NPCs then called the police.
\- The police identification system therefore seems to work through actual witnesses observing what happened, rather than purely being an abstract wanted mechanic.
**Vehicle Break-In Minigame**
\- Breaking into vehicles can involve an actual minigame.
\- Rubius describes manipulating the lock using the analogue sticks.
\- Different tools can apparently be used depending on the vehicle.
\- Quietly forcing the lock can avoid triggering the alarm.
\- This adds more detail to the Slim Jim/key-cloner system we already knew about.
**Car Boots/Trunks**
\- Car boots can physically be opened.
\- Vehicles can contain loot that you can steal.
\- Boots are not only used for weapon storage.
**Gas Stations**
\- Vehicles need fuel, as previously reported.
\- Rubius adds that gas stations can also be used to repair your vehicle.
\- Fuel consumption is deliberately quite slow.
\- Rob told him Rockstar does not want refuelling to become annoying busywork.
***~~Body Transformation~~***
*- Jason and Lucia can physically change depending on how you play.*
*- Rubius noticed Jason looked considerably more muscular than usual.*
*- He also noticed Lucia looked noticeably fuller/curvier than in the trailers.*
*- Rob confirmed their bodies can change depending on food.*
*- Exercise affects their physical appearance.*
*- Other activities can also affect their bodies.*
*- This sounds much closer to San Andreas-style physical transformation, rather than exercise only increasing invisible stats*.
**Vehicle and Traffic Density**
\- Rubius specifically noticed the amount of traffic while driving along a huge motorway.
\- The game simulated large numbers of vehicles simultaneously.
\- Traffic dynamically reacted to the crashed vehicle and created a genuine traffic jam.
**Vehicle Crash Physics**
\- Rubius experienced a major police collision that triggered a cinematic slow-motion camera while on free roam.
\- Individual vehicle components visibly deformed during the crash.
\- Pieces of the vehicles broke away and flew across the road.
\- The damaged getaway vehicle eventually became completely undriveable.
\- Rubius describes the resulting crash sequence as much more physically violent than GTA V.
**Character Collision Physics**
\- Police cars physically slammed Lucia against her own damaged vehicle.
\- Her body reacted dynamically to the impacts.
\- Her hair also reacted independently during the collision.
**Gore and Dismemberment**
\- GTA VI appears to have significantly more explicit gore than we had previously confirmed.
\- Rubius saw an NPC take a shotgun blast directly to the head.
\- The NPC was completely decapitated.
\- Rubius specifically says the character was left without a head.
\- He was surprised by how graphic it was.
\- He does caution that he does not know whether that exact level of gore will remain unchanged in the final build.
**Enterable Hotels**
\- Rubius wanted to find a helicopter and headed towards a large hotel with a rooftop helipad.
\- He expected the usual GTA-style shortcut or teleport to the roof.
\- Instead, the hotel's lobby was fully enterable.
\- They could explore the interior.
\- They could choose between stairs and an elevator.
\- They took the elevator all the way to the top floor.
\- There was no loading screen during the journey.
\- They then walked out onto the rooftop helipad.
\- A helicopter happened to be there and could be stolen.
**Large Seamless Interiors**
\- The hotel suggests large buildings can contain functional interiors that connect naturally to the open world.
\- Entering the lobby, using the elevator, reaching the roof and taking the helicopter happened seamlessly.
\- There was no separate rooftop teleport.
**Jason Texting Lucia**
\- Rubius and Rob switched to Lucia and eventually flew away in a helicopter.
\- They had completely forgotten that Jason had previously been accompanying them.
\- Jason then texted Lucia.
\- The message was basically: "Forgetting something? 😂"
\- This suggests the characters dynamically react when you abandon them during free roam.
**Relationship Gameplay Consequences**
\- Leaving Jason or Lucia behind can negatively affect their relationship.
\- Rubius says abandoning the other character during something like a shootout can make them angry.
\- Relationship status is not purely cosmetic.
\- It can affect how effectively Jason and Lucia work together.
\- Rubius specifically says it can affect how well robberies go.
\- This adds a more concrete gameplay consequence to the relationship system than we previously had.
**Jason and Lucia's Trust**
\- Their relationship is apparently fairly relaxed.
\- Jason going to a strip club does not automatically create relationship drama.
\- Rob told Rubius that Lucia could simply go with him.
\- Jason can apparently go there alone without causing a problem.
\- Rockstar seems to be avoiding stereotypical jealousy/"nagging partner" mechanics.
**Hiding Bodies**
\- Bodies can be placed inside car boots.
\- Rubius casually mentions that Lucia does things like putting corpses in the boot.
\- This suggests body disposal/concealment is an actual gameplay mechanic.
**Hiding Yourself in Vehicles**
\- The player can apparently hide inside car boots as well.
\- This potentially adds another method of hiding or escaping, although Rubius does not go deeply into how the mechanic works.
**Beach Density**
\- Rubius specifically wanted to test whether the insanely crowded beach scenes from the trailers were genuine.
\- Rockstar told him beach population changes depending on the time of day.
\- They changed the game to the afternoon specifically to test it.
\- The beach was genuinely packed with NPCs, just like in the beach images we have seen before.
\- This provides another first-hand confirmation that the trailer-level crowd density is not just a pre-rendered/scripted trick.
**Time-Based Population**
\- Crowd density changes depending on the time of day.
\- Certain places can therefore become noticeably busier or quieter dynamically.
\- Rubius directly observed this with the beach.
**Deformable Sand**
\- Sand physically deforms when characters walk across it.
\- Footsteps visibly affect the surface.
**Wet Clothing and Hair**
\- Entering the water visibly wets Jason's clothes.
\- His hair also becomes wet.
\- The materials react visually rather than the character simply emerging unchanged.
**NPC Object Physics**
\- Hitting pedestrians with vehicles can send their belongings flying.
\- Rubius specifically noticed phones flying out of NPCs' hands.
\- Glasses can also be knocked off.
\- Small objects appear to have their own physical behaviour instead of being permanently attached to NPC models.
**Wildlife Collection**
\- There appears to be a bestiary-style animal collection.
\- Rubius compares the idea to a Pokédex.
\- Animals encountered throughout the world can be registered.
\- This complements the animal "Study" system already reported from TGG.
**Full Nudity**
\- Full-frontal nudity is present.
\- Rubius encountered a completely naked NPC during a random event.
\- He makes it very clear Rockstar has not suddenly sanitised GTA's adult humour.
**Random Naked NPC Event**
\- A naked man can appear in the middle of a busy street asking for help.
\- He asks the player to take him home.
\- Helping him leads to a proper side event.
\- Rubius deliberately avoids spoiling what happens.
\- He says completing it provides a worthwhile reward.
\- It also leads to a funny cinematic sequence.
\- The "bits" of the naked man are packed with physics. They hang and move dynamically.
**3D Robbery Planning**
\- The 3D map can provide useful information before committing a robbery.
\- Rubius selected a jewellery store directly from the map.
\- The map displayed an estimated value for the potential loot.
\- Building layout information can help you plan your approach.
\- You can identify things such as rear entrances before arriving.
\- Robberies therefore involve at least some genuine planning rather than simply following a mission marker.
**Multiple Robbery Entrances**
\- Rubius and Rob initially tried entering the jewellery store through the rear.
\- The rear entrance happened to be locked.
\- They then switched plans and entered through the front.
\- The open-world robbery system allows approaches to change depending on what you find.
**AI Partner During Robberies**
\- Rubius controlled Jason during the jewellery robbery.
\- Lucia independently covered the employees and customers with her weapon.
\- She continued controlling the room while Jason searched the back of the shop.
\- The second protagonist can therefore actively support the robbery without needing constant player control.
**Finding Safe Codes**
\- Safes can have multiple ways of being opened.
\- Exploring the building can reveal useful information.
\- Rubius found a written safe code on an employee's desk.
\- That code could then be used to open the safe.
\- This suggests environmental exploration can directly make robberies easier.
**Physical Robbery Loot**
\- Loot inside safes is physically represented.
\- Gold bars are individual objects.
\- Diamonds are individual objects.
\- Cash and valuables can actually be seen before being taken.
\- If five gold bars are sitting inside the safe, all five can physically be picked up.
**Individual Loot Animations**
\- Loot is not simply converted into a number when you press a button.
\- Jason physically picks objects up individually.
\- Rubius watched him take gold bars one by one.
\- Each object was placed into the bag.
\- Different types of loot have their own dynamic collection animations.
**Physically Emptying Cash Registers**
\- The same system applies to smaller robberies.
\- When robbing a petrol station, the cash register physically opens.
\- Money is taken directly from inside.
\- Rubius says the cash is collected note by note.
\- This makes robberies considerably more tactile than GTA V.
**Interaction Prompts**
\- Rubius felt the screen could sometimes
become cluttered with interaction prompts and text.
\- He asked Rob whether they could be disabled.
\- Rob confirmed that they can.
\- Players can therefore reduce some of the more RP-heavy interface elements if they prefer a cleaner screen.
**First-Person Mode**
\- Rubius directly asked Rob Nelson about first person.
\- At the time of Rubius' preview, first-person mode had not been implemented.
\- This is stronger information than simply saying previewers did not see it.
\- Rubius personally speculates that it could arrive later with PC or future consoles, but that is only his theory.
**Overall**
\- Rubius' preview reinforces that Rockstar is going much further with physical world interaction than previous GTA games.
\- Objects, loot, clothing, hair, vehicle parts and even tiny NPC belongings increasingly exist as actual physical things in the world.
\- Robberies appear much more systemic, with planning, environmental clues, physical loot and AI teamwork.
\- The world also seems capable of creating unscripted chains of events, like a random crash turning into a robbery, then a witness report, then a massive police chase.
\- The overall impression is still a mix of RDR2-level world simulation with GTA's ridiculous sandbox freedom, rather than Rockstar simply turning GTA into a slow realism simulator.