I think that a lot of gamers who haven't played Red Dead Redemption 2 before going into GTA 6 will be mind-blown by how much you can mess with NPCs and have branching conversations with them by using the Greet/Antagonize feature.
Rockstar Games has obviously worked on this game mechanic even, making it even better and more realistic so I'm pretty sure that even gamers which have played Red Dead Redemption 2 before will still be fascinated, I for one can't wait to talk to random NPCs like this.
Um detalhe que chamou atenção durante a demonstração do GTA 6 para o TGG.
Os NPCs agora reagem de maneira muito mais sofisticada às armas.
Rob Nelson explicou que, no GTA 5, você podia sacar uma shotgun praticamente do nada na frente de alguém e a pessoa mal reagia.
Isso não funciona mais em GTA 6.
Durante a demonstração:
▸ Jason passou por um grupo carregando uma arma longa abaixada. Ninguém entrou em pânico.
▸ As pessoas começaram a se afastar discretamente.
▸ Quando saíram da linha de visão, algumas passaram a correr.
▸ Segurar uma arma longa em posição de tiro provoca uma reação muito mais grave.
▸ Apontar para alguém pode fazer o NPC fugir ou sacar sua própria arma.
Segundo Rob, a quantidade de armas e principalmente a maneira como você as carrega importa.
A população do GTA 6 foi construída para reagir de forma muito mais contextual ao comportamento do jogador. #GTAVI
Durante a demonstração do GTA 6 para o TGG, Rob Nelson mostrou algo que parece ser uma das grandes filosofias do jogo.
Você nunca sabe exatamente o que vai encontrar.
Durante uma viagem, Jason e Lucia encontraram pessoas pulando de uma ponte e foram desafiados a fazer o mesmo.
- Eles aceitaram.
- Era uma armadilha.
- O carro do casal foi roubado.
Em outro momento, dois assaltos a lojas aconteceram de maneiras completamente diferentes por causa das reações dos funcionários, clientes e policiais.
Eventos emergentes podem mudar o rumo do que você estava fazendo.
Segundo Rob, o mundo também é muito mais imprevisível porque o jogador não é a única pessoa armada ou capaz de violência.
A ideia é que nem tudo seja uma missão esperando para ser ativada. Às vezes, simplesmente sair dirigindo já pode mudar completamente seus planos. #GTAVI
Rob Nelson told TroisCouleurs how the GTA 6 story is written so it actually moves you through the map.
“Rupert Humphries will start writing, and then he delivers a page and a half of the story, ‘This is it, they start here, this is their situation. This happens, that causes them to move here, then they stay here for a little bit and do this sort of stuff, then boom, move there’ And so we very consciously have to think about how we’re going to push and pull players through the map, through narrative beats… The game is set over chapters, which also help us figure out how the game is going to move”
It’s amazing to get this kind of process talk from Rob.
I hope there is plenty more to come.
🚨GTA 6 INTERIORS & GAMEPLAY DETAILS
• Hundreds of enterable interiors
• Eat an apple & throw the core in the bin
• Shave in bathroom mirrors
• Cut your hair at home — but it won’t grow back
• A full zoo with various animals
• Buy snacks, drinks & provisions — even six-packs of beer
• Buses, trains, trams, taxis & an Uber-style app can be used for fast travel
• Photo Mode is included
• An extremely developed TV system, with Rockstar hiring animators specifically for in-game shows
• Rockstar Editor wasn’t available during the influencer test
• Vice City alone is reportedly twice the size of Los Santos
Via @TGGonYT
GTA 6 mini-map details:
- It works as a GPS, showing the iFruit logo (based on Apple Maps) and dynamically changes in color based on the time of day and environment
- By default, the mini-map isn’t permanently displayed unless you’re driving or have a waypoint set, but you can change it to “classic” to make it appear all the time
- Shows 3D buildings with the entrances
- You can also replace it with a compass, change its position to the right or left side or turn it completely off
- While on foot, you can tap the D-pad to show the mini-map temporarily in addition to other HUD info like cash and PSI bars
- Mini-map won't show icons for enemies or the police and will only flash in red/blue and show the search/heat area so you can focus on the game (enemy or police positions can be highlighted on screen using the focus ability)
- It still shows the icons of allies in cyan or pink and shows NPCs you’re competing with during a race in white icons
- You can set quick waypoints without having to open the map, by pressing the D-pad and choosing a location then press R3 to set the waypoint
- Story waypoints are pink, while custom ones are bright greenish-blue (cyan)
- The game rewards you the more you explore, and won’t necessarily direct you through objectives or blips or icons on the map for everything
L’objectif de Rockstar n’est pas de rendre GTA 6 photoréaliste.
Rob Nelson, directeur du développement de GTA 6, l’explique dans une interview accordée à 3couleurs : un jeu doit conserver sa propre identité.
« À mesure que les capacités technologiques progressent, la possibilité de créer quelque chose de très réaliste augmente elle aussi. Il faut que cela soit plus beau, évidemment… mais il faut aussi trouver son angle propre. C’est très subtil, mais ce n’est pas totalement réaliste, et ce n’est pas notre objectif. »
Même philosophie pour le gameplay : « Le but n’est pas d’être réaliste, mais de donner une impression de réalisme. »
À l’heure où beaucoup s’extasient devant le rendu photoréaliste apporté par le DLSS 5, heureusement que des chefs d’orchestre comme Rob Nelson savent qu’une direction artistique forte vaut mieux qu’une course au photoréalisme.
Source : https://t.co/klGgnBjVkO
New information about the respawn system in GTAVI
In the event of death or arrest, the character does not respawn at a medical facility or police station, but appears at the nearest available location.
The function of paying medical bills for each kill has been removed to prevent the player from going bankrupt during gameplay.
Law enforcement officers warn the character before using firearms. They can also use stun devices to incapacitate the character, which leaves realistic injury marks, such as bruises on the elbows after a fall.
Upon respawning, all cash on the character's person is confiscated.
To preserve funds, cash must be transferred to a bank account (BuckMe) via an ATM.
Funds in the bank account are distributed between the characters Jason and Lucia.
If the character has loot bags, a buyer must be contacted to convert them into cash, after which the funds must be transferred to a bank account.
Personal weapons on the character's person will be found in the trunk of their vehicle after respawning.
In the event of a serious car accident, a cinematic slow-motion sequence is activated, showing the detailed deformation and destruction of vehicle parts. This feature can be disabled in the settings.
If a personal vehicle is destroyed, the player can contact Scooter Bros service, which will deliver the car for a small fee.
The delivery is performed by an NPC, who then leaves the location on a scooter.
An unregistered vehicle is displayed as a gray icon on the mini-map and disappears from the game world upon restarting the game if registration has not been completed.
If there are insufficient funds to register a vehicle, it can be temporarily stored in a garage until the corresponding procedure can be performed.
#GTAVI #GTA6 #RockstarGames
Bonjour à tous,
Voici quelques informations concernant GTA VI provenant de l'aperçu du magasine TroisCouleurs chez Rockstar North.
Monde & Interaction
• Vérifier la même rue plus tard dans la journée a révélé une circulation beaucoup plus dense, on leur a dit que c'était la fin de la journée.
• En passant un pont, un groupe de PNJ sautant du pont a défié Jason et Lucia de les rejoindre. Ils ont sauté en se tenant la main, seulement pour que quelqu'un vole leur voiture pendant qu'ils étaient encore dans l'eau.
• La séquence d'ascenseur qu'on a vue dans l'Extended Look n'était pas une cinématique pré-rendue, c'était du gameplay en direct.
Braquages & Argent
• Deux braquages de magasins distincts ont été observés et aucun ne s'est déroulé de la même façon. Les réactions du commerçant, l'implication des clients, le timing de la police, et la manière dont cela s'est escaladé étaient totalement différents les deux fois.
• Pendant l'un des braquages, le caissier a essayé de gagner du temps, puis a changé d'avis. Après cela, ils sont partis chercher un distributeur automatique. Si vous mourez avant de déposer l'argent, vous pouvez perdre ce que vous portez.
Détails et moments de gameplay
• Ils ont plaisanté sur un casque pendant que Jason montait sur un scooter, donc Rob lui en a fait mettre un.
• Ils ont parlé à des gens sur la plage, puis ont nagé jusqu'à un barbecue dans une villa de luxe. Ils n'étaient pas invités, donc ça a tourné à la bagarre, la police a été appelée, et ils se sont enfuis ; Rob a expliqué que dans cette situation, la police savait ce qu'il portait, mais comme ils ne l'avaient pas vu monter dans la voiture, il devrait pouvoir passer sans être repéré.
• Du sable collait aux chaussures, de la sueur apparaissait après un sprint, les plantes bougeaient dans l'eau, et des reflets se voyaient dans les fenêtres, les miroirs et les flaques.
• Ils ont visité un coiffeur et il semblait y avoir beaucoup d'options de personnalisation.
• Jason et Lucia ont aussi été vus se promener en se tenant le bras, pas seulement la main.
Les développeurs dans la pièce prenaient encore activement des notes sur les corrections pendant la démo, comme une interaction affectueuse entre Jason et Lucia qui semblait légèrement lente, et un cône de circulation qui rebondissait trop fort quand on le heurtait.
Merci à @RockStationOnX d’avoir relayé les informations 🙏
#GTAVI #GTA6
Everyone missed this hidden detail in GTA 6 Extended look!
There’s a news helicopter reporting live the car crash on the bridge. In the GTA 6 Trailer 1 we seen a Weazel news helicopter also reporting on another car crash.
🚨جمعت لكم أبرز المعلومات الجديدة من مجلة فرنسية سوّت معاينة لـ GTA VI داخل Rockstar North، وتكلموا مع Rob Nelson عن اللعبة:
▫️ البلدات والمناطق المبنية خارج Vice City أكبر بـ11 مرة من البلدات الصغيرة الموجودة في GTA V.
▫️ تبدأ اللعبة في منطقة Keys، وتحديدًا عند منزل Jason الذي ظهر في التريلر الثاني.
▫️ بعد بداية اللعبة ينفتح العالم، وتقدر تروح لأي مكان وفي أي وقت.
▫️ يوجد عدد ضخم من المباني القابلة للدخول.
▫️ نظام الشرطة أصبح أذكى وأكثر تطورًا من GTA V؛ الشرطة تقدر تعتمد على ملابسك، وإذا ما شافوك تدخل السيارة ممكن تمر بدون التعرف عليك.
▫️ طريقة لعبك تؤثر على بعض الأمور، وتقدر تختار تكون مجرمًا محترفًا أو متهورًا.
▫️ العالم أصبح أكثر عشوائية، فأنت مو الشخص الوحيد اللي يملك سلاح أو قادر على استخدام العنف.
▫️ يوجد نظام للمال النقدي والحساب البنكي؛ إذا معك كاش وما أودعته بالبنك وتم القضاء عليك، يضيع المال.
▫️ GTA VI تدور في العصر الحالي.
▫️ تقدر تضغط زر لارتداء الخوذة أثناء قيادة السكوتر.
▫️ توجد أحداث عشوائية يمكن أن تغيّر مجرى الأحداث، مثل تعرض سيارة Jason وLucia للسرقة بعد قفزهما من جسر.
▫️ حركة المرور تتغير حسب الوقت، ومنها أوقات الذروة.
▫️ الانتقال بين Vice City والضواحي والمناطق الزراعية يتم بشكل طبيعي وسلس.
▫️ Rockstar تقول إن التفاعل في GTA VI أكبر بكثير من GTA V وحتى Red Dead Redemption 2، مع وجود عناصر Roleplay.
▫️ الـSafe Houses مصممة بحيث تشعر أنك تعيش فيها، وليس مجرد مكان تدخل إليه وتخرج منه.
▫️ الانتقالات بين الـGameplay والمشاهد السينمائية أصبحت أكثر سلاسة، وفي بعض المشاهد يكون اللاعب تحت تحكم جزئي بدل أن تكون Cutscene كاملة.
▫️ اللعبة تستخدم Full Performance Capture، وتسمح بمشاهد طويلة يمكن أن تسير بوتيرة اللاعب.
▫️ علاقة Jason وLucia جزء أساسي من التجربة، وتصرفاتك ووقتهما مع بعض يمكن أن تؤثر على رحلتهما وعلاقتهما.
▫️ يمكن لـJason وLucia المشي وهما متشابكا الأيدي.
▫️ التخصيص أصبح عنصرًا مهمًا، ومن ضمنه الحلاق الذي يوفر طرقًا كثيرة لتخصيص الشخصية.
▫️ يوجد Social Network داخل اللعبة.
▫️ اللعبة قيد التطوير منذ 2015، بينما بدأ معظم الفريق العمل عليها بعد إصدار Red Dead Redemption 2 في 2018.
▫️ Rockstar لا تستهدف الواقعية الكاملة؛ هدفها أن تشعر اللعبة بأنها واقعية ومناسبة للعالم بدون ما تبطئ الـGameplay.
▫️ اللعبة تسخر من ظواهر العصر الحالي مثل المؤثرين والـStreamers والتحديات الغريبة والإعلام والإعلانات.
▫️ Rob Nelson يرى أن GTA VI قد تصبح بعد سنوات بمثابة كبسولة زمنية تعكس الفترة التي نعيشها حاليًا.
تفاصيل جديدة ومذهلة عن خريطة #GTA6!
إذا كانت هذه المعلومات دقيقة، فـRockstar لا تبني مجرد خريطة… بل عالمًا كاملًا للعيش والاستكشاف!
بعد فتح التجوال الحر، يمكنك الذهاب إلى أي مكان دون حواجز أو قيود
🏝️ ليونيدا عبارة عن جزيرة ولا تحتوي على الـPanhandle
الخريطة أكبر بحوالي مرتين من GTA V و3 مرات من المساحة القابلة للعب في RDR2
Vice City أكبر بمرتين من Los Santos
🏙️ المناطق العمرانية خارج Vice City أكبر بـ11 مرة من المناطق العمرانية خارج Los Santos
الخريطة كثيفة وتضم 5 مقاطعات وحوالي 10 مدن وبلدات
جزر متعددة مع استكشاف تحت الماء، معدات غوص، حطام سفن وكنوز!
والأكثر جنونًا؟ خريطة التوقف ستكون بتفاصيل ثلاثية الأبعاد وصور أقمار صناعية، ويمكن أن تساعدك في التخطيط للسطو، مع معلومات عن:
قيمة الغنائم
🏢 المباني
قواعد العصابات
نقاط الدخول والخروج
كلما أبعدت الخريطة، تظهر الطرق الرئيسية فقط… وكلما اقتربت، تظهر الشوارع والأزقة بالتفصيل!
Rockstar تهدف إلى جعل مئات المباني قابلة للدخول والاستكشاف، وبدون شاشات تحميل عند صعود مبانٍ معينة تحتوي على مهابط طائرات!
وستحتوي الخريطة على نظام Fog of War، أي أن المناطق لن تظهر بالكامل حتى تستكشفها بنفسك.
أما التنقل السريع، فسيكون عبر:
🚌 الحافلات
🚆 القطارات
🚕 سيارات الأجرة
تطبيق RydeMe
🚝 Metromover
ويمكن�� حتى إكمال الرحلة أو تخطيها، أو التحدث مع الشخصيات أثناء الطريق والاستماع إلى الراديو!
يمكنك شراء عدد غير محدود من الكراجات، لكن لا يمكنك شراء Safe Houses، لأن منزل Jason وLucia يتغير خلال القصة بسبب هروبهما.
نقاط المهام: وردية 🩷
العلامات المخصصة: سماوية 🩵
Mount Kalaga في شمال الخريطة سيكون أعلى نقطة فيها.
والأغرب: نظام Heat Areas!
إذا ارتكبت جريمة في منطقة معينة، قد تصبح المنطقة تحت مراقبة الشرطة لفترة من الوقت، مع إنشاء محيط حول موقع الجريمة.
المنطقة الساخنة تظهر باللون الأحمر
وحولها منطقة أكبر باللون الأحمر الفاتح
وعند الوصول إلى 6 نجوم يصبح الـHeat على مستوى الخريطة بأكملها!
🏢 وأخيرًا… أي مبنى يحتوي على مهبط طائرات فوقه سيكون قابلاً للدخول، ويمكنك الوصول إلى الطوابق العليا عبر السلالم أو المصعد دون شاشات تحميل!
إذا كانت كل ��ذه التفاصيل صحيحة… فهل نحن أمام أكثر خريطة طموحًا صنعتها Rockstar على الإطلاق؟ ط
ما أكثر تفصيلة أبهرتك؟
GTA 6: O QUE ACONTECE QUANDO UM ROUBO DÁ ERRADO.
O TGG acompanhou Rob, da Rockstar Games, tentando roubar uma loja.
▸ Derrubou a funcionária sem matá-la.
▸ Percebeu que havia uma câmera de segurança.
▸ Destruiu as imagens.
▸ Descobriu que alguém já havia chamado a polícia.
▸ Procurou pelo código do cofre.
▸ Não conseguiu encontrá-lo.
▸ Decidiu abandonar o roubo.
E então veio a parte mais interessante. Rob percebeu que a polícia estava chegando e decidiu simplesmente ir embora sem levar o dinheiro. Depois, a polícia montou um perímetro ao redor da loja.
A lógica dele foi:
"Eu destruí as imagens. Tirei a máscara. Estamos essencialmente bem. Mas se eu ficar aqui, os policiais vão entrar."
E então ele resumiu a filosofia do sistema:
"Às vezes, é uma questão de saber quando reduzir suas perdas."
Você pode continuar. Pode lutar. Pode matar. Pode tentar conseguir o dinheiro. Ou pode simplesmente aceitar que aquele roubo não deu certo.
GTA 6 parece querer que o jogador tome essa decisão por conta própria. #GTAVI
So this is the GTA 6 map, nearly finalized now by the mapping project as organized by Yanis.
The design is frankly genius as it is far wider than GTA 5 with much more variety in roads to take, there is no one big highway that goes around the whole map the fastest. You HAVE to cut through the middle very often!
There is also plenty of smaller towns outside of Vice City, so the map is far more dense than GTA 5 which had nothing between LS and Blaine County.
In terms or scale, considering this is double the size of GTA 5, I can see missions that require you to go all the way down to the keys as maybe being frustrating as its the only place thats very out of the way with one linear road. But it will never get boring to just explore at this scale and density.
One thing I find a bit weird is the scale of the airport, it’s nearly half the size of the city itself so I hope that doesn’t feel jarring in-game.
I am very excited to see what secrets and easter eggs all the islands around the map hold, bet there’s some insane things on these aside from being very beautiful places.
Safe to say, Rockstar is cooking and it will be a great time exploring this for the many thousands of hours across story and online soon!
More GTA 6 details from the Rockstar North previews:
- NPCs can notice when you are eavesdropping on their conversations. Following someone for too long can also make them suspicious and cause them to confront you.
- NPCs can initiate violence themselves, meaning Jason and Lucia are not always the ones responsible for escalating an encounter. Some civilians can also be armed.
- Weapons can be shot directly out of an NPC’s hand, while shooting specific limbs can incapacitate enemies without necessarily killing them.
- Masks can prevent police from identifying your appearance during a crime, even when you are captured on CCTV. Removing the mask afterward can therefore help prevent identification.
- Jason and Lucia can spontaneously suggest nearby activities or jobs to each other while exploring the world, rather than every activity beginning through a traditional map icon.
- Jason and Lucia can hold hands on command, with the same interaction also allowing them to hold doors open for each other.
- Safe houses are designed to function more like RDR2 camps than traditional GTA properties, with other characters able to visit and Jason and Lucia having their own routines while living there.
- GTA 6 features an expanded eavesdropping system where conversations between NPCs can reveal information and lead to organic interactions or activities.
- Rockstar experimented with deeper life-simulation mechanics such as grocery shopping and manually restocking the fridge, but removed them after deciding they slowed the game down too much.
- Rockstar says GTA 6 features significantly more environmental interactivity than GTA 5 and even RDR2, while still avoiding realism that would unnecessarily slow down gameplay.
- Traffic density changes depending on the time of day. During one preview, the same street became significantly busier later in the day, which Rob Nelson explained was rush hour.
- The world can generate unexpected situations from ordinary NPC behavior. Rockstar says ambient conversations and interactions can naturally develop into events without requiring a traditional mission marker.
- GTA 6 includes underwater shipwrecks that can be explored while diving, with hidden treasure and other rewards to discover.
- Painkillers can quickly restore some health, but become less effective when repeatedly used, encouraging players to use other methods of recovery.
- Jason and Lucia’s physical appearance is naturally limited by their individual body types, meaning their weight and muscle changes will not transform them into identical body shapes.
- Rockstar created a dedicated production effort for pedestrian dialogue, with writers, directors and producers working specifically on the conversations heard throughout Leonida.
- Some missions allow Jason and Lucia to be switched freely, while others restrict switching when Rockstar wants a particular character to lead a story moment.
- GTA 6 intentionally includes slower sections of the story alongside major action sequences, with Rockstar using quieter moments to make the larger set pieces feel more impactful.
(Via IGN, Trois Couleurs & Flow Games)