I've formatted my notes in a similar way to add to this. Maybe someone could create the ultimate GTA 6 Bible with the info we got from other previews too?
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
Grand Theft Auto 6 | Tons of New Details
▪️Reworked movement, running, jumping and climbing to feel smoother
▪️You will make many choices throughout the story, big and small, and some minor ones can add up into larger consequences
▪️Narrative designed for repeated playthroughs
▪️Story is a directed experience, but the team has worked to connect your open-world actions to the characters' identities and stories as much as possible
▪️Missions can have multiple escape routes, let you choose between being in the driver's seat or shooting, different paths, etc
▪️Lucia's ankle monitor plays a 'notable' part in the story
▪️Story designed to reward spending time in the world instead of just going from mission to mission
▪️Rockstar has "blurred the lines between open world and main mission activities"
▪️If you're out on your own most of the day, you might get a text from Jason or Lucia letting you know to lock up when you get home or letting you know they're going to bed. Ignoring these can affect your relationship
▪️Pursuing a romantic relationship is up to you
▪️Spending time together outside of the main story builds up their romance
▪️You can explore Leonida together, go shopping, visit hair salons, exercise, commit robberies and more together
▪️Even if Jason and Lucia aren't close romantically, missions can be affected by how close or distant they are to each other
▪️No specific gameplay benefits to the romance, it's a roleplaying decision for the player to make
▪️You can hold hands while out in the world with the right trigger, open doors for each other, etc
▪️Jason and Lucia live together and operate on their own schedules to make the world believable
▪️Get up, have a cup of coffee, shower, get dressed, go out for a little exercise, etc
▪️Other people may pop in and out of these safehouses
▪️Like RDR2 you can customize your hair + facial hair, new styles at the salon
▪️Jason and Lucia can own multiple vehicles each with working trunks
▪️You can store a change of clothes and weapons in them to help with fights and escaping police
▪️Going to the gym increases muscularity and strength
▪️Eating provides a substantial health boost, overeating will make you gain weight
▪️Map described as "very big" but no definitive size given
▪️Tons of random events occur naturally in the world
▪️Example: Giving pills to a sketchy lawyer sitting in a dumpster - and he'll send you legal advice
▪️Fast travel with "Ryde Me" taxi app
▪️You can talk to other passengers and have full conversations with them in taxis
▪️Browse apps on your phone like "Snapmatic" (Instagram parody), lurk and follow other accounts
▪️Tons of mini-activites: Kayaking, mini-golf, pool, going to the zoo, scuba diving, parachute jumping, gym, etc
▪️Tons of NPC variety and body types - the game "dynamically retargets animations" depending on their size so they interact with the environment as realistically as possible
▪️Tons of interactivity in every environment
▪️NPCs operate on an evolved system from RDR2, notice you eavesdropping, can confront you if they think you overstepped, etc
▪️Jason and Lucia can spontaneously propose nearby activities or jobs
▪️Wanted Level: Crimes must first be witnessed by an NPC or alarm triggered before it kicks in
▪️Six-star wanted level system returns
▪️3 stars can be hard to escape if you're in the city unless you have a fast car
▪️Police can learn what you look like and what you're wearing, indicated by different icons under your wanted level on the HUD
▪️Changing your hair will remove the appearance icon, but police still know what you're wearing, so you need to change clothes too
▪️Wearing masks can prevent your description from getting, even if caught on CCTV
▪️You can split up if you're on the run and tell your partner to flee to take the heat yourself
▪️You don't have to kill enemies in shootouts - you can incapacitate them by shooting them in the legs or arms, or even shoot weapons out of their hands
▪️Your behavior affects how the world and people in it react to you when free-roaming and how the main story plays out
▪️Unnecessary violence or mayhem or being a good citizen - such as throwing your trash away - affects your "Criminal Profile"
▪️Money is more important here than past GTA games, sometimes requiring you to have a certain amount to continue the story
▪️Main ways to make money are boosting/selling cars, holding up businesses, robbery, bank heists
▪️Police can build a presence outside of a bank or store and wait for you to come out, though many offer alternate ways of escaping like a back door
▪️Stealing vehicles isn't as simple as before - cars are now on a tier system, with more expensive ones being tougher to get into
▪️You can scan cars using the WAINK phone app, which tells you how much it's worth, how much it'll cost to register it as your personal vehicle, if it's locked or alarmed, has a tracker, etc
▪️You can study wildlife like RDR2
Much more below 👇
➡️ https://t.co/K0o0KJ5UZZ
➡️ https://t.co/IQ3jNmwNoq
➡️ https://t.co/7KnAcHaLHd
#GTA6 #GrandTheftAutoVI
HUGE number of new details about GTA 6 from previewers who saw 3+ hours of gameplay at Rockstar North. This is going to be game of the decade.
Here are the highlights:
- Rockstar says the scale of the game is unlike anything they have made before.
- The map is twice as big as GTA 5's and three times bigger than Red Dead 2's map
- GTA 6 does away entirely with the auto-aim system, now using a manual aiming system with aim-assist
- Vice City itself is reportedly twice the size of Los Santos.
- The biggest difference compared with GTA 5 is that GTA 6 constantly forces the player to make decisions and consider consequences rather than simply causing chaos without much thought.
- Actions apparently carry significantly more consequences than they did in previous GTA games.
- Rob Nelson reportedly explained that even something as basic as stealing a vehicle now involves assessing risk: carjacking someone may lead to witnesses/police trouble, while stealing an unattended parked vehicle might let you escape cleanly.
- Rockstar's intention appears to be to make the player think more like an actual criminal, rather than treating crime as consequence-free sandbox chaos.
- Criminal Profile system, NOT honor: Rockstar reportedly stresses that having a low Criminal Profile does not necessarily mean you're playing incorrectly.
Instead, the system seems to evaluate how you behave as a criminal.
- Robbing a store successfully without killing anybody and escaping cleanly can raises your Criminal Profile because you committed the crime professionally. while excessive violence lowers it.
- There apparently isn't a traditional Criminal Profile meter constantly displayed on-screen. Instead, Jason and Lucia have profile information accessible through a dedicated menu tab.
- Your criminal profile can be permanently ruined after specific actions
- Jason & Lucia have a relationship bar that can be influenced by how they treat each other through your own actions, like texting each other things or going out on dates
Focus
- Focus ability which we saw in the gameplay preview is the third major stat, similar to deadeye, it slows down time for both Jason and Lucia plus highlights valuable components of vehicles and enemy weak points
Focus is GTA 6's third major character ability/stat.
It is somewhat similar to Dead Eye and Michael's GTA V special ability, but reportedly works differently.
- Cars do require fuel, and electric cars require charging. Rockstar designed these to not be tedious
- Cash you are carrying can be lost after being arrested or dying and has to be stashed or put into an ATM, you cannot just use the phone for this.
- Fences can be visited to sell off loot from robberies, similar to Red Dead 2's fences
- Driving is reportedly heavier and less arcade-like than GTA V, feeling more like a mid-point between GTA 4 and 5
- Police no longer appear directly on the minimap and you have to use your own eyes to avoid them
- At six stars, police search across the entire map for you rather than designated search areas
- Police are reportedly considerably smarter than GTA V, Officers can intentionally shoot your vehicle's tires.
- Police can remember your appearance, car and clothes. You may have to change these in order to lose your wanted level.
- There are trackers on vehicles that need to be removed through progression with fences, or use older cars that don't have trackers
- GTA 6 reportedly contains a full in-game social media system and NPCs post content to the social network, it is part of the living world and you can see events on there then go and visit them in person
- Gyms are back from GTA San Andreas, you now have to purchase a subscription and can train for muscles. you can even buy protein shakes to boost that before workouts
- Buses and Taxis can be used for fast travel
New ‘Grand Theft Auto 6’ details 🎮
• Jason and Lucia can switch between each other during gameplay
• Jason and Lucia's bodies can physically change based on eating, working out, if they don’t sleep enough, or are on the run
• Rockstar has created its most detailed and varied NPC population yet, having nearly an entire branch dedicated to NPC creation, and they react more naturally to what’s happening in the world
• Characters can browse their phones and in-game social media is integrated into the world
• Vice City is heavily inspired by Miami, with Rockstar conducting years of research into the city and its culture
• Rockstar consulted ex-criminals, law enforcement, club promoters, gun dealers and other locals during development
• More than 50 real street artists contributed murals to the game
• The fashion system in GTA 6 is much deeper, with clothing designed around different characters, lifestyles and locations
• Miami’s music culture plays a major role, including hip-hop, Miami bass, house parties and nightlife
• Real-life race car drivers consulted on vehicle handling
• Game’s goal is to combine the chaos of GTA V with the realism and immersion of ‘Red Dead Redemption 2’
• Rockstar’s development team has more than doubled in size since ‘Red Dead Redemption 2’
• The game has been in the works since 2013
(via @Dazed)
@brodynauticafan Hulk was originally gay in his first appearance but gay inks was too expensive so the made him graay and was retconned latrer to be gay and even has his ownpersonality called joe gay
you’ll be watching stranger things thinking “damn this show is a lot dumber than i remember” then gaten matarazzo and joe keery will have a scene together and it’ll be the best piece of television youve ever witnessed
After seeing THE ODYSSEY prologue, I thought this movie would be more vertically framed. But the trailer says otherwise, and I'm not necessarily mad about it.
Pope Leo speaks on cinema 🎞️
"The logic of algorithms tends to repeat what 'works,' but art opens up what is possible. Not everything has to be immediate or predictable. Defend slowness when it serves a purpose, silence when it speaks and difference when evocative. Beauty is not just a means of escape; it is, above all, an invocation. When cinema is authentic, it does not merely console but challenges. It articulates the questions that dwell within us and sometimes even provokes tears that we did not know we needed to express"
"Entering a cinema is like crossing a threshold. In the darkness and silence, vision becomes sharper, the heart opens up, and the mind becomes receptive to things not yet imagined ... We live in an age where digital screens are always on. There is a constant flow of information. However, cinema is much more than just a screen; it is an intersection of desires, memories and questions. It is a sensory journey in which light pierces the darkness and words meet silence. As the plot unfolds, our mind is educated, our imagination broadens, and even pain can find new meaning"
"Cultural facilities, such as cinemas and theaters, are the beating hearts of our communities because they contribute to making them more human. If a city is alive, it is thanks in part to its cultural spaces. We must inhabit these spaces and build relationships within them, day after day. Nonetheless, cinemas are experiencing a troubling decline, with many being removed from cities and neighborhoods. More than a few people are saying that the art of cinema and the cinematic experience are in danger. I urge institutions not to give up but to cooperate in affirming the social and cultural value of this activity"
You know how Tolkien was describing Melkor as someone who cannot create life on his own, but only twist and distort what's already been created. That's how orcs were made from elves. That's what Iger is doing with animation.
Buddy Hield says he was disappointed after visiting the Colosseum in Rome
"I watched 'Gladiator' and thought Maximus was a real warrior ... I’m going into the Colosseum yelling ‘Maximus!’ and then my tour guide said, ‘He’s not real’”
Brett Pawlak, the director of photography for ‘SPIDER-MAN: BRAND NEW DAY’, has created a moodboard for the film.
One of the pictures features Savage Hulk.
from the stars of MIDSOMMAR, A DIFFERENT MAN, & YOU HURT MY FEELINGS
writers & director of BEEF
cinematographer of THE GREEN KNIGHT
production designer of HEREDITARY
editor of MINARI
composers of EEAAO
comes THUNDERBOLTS*
in cinemas May 2