GTA 6 Changes Mechanics to Fix Old Flaws According to Studio Interviews
Interviews with studio leadership highlight how GTA 6 updates long-standing series mechanics like car theft and weapon storage with new trade-offs.
Video by PatchDistrict. Watch on YouTube.
GTA 6 changes ten flaws this series has carried for decades, and almost every fix costs you something. Here's what you get and what you pay.
Car theft now runs through a phone scanner and tools you have to earn. Long guns stay in your trunk or a locker. Bystanders can pull a gun on you, police need a witness, and the cash on you can vanish. We also cover store robberies, how open the missions are, Jason and Lucia's separate routines, and a camera stutter Digital Foundry traced back to at least GTA 4.
Most of this comes from Rob Nelson's interviews with IGN and Famitsu, with the stutter from Digital Foundry and GamesRadar. Where something is only reported, the video says so.
Chapters
00:00 Ten flaws, ten prices
00:48 Car theft stops being one button
01:48 No more invisible arsenal
02:45 People fight back
03:37 Cops need a witness
04:44 Money you can lose
05:26 Rob almost anything
06:11 How open are the missions?
06:53 Jason and Lucia's routines
07:42 Tight streets, plus three small changes
08:32 The stutter nobody mentioned
09:28 The whole bill
Footage used with credit:
Rockstar Games: Grand Theft Auto VI Trailer 1, Trailer 2, the Launch Trailer and An Extended Look
Nanaya's Torch: youtube.com/watch?v=QmVwBhcYNTA
Digital Foundry: youtube.com/watch?v=am-DB9lgNZ0
LordGedi (GTA V gameplay): youtube.com/watch?v=UBeKk4eF-Sw
jayvee (GTA V gameplay): youtube.com/watch?v=_tnIwFiyYNM
PCLM (GTA V gameplay): youtube.com/watch?v=msKQ0jgh-kU
blak47100 (GTA V gameplay): youtube.com/watch?v=lw4TejicPvY
Brother Foller (Red Dead Redemption 2 gameplay): youtube.com/watch?v=iXM5A8paVKw
Grand Theft Auto VI is developed and published by Rockstar Games.
GTA 6 Changes: 10 Old GTA Flaws Fixed, and What Each Costs
Before November 19th, [music] know what you're giving up. GTA 6 fixes 10 flaws this series has carried for decades, and almost every fix costs [music] you something. Rockstar North's core studio head says it himself. In previous games, you were a bit all-powerful, the only one with an invisible arsenal. Right now, [music] every list of GTA 6 changes calls them upgrades, smarter cops, deeper car theft, a busier city. But read Rob Nelson's [music] full interview with IGN where he played the game live for 30 minutes and his talk with Famitsu in Japan, and you see the catch. Your guns, your cash, your easy getaway, you're the
one paying for those [music] upgrades. So here are 10 flaws GTA 6 goes after, what each fix [music] gives you and what it costs you. And the last one is different. It's a bug that goes back to at least GTA 4. [music] Rockstar hasn't said a word about it, and it may already be gone. For almost 30 years, any car on the street was yours for one button press. Nelson says that left a lot of potential gameplay on the table. So your phone now has a scanner, the Wayne K scanner. Hold it up to a car and it tells you if it's locked, [music] if
there's an alarm, if there's a tracker, what it sells for, and what it costs to register as your own. An older car might only need [music] a slim jim. Another needs a key cloner, and you have to get your hands on one first. Here's the price. At the start of the game, some parked cars won't open for [music] you at all. They stay shut until the story and your tools catch up. Register one you like, and early on you only have [music] room for three. And some trackers punish careful driving. Slow down in the wrong car and it pings the police. Nelson stole [music] one
in his own demo, saw the red light blinking and said he might just need to get out of it. You can still pull any driver out of any car, but the panic move, running to the nearest parked [music] supercar with sirens behind you, may not work anymore. That's the button gone. The next fix goes after something you probably never called a floor at all, your pockets. In GTA 5, you could pull a rocket launcher out of thin air on a busy sidewalk. You could also stroll past people with a carbine in your hands, and nobody cared until you pointed it them. Nelson [music] told Farmhitsu
that's exactly what felt wrong. So for the first time, you can't hide [music] long guns on your body. They live in your car's trunk or in a locker at Ammu-Nation. Rockstar was nervous about this one. Nelson says they worried that removing [music] it would take away part of what makes GTA fun and thought it over for a long time before deciding. Here's what softens it. You can call your personal vehicle at any time. Every gun you've [music] bought is in the back and so are your spare outfits. And here's the price. Carry a rifle in your hands and people walk away from you or get
aggressive. The police can even be told [music] you're armed. So your car stops being just the way you get around. It's your armory [music] and your wardrobe and a fight won't always start next to it. That matters more now because you are no longer the only armed [music] person on that street. Nelson's description of the old games is simple. Apart from the police, everyone would run in terror from you. Now look at what happened in his demo. [music] He got into it with a few people and a second group saw it and pulled a gun. He says you are not the only one capable of
violence anymore and that people have impulses of their own. It even applies to just being nosy. Stand too close to a conversation and they'll turn around and say, can I help you? Follow someone for too long and they might get aggressive [music] or try to get away. What you get back is a range of choices. Aim and let them run, threaten them, knock them out, shoot them without killing them. The price is that a walk through the city [music] can now go wrong by itself and something is keeping score. Rockstar calls it your criminal profile and doing unnecessary things again and again can sway [music]
it along with how the world and the story react to you. That profile watches everything you do. The police finally only know what somebody actually saw. [music] Nelson told Farmhitsu that in past GTAs you felt wanted [music] automatically wherever you were, even if nobody saw the crime. Now somebody has to witness it or an [music] alarm has to go off. It's the Red Dead II rule and he says stars don't pile up as easily either. Hollow stars mean the police don't know [music] what you look like. Get out of the area and you're fine. Nelson calls it a hit-and-run style of play and Rockstar [music]
wants you doing it. Here's the catch. When someone does call it in, dispatch is extremely specific. They can know your face, your clothes, [music] your car, even that you're a couple. [music] So in the demo, Nelson puts on glasses and a baseball cap. Not enough, he says. They still know the [music] outfit. IGN asked if a haircut would do it. Same answer. Your way out is a clothing store, the spare clothes in your trunk, a new car, or splitting [music] Jason and Lucia up. At one point, Lucia just buys a cap and some gum in a mini mart while a cop walks past outside. And
at three [music] stars in the city, Nelson says your best option is usually to leave the car and go on foot into the alleys. So you pay for that fairness by thinking about your clothes in the middle of a chase. And if you still go down, the bill lands somewhere else. Nelson says they've made money matter more in this story than he thinks in any previous GTA. There will be parts of the game where you have to go [music] out and make money just to move the missions forward, boosting cars, sticking places up. And now there are two kinds of money. The cash on you
is at risk if [music] you get wasted or busted. Go down to the police or to civilians after causing trouble and it's all gone. Your bank account is the safe place. It reaches the cars too. Damage lowers what a fence pays you, and after you sell at a pay and spray, [music] that same shop won't take another car for a while. So a bad fight now costs you story [music] progress, and a sloppy getaway costs you the payout. And the fastest way to refill that [music] account is the crime GTA V barely bothered with. In GTA V, a store [music] robbery meant walking in, pointing
a gun at the clerk and grabbing the cash. In GTA VI, Nelson says you can rob pretty much anything. In the demo, he picks a shop that sells [music] headphones. He finds the safe, then a choice. Hunt down the combination or use an explosive [music] that would damage some of the take. While he's doing that, the cops stack up out front. A back door saves him, and he admits he should have parked a vehicle outside [music] first. This isn't a side activity either. He calls robberies a huge amount of what you can and need to be doing [music] between story missions. The price here is
time. You can go in fast and take [music] less or plan it and risk the cops arriving. And that raises a fair question. If the open world got this deep, do the story missions still march you down a line? [music] Mostly no, says Nelson. [music] He talks about a very conscious effort to open things up where possible. That tower block in the extended look has multiple ways out. The chase where Raul [music] gets in the car starts on rails with you shooting while Lucia drives. Then you switch and take the wheel. You get told an optimal route, and if you ignore it, [music] you can
still get out because the mission has essentially turned into a police chase. The cost on this one [music] comes from Nelson himself. He says the narrative does need to take precedence at times and that too much freedom can [music] make it hard to keep the quality up. So go in expecting more room with some scripted moments still in place. That's a smaller promise [music] than some of the hype and a more believable one. It also leads to the biggest structural change in the game. Nelson describes [music] GTA V as three separate characters aligned but living very separate lives. Jason and Lucia keep their own routines
instead. Switch to Jason and he might be out doing his own thing [music] at the safe house or in the shower. You can even text each other and she'll tell you she's going to bed and to lock up. You can also let [music] your partner drive while you shoot out of the car. Nelson says that when it works, it can feel like playing a scripted mission, which he calls totally [music] new for them. The price is attention. Ignore those texts and it may hurt the relationship. And he says playing missions together may not be enough to keep them together. You have to spend time [music]
with them in the open world. It 's optional to be fair. He can't think of a real gameplay benefit [music] to romance and they stay partners in crime either way, but whether you nurtured it has a bearing on how their [music] story plays out and robbing banks together counts as quality time. Nelson [music] says the streets are narrower and more realistic in scale and with all that traffic, driving requires a bit of skill. Now put three of these fixes together. A track car has to be driven fast. [music] The streets are tight and full of traffic and every scratch lower is what the fence pays.
No single one of those is a big deal. Stacked up, [music] they turn stealing a nice car into a real job. If that sounds like too much, you can let your partner drive or ride along with a ride me passenger and chat, which Nelson calls a good way to fast travel. [music] Before the last one, three smaller changes quickly. At your safe house, you can only cut or shave your hair. A new hairstyle [music] means a salon. Food gives you a buff and training at the gym raises your base health and stamina. And previewers say the [music] old tap to sprint is gone, replaced by
a click of the left stick. That one's only reported. Rockstar [music] hasn't published a control scheme. Now the one nobody at Rockstar has mentioned. Watch a camera pan in this trailer. It should glide and instead it looks slightly jagged. Digital Foundry explains it like this. The game isn't dropping frames and the frame pacing is fine. The camera's travel is just inconsistent from one frame to the next and you can see it in character animation too. They trace it back to at least GTA IV. It's in the Red Dead games and GTA [music] V on PC is the famous case. According to Digital Foundry and Games
Radar, it was in every GTA VI trailer right up to the extended look. Then the launch trailer dropped. Lots of big panning shots, the kind where it's easiest [music] to spot. And Digital Foundry's verdict was I'm not seeing it. Be careful with this one though. [music] It could just be a hand picked set of shots. Digital Foundry won't say it's 100% gone and Rockstar hasn't [music] confirmed anything. But if it holds on November 19th, it's the one fix on this list that [music] costs you nothing at all. So that's the deal GTA VI is offering. Cars you can't open yet, guns you can't pocket, cash
you [music] can lose, cops who know your shirt. In exchange, the world finally pushes back and it's still [music] chaos if you want it to be. Near the end of his demo, Nelson was swarmed by police, calling himself a total idiot. [music] Even with the new systems, he says it's still very much Grand Theft Auto. So which of these 10 costs would you refuse to pay? Tell me in the comments and clear your drive. Rockstar says [music] the preload opens November 10th and needs up to 212 GB. >> [music]